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Enabled area-specific wind forces

Jeffrey Cochran 4 years ago
parent
commit
e806397196

+ 9 - 0
doc/classes/Area3D.xml

@@ -92,6 +92,15 @@
 		<member name="space_override" type="int" setter="set_space_override_mode" getter="get_space_override_mode" enum="Area3D.SpaceOverride" default="0">
 		<member name="space_override" type="int" setter="set_space_override_mode" getter="get_space_override_mode" enum="Area3D.SpaceOverride" default="0">
 			Override mode for gravity and damping calculations within this area. See [enum SpaceOverride] for possible values.
 			Override mode for gravity and damping calculations within this area. See [enum SpaceOverride] for possible values.
 		</member>
 		</member>
+		<member name="wind_attenuation_factor" type="float" setter="set_wind_attenuation_factor" getter="get_wind_attenuation_factor" default="0.0">
+			The exponential rate at which wind force decreases with distance from its origin.
+		</member>
+		<member name="wind_force_magnitude" type="float" setter="set_wind_force_magnitude" getter="get_wind_force_magnitude" default="0.0">
+			The magnitude of area-specific wind force.
+		</member>
+		<member name="wind_source_path" type="NodePath" setter="set_wind_source_path" getter="get_wind_source_path" default="NodePath(&quot;&quot;)">
+			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.
+		</member>
 	</members>
 	</members>
 	<signals>
 	<signals>
 		<signal name="area_entered">
 		<signal name="area_entered">

+ 12 - 0
doc/classes/PhysicsServer3D.xml

@@ -1222,6 +1222,18 @@
 		<constant name="AREA_PARAM_PRIORITY" value="7" enum="AreaParameter">
 		<constant name="AREA_PARAM_PRIORITY" value="7" enum="AreaParameter">
 			Constant to set/get the priority (order of processing) of an area.
 			Constant to set/get the priority (order of processing) of an area.
 		</constant>
 		</constant>
+		<constant name="AREA_PARAM_WIND_FORCE_MAGNITUDE" value="8" enum="AreaParameter">
+			Constant to set/get the magnitude of area-specific wind force.
+		</constant>
+		<constant name="AREA_PARAM_WIND_SOURCE" value="9" enum="AreaParameter">
+			Constant to set/get the 3D vector that specifies the origin from which an area-specific wind blows.
+		</constant>
+		<constant name="AREA_PARAM_WIND_DIRECTION" value="10" enum="AreaParameter">
+			Constant to set/get the 3D vector that specifies the direction in which an area-specific wind blows.
+		</constant>
+		<constant name="AREA_PARAM_WIND_ATTENUATION_FACTOR" value="11" enum="AreaParameter">
+			Constant to set/get the exponential rate at which wind force decreases with distance from its origin.
+		</constant>
 		<constant name="AREA_SPACE_OVERRIDE_DISABLED" value="0" enum="AreaSpaceOverrideMode">
 		<constant name="AREA_SPACE_OVERRIDE_DISABLED" value="0" enum="AreaSpaceOverrideMode">
 			This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them.
 			This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them.
 		</constant>
 		</constant>

+ 69 - 0
scene/3d/area_3d.cpp

@@ -105,6 +105,61 @@ real_t Area3D::get_priority() const {
 	return priority;
 	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<Node3D>(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) {
 void Area3D::_body_enter_tree(ObjectID p_id) {
 	Object *obj = ObjectDB::get_instance(p_id);
 	Object *obj = ObjectDB::get_instance(p_id);
 	Node *node = Object::cast_to<Node>(obj);
 	Node *node = Object::cast_to<Node>(obj);
@@ -264,6 +319,8 @@ void Area3D::_clear_monitoring() {
 void Area3D::_notification(int p_what) {
 void Area3D::_notification(int p_what) {
 	if (p_what == NOTIFICATION_EXIT_TREE) {
 	if (p_what == NOTIFICATION_EXIT_TREE) {
 		_clear_monitoring();
 		_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("set_priority", "priority"), &Area3D::set_priority);
 	ClassDB::bind_method(D_METHOD("get_priority"), &Area3D::get_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("set_monitorable", "enable"), &Area3D::set_monitorable);
 	ClassDB::bind_method(D_METHOD("is_monitorable"), &Area3D::is_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, "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, "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, "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_GROUP("Audio Bus", "audio_bus_");
 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "audio_bus_override"), "set_audio_bus_override", "is_overriding_audio_bus");
 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "audio_bus_override"), "set_audio_bus_override", "is_overriding_audio_bus");

