diff --git a/doc/classes/Area3D.xml b/doc/classes/Area3D.xml index 2180196bb5..e91cfd79a1 100644 --- a/doc/classes/Area3D.xml +++ b/doc/classes/Area3D.xml @@ -92,6 +92,15 @@ Override mode for gravity and damping calculations within this area. See [enum SpaceOverride] for possible values. + + The exponential rate at which wind force decreases with distance from its origin. + + + The magnitude of area-specific wind force. + + + The [Node3D] which is used to specify the the direction and origin of an area-specific wind force. The direction is opposite to the z-axis of the [Node3D]'s local transform, and its origin is the origin of the [Node3D]'s local transform. + diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml index d46e38ac5f..33eb0de698 100644 --- a/doc/classes/PhysicsServer3D.xml +++ b/doc/classes/PhysicsServer3D.xml @@ -1222,6 +1222,18 @@ Constant to set/get the priority (order of processing) of an area. + + Constant to set/get the magnitude of area-specific wind force. + + + Constant to set/get the 3D vector that specifies the origin from which an area-specific wind blows. + + + Constant to set/get the 3D vector that specifies the direction in which an area-specific wind blows. + + + Constant to set/get the exponential rate at which wind force decreases with distance from its origin. + This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them. diff --git a/scene/3d/area_3d.cpp b/scene/3d/area_3d.cpp index 2e917c4a42..943586f43c 100644 --- a/scene/3d/area_3d.cpp +++ b/scene/3d/area_3d.cpp @@ -105,6 +105,61 @@ real_t Area3D::get_priority() const { return priority; } +void Area3D::set_wind_force_magnitude(real_t p_wind_force_magnitude) { + wind_force_magnitude = p_wind_force_magnitude; + if (is_inside_tree()) { + _initialize_wind(); + } +} + +real_t Area3D::get_wind_force_magnitude() const { + return wind_force_magnitude; +} + +void Area3D::set_wind_attenuation_factor(real_t p_wind_force_attenuation_factor) { + wind_attenuation_factor = p_wind_force_attenuation_factor; + if (is_inside_tree()) { + _initialize_wind(); + } +} + +real_t Area3D::get_wind_attenuation_factor() const { + return wind_attenuation_factor; +} + +void Area3D::set_wind_source_path(const NodePath &p_wind_source_path) { + wind_source_path = p_wind_source_path; + if (is_inside_tree()) { + _initialize_wind(); + } +} + +const NodePath &Area3D::get_wind_source_path() const { + return wind_source_path; +} + +void Area3D::_initialize_wind() { + real_t temp_magnitude = 0.0; + Vector3 wind_direction(0., 0., 0.); + Vector3 wind_source(0., 0., 0.); + + // Overwrite with area-specified info if available + if (!wind_source_path.is_empty()) { + Node3D *p_wind_source = Object::cast_to(get_node(wind_source_path)); + ERR_FAIL_NULL(p_wind_source); + Transform3D global_transform = p_wind_source->get_transform(); + wind_direction = -global_transform.basis.get_axis(Vector3::AXIS_Z).normalized(); + wind_source = global_transform.origin; + temp_magnitude = wind_force_magnitude; + } + + // Set force, source and direction in the physics server. + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_WIND_ATTENUATION_FACTOR, wind_attenuation_factor); + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_WIND_SOURCE, wind_source); + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_WIND_DIRECTION, wind_direction); + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_WIND_FORCE_MAGNITUDE, temp_magnitude); +} + void