Create default World physics spaces on demand only

Changes that the default physics spaces of World resources are only created on first use.
This commit is contained in:
smix8 2023-01-31 00:01:21 +01:00
parent 2b710bc336
commit 026549db2e
8 changed files with 78 additions and 39 deletions

View File

@ -43,6 +43,14 @@ RID World2D::get_canvas() const {
} }
RID World2D::get_space() const { RID World2D::get_space() const {
if (space.is_null()) {
space = PhysicsServer2D::get_singleton()->space_create();
PhysicsServer2D::get_singleton()->space_set_active(space, true);
PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_GRAVITY, GLOBAL_GET("physics/2d/default_gravity"));
PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR, GLOBAL_GET("physics/2d/default_gravity_vector"));
PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_LINEAR_DAMP, GLOBAL_GET("physics/2d/default_linear_damp"));
PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP, GLOBAL_GET("physics/2d/default_angular_damp"));
}
return space; return space;
} }
@ -71,19 +79,11 @@ void World2D::_bind_methods() {
} }
PhysicsDirectSpaceState2D *World2D::get_direct_space_state() { PhysicsDirectSpaceState2D *World2D::get_direct_space_state() {
return PhysicsServer2D::get_singleton()->space_get_direct_state(space); return PhysicsServer2D::get_singleton()->space_get_direct_state(get_space());
} }
World2D::World2D() { World2D::World2D() {
canvas = RenderingServer::get_singleton()->canvas_create(); canvas = RenderingServer::get_singleton()->canvas_create();
// Create and configure space2D to be more friendly with pixels than meters
space = PhysicsServer2D::get_singleton()->space_create();
PhysicsServer2D::get_singleton()->space_set_active(space, true);
PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_GRAVITY, GLOBAL_DEF_BASIC("physics/2d/default_gravity", 980.0));
PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR, GLOBAL_DEF_BASIC("physics/2d/default_gravity_vector", Vector2(0, 1)));
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));
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));
} }
World2D::~World2D() { World2D::~World2D() {
@ -91,7 +91,9 @@ World2D::~World2D() {
ERR_FAIL_NULL(PhysicsServer2D::get_singleton()); ERR_FAIL_NULL(PhysicsServer2D::get_singleton());
ERR_FAIL_NULL(NavigationServer2D::get_singleton()); ERR_FAIL_NULL(NavigationServer2D::get_singleton());
RenderingServer::get_singleton()->free(canvas); RenderingServer::get_singleton()->free(canvas);
PhysicsServer2D::get_singleton()->free(space); if (space.is_valid()) {
PhysicsServer2D::get_singleton()->free(space);
}
if (navigation_map.is_valid()) { if (navigation_map.is_valid()) {
NavigationServer2D::get_singleton()->free(navigation_map); NavigationServer2D::get_singleton()->free(navigation_map);
} }

View File

@ -43,7 +43,7 @@ class World2D : public Resource {
GDCLASS(World2D, Resource); GDCLASS(World2D, Resource);
RID canvas; RID canvas;
RID space; mutable RID space;
mutable RID navigation_map; mutable RID navigation_map;
HashSet<Viewport *> viewports; HashSet<Viewport *> viewports;

