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-rw-r--r--servers/physics_3d/godot_soft_body_3d.cpp96
1 files changed, 47 insertions, 49 deletions
diff --git a/servers/physics_3d/godot_soft_body_3d.cpp b/servers/physics_3d/godot_soft_body_3d.cpp
index 4b3e8cc0d9..b8e9ab4fb9 100644
--- a/servers/physics_3d/godot_soft_body_3d.cpp
+++ b/servers/physics_3d/godot_soft_body_3d.cpp
@@ -917,9 +917,7 @@ void GodotSoftBody3D::add_velocity(const Vector3 &p_velocity) {
}
}
-void GodotSoftBody3D::apply_forces(bool p_has_wind_forces) {
- int ac = areas.size();
-
+void GodotSoftBody3D::apply_forces(const LocalVector<GodotArea3D *> &p_wind_areas) {
if (nodes.is_empty()) {
return;
}
@@ -932,7 +930,6 @@ void GodotSoftBody3D::apply_forces(bool p_has_wind_forces) {
// Iterate over faces (try not to iterate elsewhere if possible).
for (i = 0, ni = faces.size(); i < ni; ++i) {
- bool stopped = false;
const Face &face = faces[i];
Vector3 wind_force(0, 0, 0);
@@ -941,24 +938,10 @@ void GodotSoftBody3D::apply_forces(bool p_has_wind_forces) {
volume += vec3_dot(face.n[0]->x - org, vec3_cross(face.n[1]->x - org, face.n[2]->x - org));
// Compute nodal forces from area winds.
- if (ac && p_has_wind_forces) {
- const AreaCMP *aa = &areas[0];
- for (j = ac - 1; j >= 0 && !stopped; j--) {
- PhysicsServer3D::AreaSpaceOverrideMode mode = aa[j].area->get_space_override_mode();
- switch (mode) {
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
- wind_force += _compute_area_windforce(aa[j].area, &face);
- stopped = mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
- } break;
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
- wind_force = _compute_area_windforce(aa[j].area, &face);
- stopped = mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE;
- } break;
- default: {
- }
- }
+ int wind_area_count = p_wind_areas.size();
+ if (wind_area_count > 0) {
+ for (j = 0; j < wind_area_count; j++) {
+ wind_force += _compute_area_windforce(p_wind_areas[j], &face);
}
for (j = 0; j < 3; j++) {
@@ -1004,44 +987,59 @@ void GodotSoftBody3D::predict_motion(real_t p_delta) {
ERR_FAIL_COND(!get_space());
- GodotArea3D *def_area = get_space()->get_default_area();
- ERR_FAIL_COND(!def_area);
- gravity = def_area->get_gravity_vector() * def_area->get_gravity();
-
int ac = areas.size();
- bool stopped = false;
- bool has_wind_forces = false;
+
+ bool gravity_done = false;
+
+ LocalVector<GodotArea3D *> wind_areas;
if (ac) {
areas.sort();
const AreaCMP *aa = &areas[0];
- for (int i = ac - 1; i >= 0 && !stopped; i--) {
- // Avoids unnecessary loop in apply_forces().
- has_wind_forces = has_wind_forces || aa[i].area->get_wind_force_magnitude() > CMP_EPSILON;
-
- PhysicsServer3D::AreaSpaceOverrideMode mode = aa[i].area->get_space_override_mode();
- switch (mode) {
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
- _compute_area_gravity(aa[i].area);
- stopped = mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
- } break;
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
- gravity = Vector3(0, 0, 0);
- _compute_area_gravity(aa[i].area);
- stopped = mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE;
- } break;
- default: {
+ for (int i = ac - 1; i >= 0; i--) {
+ if (!gravity_done) {
+ PhysicsServer3D::AreaSpaceOverrideMode area_gravity_mode = (PhysicsServer3D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE);
+ if (area_gravity_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ Vector3 area_gravity;
+ aa[i].area->compute_gravity(get_transform().get_origin(), area_gravity);
+ switch (area_gravity_mode) {
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
+ gravity += area_gravity;
+ gravity_done = area_gravity_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
+ } break;
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
+ gravity = Vector3(0, 0, 0);
+ gravity = area_gravity;
+ gravity_done = area_gravity_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE;
+ } break;
+ default: {
+ }
+ }
}
}
+
+ if (aa[i].area->get_wind_force_magnitude() > CMP_EPSILON) {
+ wind_areas.push_back(aa[i].area);
+ }
}
}
+ // Add default gravity and damping from space area.
+ if (!gravity_done) {
+ GodotArea3D *default_area = get_space()->get_default_area();
+ ERR_FAIL_COND(!default_area);
+
+ Vector3 default_gravity;
+ default_area->compute_gravity(get_transform().get_origin(), default_gravity);
+ gravity += default_gravity;
+ }
+
// Apply forces.
add_velocity(gravity * p_delta);
- if (pressure_coefficient > CMP_EPSILON || has_wind_forces) {
- apply_forces(has_wind_forces);
+ if (pressure_coefficient > CMP_EPSILON || !wind_areas.is_empty()) {
+ apply_forces(wind_areas);
}
// Avoid soft body from 'exploding' so use some upper threshold of maximum motion
@@ -1300,7 +1298,7 @@ struct _SoftBodyIntersectSegmentInfo {
}
};
-bool GodotSoftBodyShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
+bool GodotSoftBodyShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const {
_SoftBodyIntersectSegmentInfo query_info;
query_info.soft_body = soft_body;
query_info.from = p_begin;