Area3D::_body_enter_tree(ObjectID p_id) { Object *obj = ObjectDB::get_instance(p_id); Node *node = Object::cast_to(obj); @@ -264,6 +319,8 @@ void Area3D::_clear_monitoring() { void Area3D::_notification(int p_what) { if (p_what == NOTIFICATION_EXIT_TREE) { _clear_monitoring(); + } else if (p_what == NOTIFICATION_ENTER_TREE) { + _initialize_wind(); } } @@ -550,6 +607,15 @@ void Area3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_priority", "priority"), &Area3D::set_priority); ClassDB::bind_method(D_METHOD("get_priority"), &Area3D::get_priority); + ClassDB::bind_method(D_METHOD("set_wind_force_magnitude", "wind_force_magnitude"), &Area3D::set_wind_force_magnitude); + ClassDB::bind_method(D_METHOD("get_wind_force_magnitude"), &Area3D::get_wind_force_magnitude); + + ClassDB::bind_method(D_METHOD("set_wind_attenuation_factor", "wind_attenuation_factor"), &Area3D::set_wind_attenuation_factor); + ClassDB::bind_method(D_METHOD("get_wind_attenuation_factor"), &Area3D::get_wind_attenuation_factor); + + ClassDB::bind_method(D_METHOD("set_wind_source_path", "wind_source_path"), &Area3D::set_wind_source_path); + ClassDB::bind_method(D_METHOD("get_wind_source_path"), &Area3D::get_wind_source_path); + ClassDB::bind_method(D_METHOD("set_monitorable", "enable"), &Area3D::set_monitorable); ClassDB::bind_method(D_METHOD("is_monitorable"), &Area3D::is_monitorable); @@ -605,6 +671,9 @@ void Area3D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity", PROPERTY_HINT_RANGE, "-32,32,0.001,or_lesser,or_greater"), "set_gravity", "get_gravity"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wind_force_magnitude", PROPERTY_HINT_RANGE, "0,10,0.001,or_greater"), "set_wind_force_magnitude", "get_wind_force_magnitude"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wind_attenuation_factor", PROPERTY_HINT_RANGE, "0.0,3.0,0.001,or_greater"), "set_wind_attenuation_factor", "get_wind_attenuation_factor"); + ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "wind_source_path", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node3D"), "set_wind_source_path", "get_wind_source_path"); ADD_GROUP("Audio Bus", "audio_bus_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "audio_bus_override"), "set_audio_bus_override", "is_overriding_audio_bus"); diff --git a/scene/3d/area_3d.h b/scene/3d/area_3d.h index 5b8d612717..847d1c5966 100644 --- a/scene/3d/area_3d.h +++ b/scene/3d/area_3d.h @@ -55,6 +55,9 @@ private: real_t angular_damp = 0.1; real_t linear_damp = 0.1; int priority = 0; + real_t wind_force_magnitude = 0.0; + real_t wind_attenuation_factor = 0.0; + NodePath wind_source_path; bool monitoring = false; bool monitorable = false; bool locked = false; @@ -134,6 +137,8 @@ private: void _validate_property(PropertyInfo &property) const override; + void _initialize_wind(); + protected: void _notification(int p_what); static void _bind_methods(); @@ -163,6 +168,15 @@ public: void set_priority(real_t p_priority); real_t get_priority() const; + void set_wind_force_magnitude(real_t p_wind_force_magnitude); + real_t get_wind_force_magnitude() const; + + void set_wind_attenuation_factor(real_t p_wind_attenuation_factor); + real_t