﻿#include "ContactHandling.cginc"
#include "ColliderDefinitions.cginc"
#include "Rigidbody.cginc"
#include "Simplex.cginc"
#include "CollisionMaterial.cginc"
#include "Integration.cginc"
#include "AtomicDeltas.cginc"
#include "FluidKernels.cginc"

#pragma kernel Project
#pragma kernel Apply

StructuredBuffer<int> particleIndices;
StructuredBuffer<int> simplices;
StructuredBuffer<float> invMasses;
StructuredBuffer<float> invRotationalMasses;
StructuredBuffer<float4> positions;
StructuredBuffer<quaternion> orientations;
StructuredBuffer<float4> prevPositions;
StructuredBuffer<quaternion> prevOrientations;
StructuredBuffer<float4> principalRadii;

StructuredBuffer<transform> transforms;
StructuredBuffer<shape> shapes;

RWStructuredBuffer<float4> RW_positions;
RWStructuredBuffer<quaternion> RW_orientations;

RWStructuredBuffer<contact> contacts;
RWStructuredBuffer<contactMasses> effectiveMasses;
StructuredBuffer<uint> dispatchBuffer;

StructuredBuffer<transform> solverToWorld;
StructuredBuffer<inertialFrame> inertialSolverFrame;

// Variables set from the CPU
uint particleCount;
float substepTime;
float stepTime;
float sorFactor;

[numthreads(128, 1, 1)]
void Project (uint3 id : SV_DispatchThreadID) 
{
    unsigned int i = id.x;

    if (i >= dispatchBuffer[3]) return;

    // Skip contacts involving triggers:
    if (shapes[contacts[i].bodyB].isTrigger())
        return;

    int simplexSize;
    int simplexStart = GetSimplexStartAndSize(contacts[i].bodyA, simplexSize);
    int colliderIndex = contacts[i].bodyB;

    int rigidbodyIndex = shapes[colliderIndex].rigidbodyIndex;

    // Combine collision materials (use material from first particle in simplex)
    collisionMaterial material = CombineCollisionMaterials(collisionMaterialIndices[simplices[simplexStart]], shapes[colliderIndex].materialIndex);

    // Calculate relative velocity:
    float4 rA = float4(0,0,0,0), rB = float4(0,0,0,0);

    float4 prevPositionA = float4(0,0,0,0);
    float4 linearVelocityA = float4(0,0,0,0);
    float4 angularVelocityA = float4(0,0,0,0);
    float invRotationalMassA = 0;
    quaternion orientationA = quaternion(0, 0, 0, 0);
    float simplexRadiusA = 0;

    int j = 0;
    for (j = 0; j < simplexSize; ++j)
    {
        int particleIndex = simplices[simplexStart + j];
        prevPositionA    += prevPositions[particleIndex] * contacts[i].pointA[j];
        linearVelocityA  += DifferentiateLinear(positions[particleIndex], prevPositions[particleIndex], substepTime) * contacts[i].pointA[j];
        angularVelocityA += DifferentiateAngular(orientations[particleIndex], prevOrientations[particleIndex], substepTime) * contacts[i].pointA[j];
        invRotationalMassA += invRotationalMasses[particleIndex] * contacts[i].pointA[j];
        orientationA += orientations[particleIndex] * contacts[i].pointA[j];
        simplexRadiusA += EllipsoidRadius(contacts[i].normal, prevOrientations[particleIndex], principalRadii[particleIndex].xyz) * contacts[i].pointA[j];
    }

    float4 relativeVelocity = linearVelocityA;

    // Add particle angular velocity if rolling contacts are enabled:
    if (material.rollingContacts > 0)
    {
        rA = -contacts[i].normal * simplexRadiusA;                          // for fluid particles:
        relativeVelocity += float4(cross(angularVelocityA.xyz, rA.xyz), 0); //* (Poly6(contacts[i].dist,simplexRadiusA*6) / Poly6(0,simplexRadiusA*6));
    }

