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Merge pull request #107832 from simpkins/soft_body_normals
Fix Jolt Physics soft body vertex normal calculation
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@@ -629,8 +629,13 @@ void JoltSoftBody3D::update_rendering_server(PhysicsServer3DRenderingServerHandl
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const int physics_vertex_count = (int)physics_vertices.size();
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const int physics_vertex_count = (int)physics_vertices.size();
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normals.clear();
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normals.resize(physics_vertex_count);
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normals.resize(physics_vertex_count);
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// Compute vertex normals using smooth-shading:
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// Each vertex should use the average normal of all faces it is a part of.
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// Iterate over each face, and add the face normal to each of the face vertices.
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// By the end of the loop, each vertex normal will be the sum of all face normals it belongs to.
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for (const SoftBodyFace &physics_face : physics_faces) {
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for (const SoftBodyFace &physics_face : physics_faces) {
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// Jolt uses a different winding order, so we swap the indices to account for that.
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// Jolt uses a different winding order, so we swap the indices to account for that.
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@@ -644,9 +649,18 @@ void JoltSoftBody3D::update_rendering_server(PhysicsServer3DRenderingServerHandl
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const Vector3 normal = (v2 - v0).cross(v1 - v0).normalized();
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const Vector3 normal = (v2 - v0).cross(v1 - v0).normalized();
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normals[i0] = normal;
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normals[i0] += normal;
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normals[i1] = normal;
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normals[i1] += normal;
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normals[i2] = normal;
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normals[i2] += normal;
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}
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// Normalize the vertex normals to have length 1.0
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for (Vector3 &n : normals) {
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real_t len = n.length();
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// Some normals may have length 0 if the face was degenerate,
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// so don't divide by zero.
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if (len > CMP_EPSILON) {
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n /= len;
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}
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}
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}
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const int mesh_vertex_count = shared->mesh_to_physics.size();
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const int mesh_vertex_count = shared->mesh_to_physics.size();
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