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https://github.com/godotengine/godot
synced 2024-09-05 12:58:29 +00:00
Update space parameters in 2D and 3D
Clarified space parameters for contacts and added missing ones. List of changes: -Add contact bias to space parameters -Add solver iterations to space parameters, instead of a specific physics server function -Renamed BODY_MAX_ALLOWED_PENETRATION to CONTACT_MAX_ALLOWED_PENETRATION to make it consistent with other contact parameters
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@ -711,13 +711,6 @@
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Activates or deactivates the 2D 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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<argument index="0" name="iterations" type="int" />
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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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</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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<argument index="0" name="shape" type="RID" />
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@ -798,21 +791,27 @@
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<constant name="SPACE_PARAM_CONTACT_MAX_SEPARATION" value="1" enum="SpaceParameter">
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Constant to set/get the maximum distance a shape can be from another before they are considered separated.
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</constant>
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<constant name="SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION" value="2" enum="SpaceParameter">
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<constant name="SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION" value="2" enum="SpaceParameter">
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Constant to set/get the maximum distance a shape can penetrate another shape before it is considered a collision.
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</constant>
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<constant name="SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD" value="3" enum="SpaceParameter">
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<constant name="SPACE_PARAM_CONTACT_DEFAULT_BIAS" value="3" enum="SpaceParameter">
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Constant to set/get the default solver bias for all physics contacts. A solver bias is a factor controlling how much two objects "rebound", after overlapping, to avoid leaving them in that state because of numerical imprecision.
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</constant>
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<constant name="SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD" value="4" enum="SpaceParameter">
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Constant to set/get the threshold linear velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given.
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</constant>
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<constant name="SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD" value="4" enum="SpaceParameter">
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<constant name="SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD" value="5" enum="SpaceParameter">
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Constant to set/get the threshold angular velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given.
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</constant>
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<constant name="SPACE_PARAM_BODY_TIME_TO_SLEEP" value="5" enum="SpaceParameter">
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<constant name="SPACE_PARAM_BODY_TIME_TO_SLEEP" value="6" enum="SpaceParameter">
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Constant to set/get the maximum time of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after this time.
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</constant>
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<constant name="SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS" value="6" enum="SpaceParameter">
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<constant name="SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS" value="7" enum="SpaceParameter">
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Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects "rebound", after violating a constraint, to avoid leaving them in that state because of numerical imprecision.
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</constant>
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<constant name="SPACE_PARAM_SOLVER_ITERATIONS" value="8" enum="SpaceParameter">
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Constant to set/get the number of solver iterations for all contacts and constraints. 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.
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</constant>
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<constant name="SHAPE_WORLD_BOUNDARY" value="0" enum="ShapeType">
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This is the constant for creating world boundary shapes. A world boundary shape is an [i]infinite[/i] line with an origin point, and a normal. Thus, it can be used for front/behind checks.
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</constant>
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@ -846,14 +846,6 @@
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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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<argument index="0" name="iterations" type="int" />
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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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<argument index="0" name="shape" type="RID" />
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@ -1343,23 +1335,29 @@
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<constant name="SPACE_PARAM_CONTACT_MAX_SEPARATION" value="1" enum="SpaceParameter">
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Constant to set/get the maximum distance a shape can be from another before they are considered separated.
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</constant>
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<constant name="SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION" value="2" enum="SpaceParameter">
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<constant name="SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION" value="2" enum="SpaceParameter">
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Constant to set/get the maximum distance a shape can penetrate another shape before it is considered a collision.
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</constant>
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<constant name="SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD" value="3" enum="SpaceParameter">
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<constant name="SPACE_PARAM_CONTACT_DEFAULT_BIAS" value="3" enum="SpaceParameter">
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Constant to set/get the default solver bias for all physics contacts. A solver bias is a factor controlling how much two objects "rebound", after overlapping, to avoid leaving them in that state because of numerical imprecision.
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</constant>
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<constant name="SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD" value="4" enum="SpaceParameter">
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Constant to set/get the threshold linear velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given.
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</constant>
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<constant name="SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD" value="4" enum="SpaceParameter">
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<constant name="SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD" value="5" enum="SpaceParameter">
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Constant to set/get the threshold angular velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given.
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</constant>
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<constant name="SPACE_PARAM_BODY_TIME_TO_SLEEP" value="5" enum="SpaceParameter">
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<constant name="SPACE_PARAM_BODY_TIME_TO_SLEEP" value="6" enum="SpaceParameter">
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Constant to set/get the maximum time of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after this time.