    // Subtract rigidbody velocity:
    int rbContacts = 1;
    if (rigidbodyIndex >= 0)
    {
        // Note: unlike rA, that is expressed in solver space, rB is expressed in world space.
        rB = solverToWorld[0].TransformPoint(contacts[i].pointB) - rigidbodies[rigidbodyIndex].com;
        
        relativeVelocity -= GetRigidbodyVelocityAtPoint(rigidbodies[rigidbodyIndex], contacts[i].pointB,
                                                        asfloat(linearDeltasAsInt[rigidbodyIndex]), 
                                                        asfloat(angularDeltasAsInt[rigidbodyIndex]), inertialSolverFrame[0]);

        rbContacts = rigidbodies[rigidbodyIndex].constraintCount;
    }

    // Determine impulse magnitude:
    float tangentMass = effectiveMasses[i].tangentInvMassA + effectiveMasses[i].tangentInvMassB * rbContacts;
    float bitangentMass = effectiveMasses[i].bitangentInvMassA + effectiveMasses[i].bitangentInvMassB * rbContacts;
    float2 impulses = SolveFriction(contacts[i], tangentMass, bitangentMass, relativeVelocity, material.staticFriction, material.dynamicFriction, stepTime);

    if (abs(impulses.x) > EPSILON || abs(impulses.y) > EPSILON)
    {
        float4 tangentImpulse   = impulses.x * contacts[i].tangent;
        float4 bitangentImpulse = impulses.y * GetBitangent(contacts[i]);
        float4 totalImpulse = tangentImpulse + bitangentImpulse;

        float baryScale = BaryScale(contacts[i].pointA);
        for (j = 0; j < simplexSize; ++j)
        {
            int particleIndex = simplices[simplexStart + j];
            float4 delta1 = (tangentImpulse * effectiveMasses[i].tangentInvMassA + bitangentImpulse * effectiveMasses[i].bitangentInvMassA) * substepTime * contacts[i].pointA[j] * baryScale; 
            AtomicAddPositionDelta(particleIndex, delta1);
        }

        if (rigidbodyIndex >= 0)
        {
            ApplyImpulse(rigidbodyIndex, -totalImpulse, contacts[i].pointB, inertialSolverFrame[0].frame);
        }

        // Rolling contacts:
        if (material.rollingContacts > 0)
        {
            // Calculate angular velocity deltas due to friction impulse:
            float4 invInertiaTensor = 1.0/(GetParticleInertiaTensor(simplexRadiusA, invRotationalMassA) + FLOAT4_EPSILON);
            float4x4 solverInertiaA = TransformInertiaTensor(invInertiaTensor, orientationA);

            float4 angVelDeltaA = mul(solverInertiaA, float4(cross(rA.xyz, totalImpulse.xyz), 0));
            float4 angVelDeltaB = FLOAT4_ZERO;

            // Final angular velocities, after adding the deltas:
            angularVelocityA += angVelDeltaA;
            float4 angularVelocityB = FLOAT4_ZERO;

            // Calculate weights (inverse masses):
            float invMassA = length(mul(solverInertiaA, normalizesafe(angularVelocityA)));
            float invMassB = 0;

            if (rigidbodyIndex >= 0)
            {
                angVelDeltaB = mul(-rigidbodies[rigidbodyIndex].inverseInertiaTensor, float4(cross(rB.xyz, totalImpulse.xyz), 0));
                angularVelocityB = rigidbodies[rigidbodyIndex].angularVelocity + angVelDeltaB;
                invMassB = length(mul(rigidbodies[rigidbodyIndex].inverseInertiaTensor, normalizesafe(angularVelocityB))) * rbContacts;
            }

            // Calculate rolling axis and angular velocity deltas:
            float4 rollAxis = FLOAT4_ZERO;
            float rollingImpulse = SolveRollingFriction(contacts[i], angularVelocityA, angularVelocityB, material.rollingFriction, invMassA, invMassB, rollAxis);
            angVelDeltaA += rollAxis * rollingImpulse * invMassA;
            angVelDeltaB -= rollAxis * rollingImpulse * invMassB;

            // Apply orientation delta to particles:
            quaternion orientationDelta = AngularVelocityToSpinQuaternion(orientationA, angVelDeltaA, substepTime);

            for (j = 0; j < simplexSize; ++j)
            {
                int particleIndex = simplices[simplexStart + j];
                AtomicAddOrientationDelta(particleIndex, orientationDelta);
            }

            // Apply angular velocity delta to rigidbody:
            if (rigidbodyIndex >= 0)
            {
                AtomicAddAngularDelta(rigidbodyIndex, angVelDeltaB);
            }
        }
    }
}

[numthreads(128, 1, 1)]
void Apply (uint3 id : SV_DispatchThreadID) 
{
    unsigned int threadIndex = id.x;

    if (threadIndex >= particleCount) return;

    int p = particleIndices[threadIndex];

    ApplyPositionDelta(RW_positions, p, sorFactor);
    ApplyOrientationDelta(RW_orientations, p, sorFactor);
}


