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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@ -1024,7 +1024,7 @@
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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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@ -1187,6 +1187,16 @@
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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 default GodotPhysics engine, not the Bullet physics engine.
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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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<return type="Variant">
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</return>
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@ -1584,6 +1584,10 @@ void PhysicsServer3DSW::set_active(bool p_active) {
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active = p_active;
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};
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void PhysicsServer3DSW::set_collision_iterations(int p_iterations) {
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iterations = p_iterations;
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};
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void PhysicsServer3DSW::init() {
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last_step = 0.001;
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iterations = 8; // 8?
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@ -367,6 +367,8 @@ public:
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virtual void end_sync() override;
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virtual void finish() override;
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virtual void set_collision_iterations(int p_iterations) override;
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virtual bool is_flushing_queries() const override { return flushing_queries; }
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int get_process_info(ProcessInfo p_info) override;
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@ -377,6 +377,7 @@ public:
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FUNC1(free, RID);
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FUNC1(set_active, bool);
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FUNC1(set_collision_iterations, int);
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virtual void init() override;
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virtual void step(real_t p_step) override;
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@ -564,7 +564,7 @@ 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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INFO_ACTIVE_OBJECTS,
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@ -740,6 +740,8 @@ void PhysicsServer3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_active", "active"), &PhysicsServer3D::set_active);
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ClassDB::bind_method(D_METHOD("set_collision_iterations", "iterations"), &PhysicsServer3D::set_collision_iterations);
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ClassDB::bind_method(D_METHOD("get_process_info", "process_info"), &PhysicsServer3D::get_process_info);
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BIND_ENUM_CONSTANT(SHAPE_PLANE);
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@ -740,6 +740,8 @@ 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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INFO_COLLISION_PAIRS,
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