The file containing the source code shown below is located in the corresponding directory in <sdk>/samples/android-<version>/...
#pragma version(1) #pragma rs java_package_name(com.example.android.rs.balls) #include "balls.rsh" float2 gGravityVector = {0.f, 9.8f}; float2 gMinPos = {0.f, 0.f}; float2 gMaxPos = {1280.f, 700.f}; static float2 touchPos[10]; static float touchPressure[10]; void touch(float x, float y, float pressure, int id) { if (id >= 10) { return; } touchPos[id].x = x; touchPos[id].y = y; touchPressure[id] = pressure; } void root(const Ball_t *ballIn, Ball_t *ballOut, const BallControl_t *ctl, uint32_t x) { float2 fv = {0, 0}; float2 pos = ballIn->position; int arcID = -1; float arcInvStr = 100000; const Ball_t * bPtr = rsGetElementAt(ctl->ain, 0); for (uint32_t xin = 0; xin < ctl->dimX; xin++) { float2 vec = bPtr[xin].position - pos; float2 vec2 = vec * vec; float len2 = vec2.x + vec2.y; if (len2 < 10000) { //float minDist = ballIn->size + bPtr[xin].size; float forceScale = ballIn->size * bPtr[xin].size; forceScale *= forceScale; if (len2 > 16 /* (minDist*minDist)*/) { // Repulsion float len = sqrt(len2); fv -= (vec / (len * len * len)) * 20000.f * forceScale; } else { if (len2 < 1) { if (xin == x) { continue; } ballOut->delta = 0.f; ballOut->position = ballIn->position; if (xin > x) { ballOut->position.x += 1.f; } else { ballOut->position.x -= 1.f; } //ballOut->color.rgb = 1.f; //ballOut->arcID = -1; //ballOut->arcStr = 0; return; } // Collision float2 axis = normalize(vec); float e1 = dot(axis, ballIn->delta); float e2 = dot(axis, bPtr[xin].delta); float e = (e1 - e2) * 0.45f; if (e1 > 0) { fv -= axis * e; } else { fv += axis * e; } } } } fv /= ballIn->size * ballIn->size * ballIn->size; fv -= gGravityVector * 4.f; fv *= ctl->dt; for (int i=0; i < 10; i++) { if (touchPressure[i] > 0.1f) { float2 vec = touchPos[i] - ballIn->position; float2 vec2 = vec * vec; float len2 = max(2.f, vec2.x + vec2.y); fv -= (vec / len2) * touchPressure[i] * 300.f; } } ballOut->delta = (ballIn->delta * (1.f - 0.004f)) + fv; ballOut->position = ballIn->position + (ballOut->delta * ctl->dt); const float wallForce = 400.f; if (ballOut->position.x > (gMaxPos.x - 20.f)) { float d = gMaxPos.x - ballOut->position.x; if (d < 0.f) { if (ballOut->delta.x > 0) { ballOut->delta.x *= -0.7; } ballOut->position.x = gMaxPos.x; } else { ballOut->delta.x -= min(wallForce / (d * d), 10.f); } } if (ballOut->position.x < (gMinPos.x + 20.f)) { float d = ballOut->position.x - gMinPos.x; if (d < 0.f) { if (ballOut->delta.x < 0) { ballOut->delta.x *= -0.7; } ballOut->position.x = gMinPos.x + 1.f; } else { ballOut->delta.x += min(wallForce / (d * d), 10.f); } } if (ballOut->position.y > (gMaxPos.y - 20.f)) { float d = gMaxPos.y - ballOut->position.y; if (d < 0.f) { if (ballOut->delta.y > 0) { ballOut->delta.y *= -0.7; } ballOut->position.y = gMaxPos.y; } else { ballOut->delta.y -= min(wallForce / (d * d), 10.f); } } if (ballOut->position.y < (gMinPos.y + 20.f)) { float d = ballOut->position.y - gMinPos.y; if (d < 0.f) { if (ballOut->delta.y < 0) { ballOut->delta.y *= -0.7; } ballOut->position.y = gMinPos.y + 1.f; } else { ballOut->delta.y += min(wallForce / (d * d * d), 10.f); } } ballOut->size = ballIn->size; //rsDebug("physics pos out", ballOut->position); }