get_wind_attenuation_factor() const; + + void set_wind_source_path(const NodePath &p_wind_source_path); + const NodePath &get_wind_source_path() const; + void set_monitoring(bool p_enable); bool is_monitoring() const; diff --git a/servers/physics_3d/area_3d_sw.cpp b/servers/physics_3d/area_3d_sw.cpp index 364f63e4ad..c292abad48 100644 --- a/servers/physics_3d/area_3d_sw.cpp +++ b/servers/physics_3d/area_3d_sw.cpp @@ -163,6 +163,20 @@ void Area3DSW::set_param(PhysicsServer3D::AreaParameter p_param, const Variant & case PhysicsServer3D::AREA_PARAM_PRIORITY: priority = p_value; break; + case PhysicsServer3D::AREA_PARAM_WIND_FORCE_MAGNITUDE: + ERR_FAIL_COND_MSG(wind_force_magnitude < 0, "Wind force magnitude must be a non-negative real number, but a negative number was specified."); + wind_force_magnitude = p_value; + break; + case PhysicsServer3D::AREA_PARAM_WIND_SOURCE: + wind_source = p_value; + break; + case PhysicsServer3D::AREA_PARAM_WIND_DIRECTION: + wind_direction = p_value; + break; + case PhysicsServer3D::AREA_PARAM_WIND_ATTENUATION_FACTOR: + ERR_FAIL_COND_MSG(wind_attenuation_factor < 0, "Wind attenuation factor must be a non-negative real number, but a negative number was specified."); + wind_attenuation_factor = p_value; + break; } } @@ -184,6 +198,14 @@ Variant Area3DSW::get_param(PhysicsServer3D::AreaParameter p_param) const { return angular_damp; case PhysicsServer3D::AREA_PARAM_PRIORITY: return priority; + case PhysicsServer3D::AREA_PARAM_WIND_FORCE_MAGNITUDE: + return wind_force_magnitude; + case PhysicsServer3D::AREA_PARAM_WIND_SOURCE: + return wind_source; + case PhysicsServer3D::AREA_PARAM_WIND_DIRECTION: + return wind_direction; + case PhysicsServer3D::AREA_PARAM_WIND_ATTENUATION_FACTOR: + return wind_attenuation_factor; } return Variant(); diff --git a/servers/physics_3d/area_3d_sw.h b/servers/physics_3d/area_3d_sw.h index 5959ee1e95..814472885c 100644 --- a/servers/physics_3d/area_3d_sw.h +++ b/servers/physics_3d/area_3d_sw.h @@ -50,6 +50,10 @@ class Area3DSW : public CollisionObject3DSW { real_t point_attenuation; real_t linear_damp; real_t angular_damp; + real_t wind_force_magnitude = 0.0; + real_t wind_attenuation_factor = 0.0; + Vector3 wind_source; + Vector3 wind_direction; int priority; bool monitorable; @@ -154,6 +158,18 @@ public: _FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; } _FORCE_INLINE_ int get_priority() const { return priority; } + _FORCE_INLINE_ void set_wind_force_magnitude(real_t p_wind_force_magnitude) { wind_force_magnitude = p_wind_force_magnitude; } + _FORCE_INLINE_ real_t get_wind_force_magnitude() const { return wind_force_magnitude; } + + _FORCE_INLINE_ void set_wind_attenuation_factor(real_t p_wind_attenuation_factor) { wind_attenuation_factor = p_wind_attenuation_factor; } + _FORCE_INLINE_ real_t get_wind_attenuation_factor() const { return wind_attenuation_factor; } + + _FORCE_INLINE_ void set_wind_source(const Vector3 &p_wind_source) { wind_source = p_wind_source; } + _FORCE_INLINE_ const Vector3 &get_wind_source() const { return wind_source; } + + _FORCE_INLINE_ void set_wind_direction(const Vector3 &p_wind_direction) { wind_direction = p_wind_direction; } + _FORCE_INLINE_ const Vector3 &get_wind_direction() const { return wind_direction; } + _FORCE_INLINE_ void add_constraint(Constraint3DSW *p_constraint) { constraints.insert(p_constraint); } _FORCE_INLINE_ void remove_constraint(Constraint3DSW *p_constraint) { constraints.erase(p_constraint); } _FORCE_INLINE_ const Set &get_constraints() const { return constraints; } diff --git a/servers/physics_3d/soft_body_3d_sw.cpp b/servers/physics_3d/soft_body_3d_sw.cpp index 73b81444e1..bd02d1ed05 100644 --- a/servers/physics_3d/soft_body_3d_sw.cpp +++ b/servers/physics_3d/soft_body_3d_sw.cpp @@ -165,7 +165,7 @@ void SoftBody3DSW::update_rendering_server(RenderingServerHandler *p_rendering_s p_rendering_server_handler->set_aabb(bounds); } -void SoftBody3DSW::update_normals() { +void SoftBody3DSW::update_normals_and_centroids() { uint32_t i, ni; for (i = 0, ni = nodes.size(); i < ni; ++i) { @@ -180,6 +180,7 @@ void SoftBody3DSW::update_normals() { face.n[2]->n += n; face.normal = n; face.normal.normalize(); + face.centroid = 0.33333333333 * (face.n[0]->x + face.n[1]->x + face.n[2]->x); } for (i = 0, ni = nodes.size(); i < ni; ++i) { @@ -310,7 +311,7 @@ void SoftBody3DSW::apply_nodes_transform(const Transform3D &p_transform) { face_tree.clear(); - update_normals(); + update_normals_and_centroids(); update_bounds(); update_constants(); } @@ -574,7 +575,7 @@ bool SoftBody3DSW::create_from_trimesh(const Vector &p_indices, const Vecto reoptimize_link_order(); update_constants(); - update_normals(); + update_normals_and_centroids(); update_bounds(); return true; @@ -898,32 +899,66 @@ void SoftBody3DSW::add_velocity(const Vector3 &p_velocity) { } } -void SoftBody3DSW::apply_forces() { - if (pressure_coefficient < CMP_EPSILON) { - return; - } +void SoftBody3DSW::apply_forces(bool p_has_wind_forces) { + int ac = areas.size(); if (nodes.is_empty()) { return; } uint32_t i, ni; + int32_t j; - // Calculate volume. real_t volume = 0.0; const Vector3 &org = nodes[0].x; + + // 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); + + // Compute volume. 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: { + } + } + } + + for (j = 0; j < 3; j++) { + Node *current_node = face.n[j]; + current_node->f += wind_force; + } + } } volume /= 6.0; - // Apply per node forces. - real_t ivolumetp = 1.0 / Math::abs(volume) * pressure_coefficient; - for (i = 0, ni = nodes.size(); i < ni; ++i) { - Node &node = nodes[i]; - if (node.im > 0) { - node.f += node.n * (node.area * ivolumetp); + // Apply nodal pressure forces. + if (pressure_coefficient > CMP_EPSILON) { + real_t ivolumetp = 1.0 / Math::abs(volume) * pressure_coefficient; + for (i = 0, ni = nodes.size(); i < ni; ++i) { + Node &node = nodes[i]; + if (node.im > 0) { + node.f += node.n * (node.area * ivolumetp); + } } } } @@ -941,6 +976,18 @@ void SoftBody3DSW::_compute_area_gravity(const Area3DSW *p_area) { } } +Vector3 SoftBody3DSW::_compute_area_windforce(const Area3DSW *p_area, const Face *p_face) { + real_t wfm = p_area->get_wind_force_magnitude(); + real_t waf = p_area->get_wind_attenuation_factor(); + const Vector3 &wd = p_area->get_wind_direction(); + const Vector3 &ws = p_area->get_wind_source(); + real_t projection_on_tri_normal = vec3_dot(p_face->normal, wd); + real_t projection_toward_centroid = vec3_dot(p_face->centroid - ws, wd); + real_t attenuation_over_distance = pow(projection_toward_centroid, -waf); + real_t nodal_force_magnitude = wfm * 0.33333333333 * p_face->ra * projection_on_tri_normal * attenuation_over_distance; + return nodal_force_magnitude * p_face->normal; +} + void SoftBody3DSW::predict_motion(real_t p_delta) { const real_t inv_delta = 1.0 / p_delta; @@ -952,11 +999,15 @@ void SoftBody3DSW::predict_motion(real_t p_delta) { int ac = areas.size(); bool stopped = false; + bool has_wind_forces = false; 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: @@ -978,7 +1029,9 @@ void SoftBody3DSW::predict_motion(real_t p_delta) { // Apply forces. add_velocity(gravity * p_delta); - apply_forces(); + if (pressure_coefficient > CMP_EPSILON || has_wind_forces) { + apply_forces(has_wind_forces); + } // Avoid soft body from 'exploding' so use some upper threshold of maximum motion // that a node can travel per frame. @@ -1057,7 +1110,7 @@ void SoftBody3DSW::solve_constraints(real_t p_delta) { node.q = node.x; } - update_normals(); + update_normals_and_centroids(); } void SoftBody3DSW::solve_links(real_t kst, real_t ti) { diff --git a/servers/physics_3d/soft_body_3d_sw.h b/servers/physics_3d/soft_body_3d_sw.h index be0620c506..58fd234fde 100644 --- a/servers/physics_3d/soft_body_3d_sw.h +++ b/servers/physics_3d/soft_body_3d_sw.h @@ -71,6 +71,7 @@ class SoftBody3DSW : public CollisionObject3DSW { }; struct Face { + Vector3 centroid; Node *n[3] = { nullptr, nullptr, nullptr }; // Node pointers Vector3 normal; // Normal real_t ra = 0.0; // Rest area @@ -114,6 +115,7 @@ class SoftBody3DSW : public CollisionObject3DSW { uint64_t island_step = 0; _FORCE_INLINE_ void _compute_area_gravity(const Area3DSW *p_area); + _FORCE_INLINE_ Vector3 _compute_area_windforce(const Area3DSW *p_area, const Face *p_face); public: SoftBody3DSW(); @@ -220,7 +222,7 @@ protected: virtual void _shapes_changed(); private: - void update_normals(); + void update_normals_and_centroids(); void update_bounds(); void update_constants(); void update_area(); @@ -231,7 +233,7 @@ private: void add_velocity(const Vector3 &p_velocity); - void apply_forces(); + void apply_forces(bool p_has_wind_forces); bool create_from_trimesh(const Vector &p_indices, const Vector &p_vertices); void generate_bending_constraints(int p_distance); diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp index 53863cea72..1f46a96b27 100644 --- a/servers/physics_server_3d.cpp +++ b/servers/physics_server_3d.cpp @@ -766,6 +766,10 @@ void PhysicsServer3D::_bind_methods() { BIND_ENUM_CONSTANT(AREA_PARAM_LINEAR_DAMP); BIND_ENUM_CONSTANT(AREA_PARAM_ANGULAR_DAMP); BIND_ENUM_CONSTANT(AREA_PARAM_PRIORITY); + BIND_ENUM_CONSTANT(AREA_PARAM_WIND_FORCE_MAGNITUDE); + BIND_ENUM_CONSTANT(AREA_PARAM_WIND_SOURCE); + BIND_ENUM_CONSTANT(AREA_PARAM_WIND_DIRECTION); + BIND_ENUM_CONSTANT(AREA_PARAM_WIND_ATTENUATION_FACTOR); BIND_ENUM_CONSTANT(AREA_SPACE_OVERRIDE_DISABLED); BIND_ENUM_CONSTANT(AREA_SPACE_OVERRIDE_COMBINE); diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h index f806fd55be..5201e76498 100644 --- a/servers/physics_server_3d.h +++ b/servers/physics_server_3d.h @@ -298,7 +298,11 @@ public: AREA_PARAM_GRAVITY_POINT_ATTENUATION, AREA_PARAM_LINEAR_DAMP, AREA_PARAM_ANGULAR_DAMP, - AREA_PARAM_PRIORITY + AREA_PARAM_PRIORITY, + AREA_PARAM_WIND_FORCE_MAGNITUDE, + AREA_PARAM_WIND_SOURCE, + AREA_PARAM_WIND_DIRECTION, + AREA_PARAM_WIND_ATTENUATION_FACTOR, }; virtual RID area_create() = 0;