Add a method to set the number of physics solver iterations in 3D

This is only for GodotPhysics, and adds a 3D counterpart to the 2D
method that was recently added.
This commit is contained in:
Hugo Locurcio 2021-07-07 19:39:26 +02:00
parent 31143baa57
commit 9259b4adc4
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GPG key ID: 39E8F8BE30B0A49C
9 changed files with 28 additions and 2 deletions

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@ -1009,7 +1009,7 @@
<argument index="0" name="iterations" type="int">
</argument>
<description>
Sets the amount of iterations for calculating velocities of colliding bodies. The greater the amount, the more accurate the collisions, but with a performance loss.
Sets the amount of iterations for calculating velocities of colliding bodies. The greater the amount of iterations, the more accurate the collisions will be. However, a greater amount of iterations requires more CPU power, which can decrease performance. The default value is [code]8[/code].
</description>
</method>
<method name="shape_get_data" qualifiers="const">

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@ -1155,6 +1155,16 @@
Activates or deactivates the 3D physics engine.
</description>
</method>
<method name="set_collision_iterations">
<return type="void">
</return>
<argument index="0" name="iterations" type="int">
</argument>
<description>
Sets the amount of iterations for calculating velocities of colliding bodies. The greater the amount of iterations, the more accurate the collisions will be. However, a greater amount of iterations requires more CPU power, which can decrease performance. The default value is [code]8[/code].
[b]Note:[/b] Only has an effect when using the GodotPhysics engine, not the default Bullet physics engine.
</description>
</method>
<method name="shape_create">
<return type="RID">
</return>

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@ -1546,6 +1546,10 @@ void BulletPhysicsServer::finish() {
BulletPhysicsDirectBodyState::destroySingleton();
}
void BulletPhysicsServer::set_collision_iterations(int p_iterations) {
WARN_PRINT("Changing the number of 3D physics collision iterations is only supported when using GodotPhysics, not Bullet.");
}
int BulletPhysicsServer::get_process_info(ProcessInfo p_info) {
return 0;
}

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@ -398,6 +398,8 @@ public:
virtual bool is_flushing_queries() const { return false; }
virtual void set_collision_iterations(int p_iterations);
virtual int get_process_info(ProcessInfo p_info);
CollisionObjectBullet *get_collisin_object(RID p_object) const;

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@ -1274,6 +1274,10 @@ void PhysicsServerSW::set_active(bool p_active) {
active = p_active;
};
void PhysicsServerSW::set_collision_iterations(int p_iterations) {
iterations = p_iterations;
};
void PhysicsServerSW::init() {
last_step = 0.001;
iterations = 8; // 8?

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@ -363,6 +363,8 @@ public:
virtual void flush_queries();
virtual void finish();
virtual void set_collision_iterations(int p_iterations);
virtual bool is_flushing_queries() const { return flushing_queries; }
int get_process_info(ProcessInfo p_info);

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@ -555,7 +555,7 @@ public:
virtual bool is_flushing_queries() const = 0;
virtual void set_collision_iterations(int iterations) = 0;
virtual void set_collision_iterations(int p_iterations) = 0;
enum ProcessInfo {

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@ -671,6 +671,8 @@ void PhysicsServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_active", "active"), &PhysicsServer::set_active);
ClassDB::bind_method(D_METHOD("set_collision_iterations", "iterations"), &PhysicsServer::set_collision_iterations);
ClassDB::bind_method(D_METHOD("get_process_info", "process_info"), &PhysicsServer::get_process_info);
BIND_ENUM_CONSTANT(SHAPE_PLANE);

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@ -726,6 +726,8 @@ public:
virtual bool is_flushing_queries() const = 0;
virtual void set_collision_iterations(int p_iterations) = 0;
enum ProcessInfo {
INFO_ACTIVE_OBJECTS,