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</constant>
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<constant name="SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO" value="6" enum="SpaceParameter">
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<constant name="SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO" value="7" enum="SpaceParameter">
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</constant>
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<constant name="SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS" value="7" enum="SpaceParameter">
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<constant name="SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS" value="8" enum="SpaceParameter">
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Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects "rebound", after violating a constraint, to avoid leaving them in that state because of numerical imprecision.
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</constant>
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<constant name="SPACE_PARAM_SOLVER_ITERATIONS" value="9" enum="SpaceParameter">
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Constant to set/get the number of solver iterations for contacts and constraints. The greater the amount of iterations, the more accurate the collisions and constraints will be. However, a greater amount of iterations requires more CPU power, which can decrease performance.
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</constant>
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<constant name="BODY_AXIS_LINEAR_X" value="1" enum="BodyAxis">
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</constant>
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<constant name="BODY_AXIS_LINEAR_Y" value="2" enum="BodyAxis">
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@ -341,7 +341,7 @@ bool GodotBodyPair2D::pre_solve(real_t p_step) {
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real_t max_penetration = space->get_contact_max_allowed_penetration();
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real_t bias = 0.8;
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real_t bias = space->get_contact_bias();
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GodotShape2D *shape_A_ptr = A->get_shape(shape_A);
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GodotShape2D *shape_B_ptr = B->get_shape(shape_B);
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@ -1214,21 +1214,16 @@ void GodotPhysicsServer2D::free(RID p_rid) {
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} else {
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ERR_FAIL_MSG("Invalid ID.");
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}
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};
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}
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void GodotPhysicsServer2D::set_active(bool p_active) {
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active = p_active;
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};
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void GodotPhysicsServer2D::set_collision_iterations(int p_iterations) {
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iterations = p_iterations;
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};
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}
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void GodotPhysicsServer2D::init() {
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doing_sync = false;
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iterations = 16;
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stepper = memnew(GodotStep2D);
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};
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}
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void GodotPhysicsServer2D::step(real_t p_step) {
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if (!active) {
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@ -1241,16 +1236,16 @@ void GodotPhysicsServer2D::step(real_t p_step) {
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active_objects = 0;
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collision_pairs = 0;
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for (Set<const GodotSpace2D *>::Element *E = active_spaces.front(); E; E = E->next()) {
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stepper->step((GodotSpace2D *)E->get(), p_step, iterations);
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stepper->step((GodotSpace2D *)E->get(), p_step);
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island_count += E->get()->get_island_count();
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active_objects += E->get()->get_active_objects();
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collision_pairs += E->get()->get_collision_pairs();
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}
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};
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}
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void GodotPhysicsServer2D::sync() {
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doing_sync = true;
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};
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}
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void GodotPhysicsServer2D::flush_queries() {
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if (!active) {
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@ -1308,7 +1303,7 @@ void GodotPhysicsServer2D::end_sync() {
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void GodotPhysicsServer2D::finish() {
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memdelete(stepper);
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};
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}
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void GodotPhysicsServer2D::_update_shapes() {
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while (pending_shape_update_list.first()) {
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@ -1340,4 +1335,4 @@ GodotPhysicsServer2D::GodotPhysicsServer2D(bool p_using_threads) {
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GodotBroadPhase2D::create_func = GodotBroadPhase2DBVH::_create;
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using_threads = p_using_threads;
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};
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}
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@ -45,7 +45,6 @@ class GodotPhysicsServer2D : public PhysicsServer2D {
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friend class GodotPhysicsDirectSpaceState2D;
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friend class GodotPhysicsDirectBodyState2D;
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bool active = true;
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int iterations = 0;
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bool doing_sync = false;
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int island_count = 0;
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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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@ -1138,9 +1138,12 @@ void GodotSpace2D::set_param(PhysicsServer2D::SpaceParameter p_param, real_t p_v
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case PhysicsServer2D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
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contact_max_separation = p_value;
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break;
