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authorPouleyKetchoupp <pouleyketchoup@gmail.com>2021-11-17 17:59:26 -0700
committerPouleyKetchoupp <pouleyketchoup@gmail.com>2021-11-17 17:59:26 -0700
commitea52c683375e73df6bb66b90d7250a046ff20da4 (patch)
tree6d8003c759d40fd389b7cabc83121625f33652d6 /servers
parent15062513c01a835f59d9c905e5e65a7002d6c370 (diff)
Fix applied gravity on soft bodies
Regression fix, gravity was accumulated between frames after some changes around area gravity calculation. Also got rid of unused member and method in soft body class.
Diffstat (limited to 'servers')
-rw-r--r--servers/physics_3d/godot_soft_body_3d.cpp10
-rw-r--r--servers/physics_3d/godot_soft_body_3d.h3
2 files changed, 2 insertions, 11 deletions
diff --git a/servers/physics_3d/godot_soft_body_3d.cpp b/servers/physics_3d/godot_soft_body_3d.cpp
index b8e9ab4fb9..231b8686f5 100644
--- a/servers/physics_3d/godot_soft_body_3d.cpp
+++ b/servers/physics_3d/godot_soft_body_3d.cpp
@@ -964,12 +964,6 @@ void GodotSoftBody3D::apply_forces(const LocalVector<GodotArea3D *> &p_wind_area
}
}
-void GodotSoftBody3D::_compute_area_gravity(const GodotArea3D *p_area) {
- Vector3 area_gravity;
- p_area->compute_gravity(get_transform().get_origin(), area_gravity);
- gravity += area_gravity;
-}
-
Vector3 GodotSoftBody3D::_compute_area_windforce(const GodotArea3D *p_area, const Face *p_face) {
real_t wfm = p_area->get_wind_force_magnitude();
real_t waf = p_area->get_wind_attenuation_factor();
@@ -987,12 +981,12 @@ void GodotSoftBody3D::predict_motion(real_t p_delta) {
ERR_FAIL_COND(!get_space());
- int ac = areas.size();
-
bool gravity_done = false;
+ Vector3 gravity;
LocalVector<GodotArea3D *> wind_areas;
+ int ac = areas.size();
if (ac) {
areas.sort();
const AreaCMP *aa = &areas[0];
diff --git a/servers/physics_3d/godot_soft_body_3d.h b/servers/physics_3d/godot_soft_body_3d.h
index c03951959f..5198186b5d 100644
--- a/servers/physics_3d/godot_soft_body_3d.h
+++ b/servers/physics_3d/godot_soft_body_3d.h
@@ -101,8 +101,6 @@ class GodotSoftBody3D : public GodotCollisionObject3D {
real_t drag_coefficient = 0.0; // [0,1]
LocalVector<int> pinned_vertices;
- Vector3 gravity;
-
SelfList<GodotSoftBody3D> active_list;
Set<GodotConstraint3D *> constraints;
@@ -113,7 +111,6 @@ class GodotSoftBody3D : public GodotCollisionObject3D {
uint64_t island_step = 0;
- _FORCE_INLINE_ void _compute_area_gravity(const GodotArea3D *p_area);
_FORCE_INLINE_ Vector3 _compute_area_windforce(const GodotArea3D *p_area, const Face *p_face);
public: