Create default World physics spaces on demand only
Changes that the default physics spaces of World resources are only created on first use.
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2b710bc336
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026549db2e
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@ -43,6 +43,14 @@ RID World2D::get_canvas() const {
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}
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RID World2D::get_space() const {
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if (space.is_null()) {
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space = PhysicsServer2D::get_singleton()->space_create();
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PhysicsServer2D::get_singleton()->space_set_active(space, true);
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PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_GRAVITY, GLOBAL_GET("physics/2d/default_gravity"));
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PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR, GLOBAL_GET("physics/2d/default_gravity_vector"));
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PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_LINEAR_DAMP, GLOBAL_GET("physics/2d/default_linear_damp"));
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PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP, GLOBAL_GET("physics/2d/default_angular_damp"));
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}
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return space;
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}
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@ -71,19 +79,11 @@ void World2D::_bind_methods() {
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}
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PhysicsDirectSpaceState2D *World2D::get_direct_space_state() {
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return PhysicsServer2D::get_singleton()->space_get_direct_state(space);
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return PhysicsServer2D::get_singleton()->space_get_direct_state(get_space());
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}
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World2D::World2D() {
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canvas = RenderingServer::get_singleton()->canvas_create();
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// Create and configure space2D to be more friendly with pixels than meters
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space = PhysicsServer2D::get_singleton()->space_create();
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PhysicsServer2D::get_singleton()->space_set_active(space, true);
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PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_GRAVITY, GLOBAL_DEF_BASIC("physics/2d/default_gravity", 980.0));
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PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR, GLOBAL_DEF_BASIC("physics/2d/default_gravity_vector", Vector2(0, 1)));
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PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_LINEAR_DAMP, GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/default_linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), 0.1));
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PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP, GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/default_angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), 1.0));
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}
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World2D::~World2D() {
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@ -91,7 +91,9 @@ World2D::~World2D() {
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ERR_FAIL_NULL(PhysicsServer2D::get_singleton());
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ERR_FAIL_NULL(NavigationServer2D::get_singleton());
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RenderingServer::get_singleton()->free(canvas);
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PhysicsServer2D::get_singleton()->free(space);
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if (space.is_valid()) {
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PhysicsServer2D::get_singleton()->free(space);
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}
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if (navigation_map.is_valid()) {
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NavigationServer2D::get_singleton()->free(navigation_map);
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}
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@ -43,7 +43,7 @@ class World2D : public Resource {
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GDCLASS(World2D, Resource);
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RID canvas;
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RID space;
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mutable RID space;
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mutable RID navigation_map;
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HashSet<Viewport *> viewports;
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@ -51,6 +51,14 @@ void World3D::_remove_camera(Camera3D *p_camera) {
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}
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RID World3D::get_space() const {
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if (space.is_null()) {
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space = PhysicsServer3D::get_singleton()->space_create();
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PhysicsServer3D::get_singleton()->space_set_active(space, true);
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PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_GRAVITY, GLOBAL_GET("physics/3d/default_gravity"));
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PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR, GLOBAL_GET("physics/3d/default_gravity_vector"));
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PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_LINEAR_DAMP, GLOBAL_GET("physics/3d/default_linear_damp"));
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PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP, GLOBAL_GET("physics/3d/default_angular_damp"));
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}
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return space;
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}
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@ -121,7 +129,7 @@ Ref<CameraAttributes> World3D::get_camera_attributes() const {
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}
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PhysicsDirectSpaceState3D *World3D::get_direct_space_state() {
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return PhysicsServer3D::get_singleton()->space_get_direct_state(space);
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return PhysicsServer3D::get_singleton()->space_get_direct_state(get_space());
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}
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void World3D::_bind_methods() {