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case PhysicsServer2D::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION:
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case PhysicsServer2D::SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION:
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contact_max_allowed_penetration = p_value;
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break;
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case PhysicsServer2D::SPACE_PARAM_CONTACT_DEFAULT_BIAS:
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contact_bias = p_value;
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break;
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case PhysicsServer2D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
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body_linear_velocity_sleep_threshold = p_value;
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break;
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case PhysicsServer2D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
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constraint_bias = p_value;
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break;
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case PhysicsServer2D::SPACE_PARAM_SOLVER_ITERATIONS:
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solver_iterations = p_value;
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break;
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}
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}
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@ -1162,8 +1168,10 @@ real_t GodotSpace2D::get_param(PhysicsServer2D::SpaceParameter p_param) const {
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return contact_recycle_radius;
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case PhysicsServer2D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
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return contact_max_separation;
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case PhysicsServer2D::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION:
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case PhysicsServer2D::SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION:
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return contact_max_allowed_penetration;
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case PhysicsServer2D::SPACE_PARAM_CONTACT_DEFAULT_BIAS:
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return contact_bias;
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case PhysicsServer2D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
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return body_linear_velocity_sleep_threshold;
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case PhysicsServer2D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
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return body_time_to_sleep;
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case PhysicsServer2D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
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return constraint_bias;
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case PhysicsServer2D::SPACE_PARAM_SOLVER_ITERATIONS:
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return solver_iterations;
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}
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return 0;
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}
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@ -96,9 +96,12 @@ private:
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GodotArea2D *area = nullptr;
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int solver_iterations = 16;
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real_t contact_recycle_radius = 1.0;
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real_t contact_max_separation = 1.5;
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real_t contact_max_allowed_penetration = 0.3;
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real_t contact_bias = 0.8;
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real_t constraint_bias = 0.2;
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enum {
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void remove_object(GodotCollisionObject2D *p_object);
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const Set<GodotCollisionObject2D *> &get_objects() const;
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_FORCE_INLINE_ int get_solver_iterations() const { return solver_iterations; }
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_FORCE_INLINE_ real_t get_contact_recycle_radius() const { return contact_recycle_radius; }
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_FORCE_INLINE_ real_t get_contact_max_separation() const { return contact_max_separation; }
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_FORCE_INLINE_ real_t get_contact_max_allowed_penetration() const { return contact_max_allowed_penetration; }
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_FORCE_INLINE_ real_t get_contact_bias() const { return contact_bias; }
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_FORCE_INLINE_ real_t get_constraint_bias() const { return constraint_bias; }
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_FORCE_INLINE_ real_t get_body_linear_velocity_sleep_threshold() const { return body_linear_velocity_sleep_threshold; }
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_FORCE_INLINE_ real_t get_body_angular_velocity_sleep_threshold() const { return body_angular_velocity_sleep_threshold; }
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@ -124,14 +124,14 @@ void GodotStep2D::_check_suspend(LocalVector<GodotBody2D *> &p_body_island) cons
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}
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}
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void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta, int p_iterations) {
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void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta) {
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p_space->lock(); // can't access space during this
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p_space->setup(); //update inertias, etc
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p_space->set_last_step(p_delta);
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iterations = p_iterations;
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iterations = p_space->get_solver_iterations();
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delta = p_delta;
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const SelfList<GodotBody2D>::List *body_list = &p_space->get_active_body_list();
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@ -55,7 +55,7 @@ class GodotStep2D {
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void _check_suspend(LocalVector<GodotBody2D *> &p_body_island) const;
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public:
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void step(GodotSpace2D *p_space, real_t p_delta, int p_iterations);
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void step(GodotSpace2D *p_space, real_t p_delta);
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GodotStep2D();
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~GodotStep2D();
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};
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@ -658,7 +658,7 @@ bool GodotBodySoftBodyPair3D::pre_solve(real_t p_step) {
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real_t max_penetration = space->get_contact_max_allowed_penetration();
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real_t bias = 0.8;