View File

@ -51,6 +51,14 @@ void World3D::_remove_camera(Camera3D *p_camera) {
} }
RID World3D::get_space() const { RID World3D::get_space() const {
if (space.is_null()) {
space = PhysicsServer3D::get_singleton()->space_create();
PhysicsServer3D::get_singleton()->space_set_active(space, true);
PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_GRAVITY, GLOBAL_GET("physics/3d/default_gravity"));
PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR, GLOBAL_GET("physics/3d/default_gravity_vector"));
PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_LINEAR_DAMP, GLOBAL_GET("physics/3d/default_linear_damp"));
PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP, GLOBAL_GET("physics/3d/default_angular_damp"));
}
return space; return space;
} }
@ -121,7 +129,7 @@ Ref<CameraAttributes> World3D::get_camera_attributes() const {
} }
PhysicsDirectSpaceState3D *World3D::get_direct_space_state() { PhysicsDirectSpaceState3D *World3D::get_direct_space_state() {
return PhysicsServer3D::get_singleton()->space_get_direct_state(space); return PhysicsServer3D::get_singleton()->space_get_direct_state(get_space());
} }
void World3D::_bind_methods() { void World3D::_bind_methods() {
@ -145,22 +153,18 @@ void World3D::_bind_methods() {
} }
World3D::World3D() { World3D::World3D() {
space = PhysicsServer3D::get_singleton()->space_create();
scenario = RenderingServer::get_singleton()->scenario_create(); scenario = RenderingServer::get_singleton()->scenario_create();
PhysicsServer3D::get_singleton()->space_set_active(space, true);
PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_GRAVITY, GLOBAL_DEF_BASIC("physics/3d/default_gravity", 9.8));
PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR, GLOBAL_DEF_BASIC("physics/3d/default_gravity_vector", Vector3(0, -1, 0)));
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));
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));
} }
World3D::~World3D() { World3D::~World3D() {
ERR_FAIL_NULL(PhysicsServer3D::get_singleton());
ERR_FAIL_NULL(RenderingServer::get_singleton()); ERR_FAIL_NULL(RenderingServer::get_singleton());
ERR_FAIL_NULL(PhysicsServer3D::get_singleton());
ERR_FAIL_NULL(NavigationServer3D::get_singleton()); ERR_FAIL_NULL(NavigationServer3D::get_singleton());
PhysicsServer3D::get_singleton()->free(space);
RenderingServer::get_singleton()->free(scenario); RenderingServer::get_singleton()->free(scenario);
if (space.is_valid()) {
PhysicsServer3D::get_singleton()->free(space);
}
if (navigation_map.is_valid()) { if (navigation_map.is_valid()) {
NavigationServer3D::get_singleton()->free(navigation_map); NavigationServer3D::get_singleton()->free(navigation_map);
} }

View File

@ -45,8 +45,8 @@ class World3D : public Resource {
GDCLASS(World3D, Resource); GDCLASS(World3D, Resource);
private: private:
RID space;
RID scenario; RID scenario;
mutable RID space;
mutable RID navigation_map; mutable RID navigation_map;
Ref<Environment> environment; Ref<Environment> environment;

View File

@ -1216,15 +1216,15 @@ GodotPhysicsDirectSpaceState2D *GodotSpace2D::get_direct_state() {
} }
GodotSpace2D::GodotSpace2D() { GodotSpace2D::GodotSpace2D() {
body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_linear", 2.0); body_linear_velocity_sleep_threshold = GLOBAL_GET("physics/2d/sleep_threshold_linear");
body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_angular", Math::deg_to_rad(8.0)); body_angular_velocity_sleep_threshold = GLOBAL_GET("physics/2d/sleep_threshold_angular");
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); body_time_to_sleep = GLOBAL_GET("physics/2d/time_before_sleep");
solver_iterations = GLOBAL_DEF(PropertyInfo(Variant::INT, "physics/2d/solver/solver_iterations", PROPERTY_HINT_RANGE, "1,32,1,or_greater"), 16); solver_iterations = GLOBAL_GET("physics/2d/solver/solver_iterations");
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); contact_recycle_radius = GLOBAL_GET("physics/2d/solver/contact_recycle_radius");
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); contact_max_separation = GLOBAL_GET("physics/2d/solver/contact_max_separation");
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); contact_max_allowed_penetration = GLOBAL_GET("physics/2d/solver/contact_max_allowed_penetration");
contact_bias = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/default_contact_bias", PROPERTY_HINT_RANGE, "0,1,0.01"), 0.8); contact_bias = GLOBAL_GET("physics/2d/solver/default_contact_bias");
constraint_bias = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/default_constraint_bias", PROPERTY_HINT_RANGE, "0,1,0.01"), 0.2); constraint_bias = GLOBAL_GET("physics/2d/solver/default_constraint_bias");
broadphase = GodotBroadPhase2D::create_func(); broadphase = GodotBroadPhase2D::create_func();
broadphase->set_pair_callback(_broadphase_pair, this); broadphase->set_pair_callback(_broadphase_pair, this);

