chore(grass collision): minor tweaks#1568
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WalkthroughBump GrassCollision.ini version to 3-0-1 and modify GrassCollision.hlsli: adjust normal computation, introduce a distance-based nearFactor, replace fixed distance test with nearFactor > 0.0, clamp collision z components to non-positive values, and scale displacements by nearFactor while retaining the 0.75 multiplier. Changes
Sequence Diagram(s)sequenceDiagram
autonumber
participant Scene
participant GrassShader as GrassCollision.hlsli
participant GPU as Shader Output
Scene->>GrassShader: worldPosition, height samples, collision inputs
activate GrassShader
GrassShader->>GrassShader: compute tangents & crossProd = cross(tangentX,tangentY) * vec3(1,1,0.1)
GrassShader->>GrassShader: normalize crossProd (fallback to (0,0,-1) if tiny)
GrassShader->>GrassShader: nearFactor = smoothstep(2048.0, 0.0, length(worldPosition))
alt nearFactor > 0.0
GrassShader->>GrassShader: clamp collision.z = -abs(collision.z)
GrassShader->>GrassShader: clamp previousCollision.z = -abs(previousCollision.z)
GrassShader->>GrassShader: displacement *= nearFactor * 0.75
GrassShader->>GrassShader: previousDisplacement *= nearFactor * 0.75
GrassShader->>GPU: output displaced position
else
GrassShader->>GPU: output original position (zero displacement)
end
deactivate GrassShader
Estimated code review effort🎯 3 (Moderate) | ⏱️ ~20 minutes Possibly related PRs
Suggested reviewers
Poem
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🧹 Nitpick comments (2)
features/Grass Collision/Shaders/GrassCollision/GrassCollision.hlsli (2)
99-102: Consider documenting the Z-axis dampening factor.The
float3(1.0, 1.0, 0.1)scaling applied to the cross product dampens the Z component by a factor of 10, making the resulting normal more horizontal. While this may be intentional for grass collision behavior (e.g., preferring horizontal displacement over vertical), a brief comment explaining the rationale would improve maintainability.Example:
- float3 crossProd = cross(tangentX, tangentY) * float3(1.0, 1.0, 0.1); + // Dampen Z component to favor horizontal collision normals over vertical + float3 crossProd = cross(tangentX, tangentY) * float3(1.0, 1.0, 0.1);
142-142: Use named constant instead of magic number.The value
2048.0is already defined asZRANGE.x(line 20). Consider using the named constant for consistency and maintainability. If the constant values change in the future, this ensures the fade distance remains synchronized.Apply this diff:
- float nearFactor = smoothstep(2048.0, 0.0, length(worldPosition)); + float nearFactor = smoothstep(ZRANGE.x, 0.0, length(worldPosition));
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features/Grass Collision/Shaders/GrassCollision/GrassCollision.hlsli(3 hunks)
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**/*.{cpp,cxx,cc,c,h,hpp,hxx,hlsl,hlsli,fx,fxh,py}
📄 CodeRabbit inference engine (.github/copilot-instructions.md)
Do not include TODO/FIXME placeholders; provide complete, working solutions
Files:
features/Grass Collision/Shaders/GrassCollision/GrassCollision.hlsli
features/*/Shaders/**/*.{hlsl,hlsli,fx,fxh}
📄 CodeRabbit inference engine (.github/copilot-instructions.md)
features/*/Shaders/**/*.{hlsl,hlsli,fx,fxh}: Place all feature shaders under features/YourFeature/Shaders/
Avoid GPU register/buffer conflicts in HLSL; verify register usage (e.g., with hlslkit buffer scanning)
Files:
features/Grass Collision/Shaders/GrassCollision/GrassCollision.hlsli
🔇 Additional comments (3)
features/Grass Collision/Shaders/GrassCollision/GrassCollision.hlsli (3)
144-144: LGTM: Smooth fade replaces hard cutoff.The condition change from
length(worldPosition) < 2048.0tonearFactor > 0.0is functionally correct and provides a smooth fade-out of collision effects, improving visual quality compared to the previous hard cutoff.
157-159: LGTM: Z-clamping prevents upward displacement.The logic correctly ensures collision vectors only displace grass downward or sideways, not upward. The
z = -abs(z)approach is efficient and the comment clearly explains the constraint.
164-165: LGTM: Distance-based fade improves performance and quality.The addition of
nearFactorto the displacement scaling provides a smooth distance-based fade-out of collision effects, which is good for both performance (reducing computation at far distances) and visual quality (avoiding abrupt cutoffs).
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@doodlum what's with the magic number 2048? The bot suggested a constant. |
The array distance |
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Summary by CodeRabbit
Bug Fixes
Chores