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@ -145,22 +153,18 @@ void World3D::_bind_methods() {
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}
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World3D::World3D() {
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space = PhysicsServer3D::get_singleton()->space_create();
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scenario = RenderingServer::get_singleton()->scenario_create();
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PhysicsServer3D::get_singleton()->space_set_active(space, true);
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PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_GRAVITY, GLOBAL_DEF_BASIC("physics/3d/default_gravity", 9.8));
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PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR, GLOBAL_DEF_BASIC("physics/3d/default_gravity_vector", Vector3(0, -1, 0)));
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PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_LINEAR_DAMP, GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/default_linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), 0.1));
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PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP, GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/default_angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), 0.1));
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}
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World3D::~World3D() {
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ERR_FAIL_NULL(PhysicsServer3D::get_singleton());
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ERR_FAIL_NULL(RenderingServer::get_singleton());
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ERR_FAIL_NULL(PhysicsServer3D::get_singleton());
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ERR_FAIL_NULL(NavigationServer3D::get_singleton());
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PhysicsServer3D::get_singleton()->free(space);
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RenderingServer::get_singleton()->free(scenario);
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if (space.is_valid()) {
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PhysicsServer3D::get_singleton()->free(space);
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}
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if (navigation_map.is_valid()) {
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NavigationServer3D::get_singleton()->free(navigation_map);
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}
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@ -45,8 +45,8 @@ class World3D : public Resource {
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GDCLASS(World3D, Resource);
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private:
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RID space;
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RID scenario;
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mutable RID space;
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mutable RID navigation_map;
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Ref<Environment> environment;
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@ -1216,15 +1216,15 @@ GodotPhysicsDirectSpaceState2D *GodotSpace2D::get_direct_state() {
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}
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GodotSpace2D::GodotSpace2D() {
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body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_linear", 2.0);
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body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_angular", Math::deg_to_rad(8.0));
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body_time_to_sleep = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"), 0.5);
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solver_iterations = GLOBAL_DEF(PropertyInfo(Variant::INT, "physics/2d/solver/solver_iterations", PROPERTY_HINT_RANGE, "1,32,1,or_greater"), 16);
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contact_recycle_radius = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/contact_recycle_radius", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater"), 1.0);
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contact_max_separation = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/contact_max_separation", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater"), 1.5);
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contact_max_allowed_penetration = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/contact_max_allowed_penetration", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater"), 0.3);
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contact_bias = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/default_contact_bias", PROPERTY_HINT_RANGE, "0,1,0.01"), 0.8);
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constraint_bias = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/default_constraint_bias", PROPERTY_HINT_RANGE, "0,1,0.01"), 0.2);
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body_linear_velocity_sleep_threshold = GLOBAL_GET("physics/2d/sleep_threshold_linear");
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body_angular_velocity_sleep_threshold = GLOBAL_GET("physics/2d/sleep_threshold_angular");
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body_time_to_sleep = GLOBAL_GET("physics/2d/time_before_sleep");
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solver_iterations = GLOBAL_GET("physics/2d/solver/solver_iterations");
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contact_recycle_radius = GLOBAL_GET("physics/2d/solver/contact_recycle_radius");
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contact_max_separation = GLOBAL_GET("physics/2d/solver/contact_max_separation");
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contact_max_allowed_penetration = GLOBAL_GET("physics/2d/solver/contact_max_allowed_penetration");
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contact_bias = GLOBAL_GET("physics/2d/solver/default_contact_bias");
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constraint_bias = GLOBAL_GET("physics/2d/solver/default_constraint_bias");
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broadphase = GodotBroadPhase2D::create_func();
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broadphase->set_pair_callback(_broadphase_pair, this);
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@ -1250,14 +1250,14 @@ GodotPhysicsDirectSpaceState3D *GodotSpace3D::get_direct_state() {
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}
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GodotSpace3D::GodotSpace3D() {
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body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_linear", 0.1);
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body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_angular", Math::deg_to_rad(8.0));
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body_time_to_sleep = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"), 0.5);