View File

@ -1250,14 +1250,14 @@ GodotPhysicsDirectSpaceState3D *GodotSpace3D::get_direct_state() {
} }
GodotSpace3D::GodotSpace3D() { GodotSpace3D::GodotSpace3D() {
body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_linear", 0.1); body_linear_velocity_sleep_threshold = GLOBAL_GET("physics/3d/sleep_threshold_linear");
body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_angular", Math::deg_to_rad(8.0)); body_angular_velocity_sleep_threshold = GLOBAL_GET("physics/3d/sleep_threshold_angular");
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); body_time_to_sleep = GLOBAL_GET("physics/3d/time_before_sleep");
solver_iterations = GLOBAL_DEF(PropertyInfo(Variant::INT, "physics/3d/solver/solver_iterations", PROPERTY_HINT_RANGE, "1,32,1,or_greater"), 16); solver_iterations = GLOBAL_GET("physics/3d/solver/solver_iterations");
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); contact_recycle_radius = GLOBAL_GET("physics/3d/solver/contact_recycle_radius");
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); contact_max_separation = GLOBAL_GET("physics/3d/solver/contact_max_separation");
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); contact_max_allowed_penetration = GLOBAL_GET("physics/3d/solver/contact_max_allowed_penetration");
contact_bias = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/default_contact_bias", PROPERTY_HINT_RANGE, "0,1,0.01"), 0.8); contact_bias = GLOBAL_GET("physics/3d/solver/default_contact_bias");
broadphase = GodotBroadPhase3D::create_func(); broadphase = GodotBroadPhase3D::create_func();
broadphase->set_pair_callback(_broadphase_pair, this); broadphase->set_pair_callback(_broadphase_pair, this);

View File

@ -879,6 +879,23 @@ void PhysicsServer2D::_bind_methods() {
PhysicsServer2D::PhysicsServer2D() { PhysicsServer2D::PhysicsServer2D() {
singleton = this; singleton = this;
// World2D physics space
GLOBAL_DEF_BASIC("physics/2d/default_gravity", 980.0);
GLOBAL_DEF_BASIC("physics/2d/default_gravity_vector", Vector2(0, 1));
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/default_linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), 0.1);
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/default_angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), 1.0);
// PhysicsServer2D
GLOBAL_DEF("physics/2d/sleep_threshold_linear", 2.0);
GLOBAL_DEF("physics/2d/sleep_threshold_angular", Math::deg_to_rad(8.0));
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"), 0.5);
GLOBAL_DEF(PropertyInfo(Variant::INT, "physics/2d/solver/solver_iterations", PROPERTY_HINT_RANGE, "1,32,1,or_greater"), 16);
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/contact_recycle_radius", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater"), 1.0);
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/contact_max_separation", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater"), 1.5);
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/contact_max_allowed_penetration", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater"), 0.3);
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/default_contact_bias", PROPERTY_HINT_RANGE, "0,1,0.01"), 0.8);
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/default_constraint_bias", PROPERTY_HINT_RANGE, "0,1,0.01"), 0.2);
} }
PhysicsServer2D::~PhysicsServer2D() { PhysicsServer2D::~PhysicsServer2D() {

View File

@ -1047,6 +1047,22 @@ void PhysicsServer3D::_bind_methods() {
PhysicsServer3D::PhysicsServer3D() { PhysicsServer3D::PhysicsServer3D() {
singleton = this; singleton = this;
// World3D physics space
GLOBAL_DEF_BASIC("physics/3d/default_gravity", 9.8);
GLOBAL_DEF_BASIC("physics/3d/default_gravity_vector", Vector3(0, -1, 0));
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/default_linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), 0.1);
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/default_angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), 0.1);
// PhysicsServer3D
GLOBAL_DEF("physics/3d/sleep_threshold_linear", 0.1);
GLOBAL_DEF("physics/3d/sleep_threshold_angular", Math::deg_to_rad(8.0));
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"), 0.5);
GLOBAL_DEF(PropertyInfo(Variant::INT, "physics/3d/solver/solver_iterations", PROPERTY_HINT_RANGE, "1,32,1,or_greater"), 16);
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_recycle_radius", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater"), 0.01);
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_max_separation", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater"), 0.05);
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_max_allowed_penetration", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater"), 0.01);
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/default_contact_bias", PROPERTY_HINT_RANGE, "0,1,0.01"), 0.8);
} }
PhysicsServer3D::~PhysicsServer3D() { PhysicsServer3D::~PhysicsServer3D() {