Merge pull request #55074 from nekomatata/fix-soft-body-gravity
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commit
c6555cafa5
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@ -964,12 +964,6 @@ void GodotSoftBody3D::apply_forces(const LocalVector<GodotArea3D *> &p_wind_area
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}
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}
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void GodotSoftBody3D::_compute_area_gravity(const GodotArea3D *p_area) {
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Vector3 area_gravity;
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p_area->compute_gravity(get_transform().get_origin(), area_gravity);
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gravity += area_gravity;
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}
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Vector3 GodotSoftBody3D::_compute_area_windforce(const GodotArea3D *p_area, const Face *p_face) {
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real_t wfm = p_area->get_wind_force_magnitude();
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real_t waf = p_area->get_wind_attenuation_factor();
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@ -987,12 +981,12 @@ void GodotSoftBody3D::predict_motion(real_t p_delta) {
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ERR_FAIL_COND(!get_space());
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int ac = areas.size();
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bool gravity_done = false;
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Vector3 gravity;
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LocalVector<GodotArea3D *> wind_areas;
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int ac = areas.size();
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if (ac) {
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areas.sort();
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const AreaCMP *aa = &areas[0];
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@ -101,8 +101,6 @@ class GodotSoftBody3D : public GodotCollisionObject3D {
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real_t drag_coefficient = 0.0; // [0,1]
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LocalVector<int> pinned_vertices;
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Vector3 gravity;
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SelfList<GodotSoftBody3D> active_list;
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Set<GodotConstraint3D *> constraints;
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@ -113,7 +111,6 @@ class GodotSoftBody3D : public GodotCollisionObject3D {
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uint64_t island_step = 0;
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_FORCE_INLINE_ void _compute_area_gravity(const GodotArea3D *p_area);
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_FORCE_INLINE_ Vector3 _compute_area_windforce(const GodotArea3D *p_area, const Face *p_face);
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public:
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