+ 14 - 0
scene/3d/area_3d.h

@@ -55,6 +55,9 @@ private:
 	real_t angular_damp = 0.1;
 	real_t angular_damp = 0.1;
 	real_t linear_damp = 0.1;
 	real_t linear_damp = 0.1;
 	int priority = 0;
 	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 monitoring = false;
 	bool monitorable = false;
 	bool monitorable = false;
 	bool locked = false;
 	bool locked = false;
@@ -134,6 +137,8 @@ private:
 
 
 	void _validate_property(PropertyInfo &property) const override;
 	void _validate_property(PropertyInfo &property) const override;
 
 
+	void _initialize_wind();
+
 protected:
 protected:
 	void _notification(int p_what);
 	void _notification(int p_what);
 	static void _bind_methods();
 	static void _bind_methods();
@@ -163,6 +168,15 @@ public:
 	void set_priority(real_t p_priority);
 	void set_priority(real_t p_priority);
 	real_t get_priority() const;
 	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);
 	void set_monitoring(bool p_enable);
 	bool is_monitoring() const;
 	bool is_monitoring() const;
 
 

+ 22 - 0
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:
 		case PhysicsServer3D::AREA_PARAM_PRIORITY:
 			priority = p_value;
 			priority = p_value;
 			break;
 			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;
 			return angular_damp;
 		case PhysicsServer3D::AREA_PARAM_PRIORITY:
 		case PhysicsServer3D::AREA_PARAM_PRIORITY:
 			return 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();
 	return Variant();

+ 16 - 0
servers/physics_3d/area_3d_sw.h

@@ -50,6 +50,10 @@ class Area3DSW : public CollisionObject3DSW {
 	real_t point_attenuation;
 	real_t point_attenuation;
 	real_t linear_damp;
 	real_t linear_damp;
 	real_t angular_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;
 	int priority;
 	bool monitorable;
 	bool monitorable;
 
 
@@ -154,6 +158,18 @@ public:
 	_FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; }
 	_FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; }
 	_FORCE_INLINE_ int get_priority() const { return 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 add_constraint(Constraint3DSW *p_constraint) { constraints.insert(p_constraint); }
 	_FORCE_INLINE_ void remove_constraint(Constraint3DSW *p_constraint) { constraints.erase(p_constraint); }
 	_FORCE_INLINE_ void remove_constraint(Constraint3DSW *p_constraint) { constraints.erase(p_constraint); }
 	_FORCE_INLINE_ const Set<Constraint3DSW *> &get_constraints() const { return constraints; }
 	_FORCE_INLINE_ const Set<Constraint3DSW *> &get_constraints() const { return constraints; }

+ 69 - 16
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);
 	p_rendering_server_handler->set_aabb(bounds);
 }
 }
 
 
-void SoftBody3DSW::update_normals() {
+void SoftBody3DSW::update_normals_and_centroids() {
 	uint32_t i, ni;
 	uint32_t i, ni;
 
 
 	for (i = 0, ni = nodes.size(); i < ni; ++i) {
 	for (i = 0, ni = nodes.size(); i < ni; ++i) {
@@ -180,6 +180,7 @@ void SoftBody3DSW::update_normals() {
 		face.n[2]->n += n;
 		face.n[2]->n += n;
 		face.normal = n;
 		face.normal = n;
 		face.normal.normalize();
 		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) {
 	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();
 	face_tree.clear();
 
 
-	update_normals();
+	update_normals_and_centroids();
 	update_bounds();
 	update_bounds();
 	update_constants();
 	update_constants();
 }
 }
@@ -574,7 +575,7 @@ bool SoftBody3DSW::create_from_trimesh(const Vector<int> &p_indices, const Vecto
 	reoptimize_link_order();
 	reoptimize_link_order();
 
 
 	update_constants();
 	update_constants();
-	update_normals();
+	update_normals_and_centroids();
 	update_bounds();
 	update_bounds();
 
 
 	return true;
 	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()) {
 	if (nodes.is_empty()) {
 		return;
 		return;
 	}
 	}
 
 
 	uint32_t i, ni;
 	uint32_t i, ni;
+	int32_t j;
 
