1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-04 12:00:25 +00:00

Merge pull request #107832 from simpkins/soft_body_normals

Fix Jolt Physics soft body vertex normal calculation
This commit is contained in:
Rémi Verschelde
2025-06-28 13:03:01 +02:00

View File

@@ -629,8 +629,13 @@ void JoltSoftBody3D::update_rendering_server(PhysicsServer3DRenderingServerHandl
const int physics_vertex_count = (int)physics_vertices.size();
normals.clear();
normals.resize(physics_vertex_count);
// Compute vertex normals using smooth-shading:
// Each vertex should use the average normal of all faces it is a part of.
// Iterate over each face, and add the face normal to each of the face vertices.
// By the end of the loop, each vertex normal will be the sum of all face normals it belongs to.
for (const SoftBodyFace &physics_face : physics_faces) {
// Jolt uses a different winding order, so we swap the indices to account for that.
@@ -644,9 +649,18 @@ void JoltSoftBody3D::update_rendering_server(PhysicsServer3DRenderingServerHandl
const Vector3 normal = (v2 - v0).cross(v1 - v0).normalized();
normals[i0] = normal;
normals[i1] = normal;
normals[i2] = normal;
normals[i0] += normal;
normals[i1] += normal;
normals[i2] += normal;
}
// Normalize the vertex normals to have length 1.0
for (Vector3 &n : normals) {
real_t len = n.length();
// Some normals may have length 0 if the face was degenerate,
// so don't divide by zero.
if (len > CMP_EPSILON) {
n /= len;
}
}
const int mesh_vertex_count = shared->mesh_to_physics.size();