Merge pull request #55074 from nekomatata/fix-soft-body-gravity

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Rémi Verschelde 2021-11-18 09:27:23 +01:00 committed by GitHub
commit c6555cafa5
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2 changed files with 2 additions and 11 deletions

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@ -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];

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@ -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: