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.
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9 changed files with 28 additions and 2 deletions
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@ -1009,7 +1009,7 @@
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<argument index="0" name="iterations" type="int">
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</argument>
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<description>
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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.
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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].
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</description>
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</method>
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<method name="shape_get_data" qualifiers="const">
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@ -1155,6 +1155,16 @@
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Activates or deactivates the 3D physics engine.
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</description>
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</method>
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<method name="set_collision_iterations">
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<return type="void">
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</return>
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<argument index="0" name="iterations" type="int">
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</argument>
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<description>
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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].
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[b]Note:[/b] Only has an effect when using the GodotPhysics engine, not the default Bullet physics engine.
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</description>
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</method>
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<method name="shape_create">
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<return type="RID">
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</return>
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@ -1546,6 +1546,10 @@ void BulletPhysicsServer::finish() {
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BulletPhysicsDirectBodyState::destroySingleton();
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}
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void BulletPhysicsServer::set_collision_iterations(int p_iterations) {
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WARN_PRINT("Changing the number of 3D physics collision iterations is only supported when using GodotPhysics, not Bullet.");
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}
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int BulletPhysicsServer::get_process_info(ProcessInfo p_info) {
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return 0;
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}
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@ -398,6 +398,8 @@ public:
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virtual bool is_flushing_queries() const { return false; }
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virtual void set_collision_iterations(int p_iterations);
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virtual int get_process_info(ProcessInfo p_info);
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CollisionObjectBullet *get_collisin_object(RID p_object) const;
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@ -1274,6 +1274,10 @@ void PhysicsServerSW::set_active(bool p_active) {
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active = p_active;
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};
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void PhysicsServerSW::set_collision_iterations(int p_iterations) {
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iterations = p_iterations;
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};
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void PhysicsServerSW::init() {
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last_step = 0.001;
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iterations = 8; // 8?
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@ -363,6 +363,8 @@ public:
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virtual void flush_queries();
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virtual void finish();
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virtual void set_collision_iterations(int p_iterations);
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virtual bool is_flushing_queries() const { return flushing_queries; }
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int get_process_info(ProcessInfo p_info);
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@ -555,7 +555,7 @@ public:
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virtual bool is_flushing_queries() const = 0;
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virtual void set_collision_iterations(int iterations) = 0;
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virtual void set_collision_iterations(int p_iterations) = 0;
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enum ProcessInfo {
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@ -671,6 +671,8 @@ void PhysicsServer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_active", "active"), &PhysicsServer::set_active);
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ClassDB::bind_method(D_METHOD("set_collision_iterations", "iterations"), &PhysicsServer::set_collision_iterations);
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ClassDB::bind_method(D_METHOD("get_process_info", "process_info"), &PhysicsServer::get_process_info);
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BIND_ENUM_CONSTANT(SHAPE_PLANE);
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@ -726,6 +726,8 @@ public:
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virtual bool is_flushing_queries() const = 0;
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virtual void set_collision_iterations(int p_iterations) = 0;
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enum ProcessInfo {
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INFO_ACTIVE_OBJECTS,
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