Merge pull request #58674 from Calinou/smooth-trimesh-collision-always-setting-3.x

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Rémi Verschelde 2022-03-10 21:11:44 +01:00 committed by GitHub
commit 1639b3a6a9
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3 changed files with 9 additions and 1 deletions

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@ -1254,6 +1254,10 @@ ProjectSettings::ProjectSettings() {
custom_prop_info["physics/2d/thread_model"] = PropertyInfo(Variant::INT, "physics/2d/thread_model", PROPERTY_HINT_ENUM, "Single-Unsafe,Single-Safe,Multi-Threaded");
custom_prop_info["rendering/quality/intended_usage/framebuffer_allocation"] = PropertyInfo(Variant::INT, "rendering/quality/intended_usage/framebuffer_allocation", PROPERTY_HINT_ENUM, "2D,2D Without Sampling,3D,3D Without Effects");
// Required to make the project setting appear even if the physics engine is GodotPhysics,
// while also making it appear in the ProjectSettings class documentation.
GLOBAL_DEF("physics/3d/smooth_trimesh_collision", false);
GLOBAL_DEF("rendering/quality/filters/sharpen_intensity", 0.0);
custom_prop_info["rendering/quality/filters/sharpen_intensity"] = PropertyInfo(Variant::REAL, "rendering/quality/filters/sharpen_intensity", PROPERTY_HINT_RANGE, "0,1");

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@ -1138,6 +1138,10 @@
Sets which physics engine to use for 3D physics.
"DEFAULT" is currently the [url=https://bulletphysics.org]Bullet[/url] physics engine. The "GodotPhysics" engine is still supported as an alternative.
</member>
<member name="physics/3d/smooth_trimesh_collision" type="bool" setter="" getter="" default="false">
If [code]true[/code], smooths out collision with trimesh shapes ([ConcavePolygonShape]) by telling the Bullet physics engine to generate internal edge information for every trimesh shape created.
[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to [code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/code].
</member>
<member name="physics/common/enable_object_picking" type="bool" setter="" getter="" default="true">
Enables [member Viewport.physics_object_picking] on the root viewport.
</member>

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@ -422,7 +422,7 @@ void ConcavePolygonShapeBullet::setup(PoolVector<Vector3> p_faces) {
meshShape = bulletnew(btBvhTriangleMeshShape(shapeInterface, useQuantizedAabbCompression));
if (GLOBAL_DEF("physics/3d/smooth_trimesh_collision", false)) {
if (GLOBAL_GET("physics/3d/smooth_trimesh_collision")) {
btTriangleInfoMap *triangleInfoMap = new btTriangleInfoMap();
btGenerateInternalEdgeInfo(meshShape, triangleInfoMap);
}