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solver_iterations = GLOBAL_DEF(PropertyInfo(Variant::INT, "physics/3d/solver/solver_iterations", PROPERTY_HINT_RANGE, "1,32,1,or_greater"), 16);
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contact_recycle_radius = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_recycle_radius", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater"), 0.01);
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contact_max_separation = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_max_separation", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater"), 0.05);
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contact_max_allowed_penetration = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_max_allowed_penetration", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater"), 0.01);
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contact_bias = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/default_contact_bias", PROPERTY_HINT_RANGE, "0,1,0.01"), 0.8);
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body_linear_velocity_sleep_threshold = GLOBAL_GET("physics/3d/sleep_threshold_linear");
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body_angular_velocity_sleep_threshold = GLOBAL_GET("physics/3d/sleep_threshold_angular");
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body_time_to_sleep = GLOBAL_GET("physics/3d/time_before_sleep");
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solver_iterations = GLOBAL_GET("physics/3d/solver/solver_iterations");
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contact_recycle_radius = GLOBAL_GET("physics/3d/solver/contact_recycle_radius");
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contact_max_separation = GLOBAL_GET("physics/3d/solver/contact_max_separation");
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contact_max_allowed_penetration = GLOBAL_GET("physics/3d/solver/contact_max_allowed_penetration");
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contact_bias = GLOBAL_GET("physics/3d/solver/default_contact_bias");
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broadphase = GodotBroadPhase3D::create_func();
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broadphase->set_pair_callback(_broadphase_pair, this);
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@ -879,6 +879,23 @@ void PhysicsServer2D::_bind_methods() {
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PhysicsServer2D::PhysicsServer2D() {
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singleton = this;
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// World2D physics space
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GLOBAL_DEF_BASIC("physics/2d/default_gravity", 980.0);
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GLOBAL_DEF_BASIC("physics/2d/default_gravity_vector", Vector2(0, 1));
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GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/default_linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), 0.1);
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GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/default_angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), 1.0);
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// PhysicsServer2D
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GLOBAL_DEF("physics/2d/sleep_threshold_linear", 2.0);
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GLOBAL_DEF("physics/2d/sleep_threshold_angular", Math::deg_to_rad(8.0));
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GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"), 0.5);
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GLOBAL_DEF(PropertyInfo(Variant::INT, "physics/2d/solver/solver_iterations", PROPERTY_HINT_RANGE, "1,32,1,or_greater"), 16);
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GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/contact_recycle_radius", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater"), 1.0);
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GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/contact_max_separation", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater"), 1.5);
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GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/contact_max_allowed_penetration", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater"), 0.3);
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GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/default_contact_bias", PROPERTY_HINT_RANGE, "0,1,0.01"), 0.8);
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GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/default_constraint_bias", PROPERTY_HINT_RANGE, "0,1,0.01"), 0.2);
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}
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PhysicsServer2D::~PhysicsServer2D() {
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@ -1047,6 +1047,22 @@ void PhysicsServer3D::_bind_methods() {
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PhysicsServer3D::PhysicsServer3D() {
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singleton = this;
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// World3D physics space
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GLOBAL_DEF_BASIC("physics/3d/default_gravity", 9.8);
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GLOBAL_DEF_BASIC("physics/3d/default_gravity_vector", Vector3(0, -1, 0));
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GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/default_linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), 0.1);
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GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/default_angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), 0.1);
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// PhysicsServer3D
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GLOBAL_DEF("physics/3d/sleep_threshold_linear", 0.1);
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GLOBAL_DEF("physics/3d/sleep_threshold_angular", Math::deg_to_rad(8.0));
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GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"), 0.5);
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GLOBAL_DEF(PropertyInfo(Variant::INT, "physics/3d/solver/solver_iterations", PROPERTY_HINT_RANGE, "1,32,1,or_greater"), 16);
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GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_recycle_radius", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater"), 0.01);
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GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_max_separation", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater"), 0.05);
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GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_max_allowed_penetration", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater"), 0.01);
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GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/default_contact_bias", PROPERTY_HINT_RANGE, "0,1,0.01"), 0.8);
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}
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PhysicsServer3D::~PhysicsServer3D() {
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