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Jolt physics: Setting position instead of velocity in JoltSoftBody3D::set_vertex_position
This fixes a discrepancy between godot physics and Jolt physics where in Jolt a vertex pinned to a body only gets its velocity updated while in godot it gets its position updated. This causes it to lag one frame behind. Fixes #106301
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@@ -630,21 +630,12 @@ void JoltSoftBody3D::set_vertex_position(int p_index, const Vector3 &p_position)
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ERR_FAIL_INDEX(p_index, (int)shared->mesh_to_physics.size());
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const size_t physics_index = (size_t)shared->mesh_to_physics[p_index];
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const float last_step = space->get_last_step();
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if (unlikely(last_step == 0.0f)) {
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return;
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}
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JPH::SoftBodyMotionProperties &motion_properties = static_cast<JPH::SoftBodyMotionProperties &>(*jolt_body->GetMotionPropertiesUnchecked());
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JPH::Array<JPH::SoftBodyVertex> &physics_vertices = motion_properties.GetVertices();
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JPH::SoftBodyVertex &physics_vertex = physics_vertices[physics_index];
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const JPH::RVec3 center_of_mass = jolt_body->GetCenterOfMassPosition();
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const JPH::Vec3 local_position = JPH::Vec3(to_jolt_r(p_position) - center_of_mass);
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const JPH::Vec3 displacement = local_position - physics_vertex.mPosition;
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const JPH::Vec3 velocity = displacement / last_step;
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physics_vertex.mVelocity = velocity;
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physics_vertex.mPosition = JPH::Vec3(to_jolt_r(p_position) - center_of_mass);
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_vertices_changed();
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}
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