 
-	// Calculate volume.
 	real_t volume = 0.0;
 	real_t volume = 0.0;
 	const Vector3 &org = nodes[0].x;
 	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) {
 	for (i = 0, ni = faces.size(); i < ni; ++i) {
+		bool stopped = false;
 		const Face &face = faces[i];
 		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));
 		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;
 	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) {
 void SoftBody3DSW::predict_motion(real_t p_delta) {
 	const real_t inv_delta = 1.0 / 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();
 	int ac = areas.size();
 	bool stopped = false;
 	bool stopped = false;
+	bool has_wind_forces = false;
 
 
 	if (ac) {
 	if (ac) {
 		areas.sort();
 		areas.sort();
 		const AreaCMP *aa = &areas[0];
 		const AreaCMP *aa = &areas[0];
 		for (int i = ac - 1; i >= 0 && !stopped; i--) {
 		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();
 			PhysicsServer3D::AreaSpaceOverrideMode mode = aa[i].area->get_space_override_mode();
 			switch (mode) {
 			switch (mode) {
 				case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
 				case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
@@ -978,7 +1029,9 @@ void SoftBody3DSW::predict_motion(real_t p_delta) {
 
 
 	// Apply forces.
 	// Apply forces.
 	add_velocity(gravity * p_delta);
 	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
 	// Avoid soft body from 'exploding' so use some upper threshold of maximum motion
 	// that a node can travel per frame.
 	// that a node can travel per frame.
@@ -1057,7 +1110,7 @@ void SoftBody3DSW::solve_constraints(real_t p_delta) {
 		node.q = node.x;
 		node.q = node.x;
 	}
 	}
 
 
-	update_normals();
+	update_normals_and_centroids();
 }
 }
 
 
 void SoftBody3DSW::solve_links(real_t kst, real_t ti) {
 void SoftBody3DSW::solve_links(real_t kst, real_t ti) {

+ 4 - 2
servers/physics_3d/soft_body_3d_sw.h

@@ -71,6 +71,7 @@ class SoftBody3DSW : public CollisionObject3DSW {
 	};
 	};
 
 
 	struct Face {
 	struct Face {
+		Vector3 centroid;
 		Node *n[3] = { nullptr, nullptr, nullptr }; // Node pointers
 		Node *n[3] = { nullptr, nullptr, nullptr }; // Node pointers
 		Vector3 normal; // Normal
 		Vector3 normal; // Normal
 		real_t ra = 0.0; // Rest area
 		real_t ra = 0.0; // Rest area
@@ -114,6 +115,7 @@ class SoftBody3DSW : public CollisionObject3DSW {
 	uint64_t island_step = 0;
 	uint64_t island_step = 0;
 
 
 	_FORCE_INLINE_ void _compute_area_gravity(const Area3DSW *p_area);
 	_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:
 public:
 	SoftBody3DSW();
 	SoftBody3DSW();
@@ -220,7 +222,7 @@ protected:
 	virtual void _shapes_changed();
 	virtual void _shapes_changed();
 
 
 private:
 private:
-	void update_normals();
+	void update_normals_and_centroids();
 	void update_bounds();
 	void update_bounds();
 	void update_constants();
 	void update_constants();
 	void update_area();
 	void update_area();
@@ -231,7 +233,7 @@ private:
 
 
 	void add_velocity(const Vector3 &p_velocity);
 	void add_velocity(const Vector3 &p_velocity);
 
 
-	void apply_forces();
+	void apply_forces(bool p_has_wind_forces);
 
 
 	bool create_from_trimesh(const Vector<int> &p_indices, const Vector<Vector3> &p_vertices);
 	bool create_from_trimesh(const Vector<int> &p_indices, const Vector<Vector3> &p_vertices);
 	void generate_bending_constraints(int p_distance);
 	void generate_bending_constraints(int p_distance);

+ 4 - 0
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_LINEAR_DAMP);
 	BIND_ENUM_CONSTANT(AREA_PARAM_ANGULAR_DAMP);
 	BIND_ENUM_CONSTANT(AREA_PARAM_ANGULAR_DAMP);
 	BIND_ENUM_CONSTANT(AREA_PARAM_PRIORITY);
 	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_DISABLED);
 	BIND_ENUM_CONSTANT(AREA_SPACE_OVERRIDE_COMBINE);
 	BIND_ENUM_CONSTANT(AREA_SPACE_OVERRIDE_COMBINE);

+ 5 - 1
servers/physics_server_3d.h

@@ -298,7 +298,11 @@ public:
 		AREA_PARAM_GRAVITY_POINT_ATTENUATION,
 		AREA_PARAM_GRAVITY_POINT_ATTENUATION,
 		AREA_PARAM_LINEAR_DAMP,
 		AREA_PARAM_LINEAR_DAMP,
 		AREA_PARAM_ANGULAR_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;
 	virtual RID area_create() = 0;