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real_t bias = space->get_contact_bias();
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GodotShape3D *shape_A_ptr = body->get_shape(body_shape);
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@ -1574,20 +1574,15 @@ void GodotPhysicsServer3D::free(RID p_rid) {
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} else {
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ERR_FAIL_MSG("Invalid ID.");
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}
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};
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}
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void GodotPhysicsServer3D::set_active(bool p_active) {
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active = p_active;
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};
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void GodotPhysicsServer3D::set_collision_iterations(int p_iterations) {
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iterations = p_iterations;
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};
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}
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void GodotPhysicsServer3D::init() {
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iterations = 16;
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stepper = memnew(GodotStep3D);
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};
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}
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void GodotPhysicsServer3D::step(real_t p_step) {
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#ifndef _3D_DISABLED
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@ -1602,7 +1597,7 @@ void GodotPhysicsServer3D::step(real_t p_step) {
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active_objects = 0;
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collision_pairs = 0;
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for (Set<const GodotSpace3D *>::Element *E = active_spaces.front(); E; E = E->next()) {
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stepper->step((GodotSpace3D *)E->get(), p_step, iterations);
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stepper->step((GodotSpace3D *)E->get(), p_step);
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island_count += E->get()->get_island_count();
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active_objects += E->get()->get_active_objects();
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collision_pairs += E->get()->get_collision_pairs();
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@ -1612,7 +1607,7 @@ void GodotPhysicsServer3D::step(real_t p_step) {
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void GodotPhysicsServer3D::sync() {
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doing_sync = true;
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};
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}
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void GodotPhysicsServer3D::flush_queries() {
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#ifndef _3D_DISABLED
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@ -1665,15 +1660,15 @@ void GodotPhysicsServer3D::flush_queries() {
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EngineDebugger::profiler_add_frame_data("servers", values);
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}
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#endif
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};
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}
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void GodotPhysicsServer3D::end_sync() {
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doing_sync = false;
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};
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}
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void GodotPhysicsServer3D::finish() {
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memdelete(stepper);
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};
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}
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int GodotPhysicsServer3D::get_process_info(ProcessInfo p_info) {
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switch (p_info) {
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@ -44,7 +44,6 @@ class GodotPhysicsServer3D : public PhysicsServer3D {
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|||
|
||||
friend class GodotPhysicsDirectSpaceState3D;
|
||||
bool active = true;
|
||||
int iterations = 0;
|
||||
|
||||
int island_count = 0;
|
||||
int active_objects = 0;
|
||||
|
@ -364,8 +363,6 @@ public:
|
|||
virtual void end_sync() override;
|
||||
virtual void finish() override;
|
||||
|
||||
virtual void set_collision_iterations(int p_iterations) override;
|
||||
|
||||
virtual bool is_flushing_queries() const override { return flushing_queries; }
|
||||
|
||||
int get_process_info(ProcessInfo p_info) override;
|
||||
|
|
|
@ -1173,9 +1173,12 @@ void GodotSpace3D::set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_v
|
|||
case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
|
||||
contact_max_separation = p_value;
|
||||
break;
|
||||
case PhysicsServer3D::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION:
|
||||
case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION:
|
||||
contact_max_allowed_penetration = p_value;
|
||||
break;
|
||||
case PhysicsServer3D::SPACE_PARAM_CONTACT_DEFAULT_BIAS:
|
||||
contact_bias = p_value;
|
||||
break;
|
||||
case PhysicsServer3D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
|
||||
body_linear_velocity_sleep_threshold = p_value;
|
||||
break;
|
||||
|
@ -1191,6 +1194,9 @@ void GodotSpace3D::set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_v
|
|||
case PhysicsServer3D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
|
||||
constraint_bias = p_value;
|
||||
break;
|
||||
case PhysicsServer3D::SPACE_PARAM_SOLVER_ITERATIONS:
|
||||
solver_iterations = p_value;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1200,8 +1206,10 @@ real_t GodotSpace3D::get_param(PhysicsServer3D::SpaceParameter p_param) const {
|
|||
return contact_recycle_radius;
|
||||
case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
|
||||
return contact_max_separation;
|
||||
case PhysicsServer3D::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION:
|
||||
case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION:
|
||||
return contact_max_allowed_penetration;
|
||||
case PhysicsServer3D::SPACE_PARAM_CONTACT_DEFAULT_BIAS:
|
||||
return contact_bias;
|
||||
case PhysicsServer3D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
|
||||
return body_linear_velocity_sleep_threshold;
|
||||
case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
|
||||
|
@ -1212,6 +1220,8 @@ real_t GodotSpace3D::get_param(PhysicsServer3D::SpaceParameter p_param) const {
|
|||
return body_angular_velocity_damp_ratio;
|
||||
case PhysicsServer3D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
|
||||
return constraint_bias;
|
||||
case PhysicsServer3D::SPACE_PARAM_SOLVER_ITERATIONS:
|
||||
return solver_iterations;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -93,9 +93,12 @@ private:
|
|||
|
||||
GodotArea3D *area = nullptr;
|
||||
|
||||
int solver_iterations = 16;
|
||||
|
||||
real_t contact_recycle_radius = 0.01;
|
||||
real_t contact_max_separation = 0.05;
|
||||
real_t contact_max_allowed_penetration = 0.01;
|
||||
real_t contact_bias = 0.8;
|
||||
real_t constraint_bias = 0.01;
|
||||
|
||||
enum {
|
||||
|
@ -159,9 +162,11 @@ public:
|
|||
void remove_object(GodotCollisionObject3D *p_object);
|
||||
const Set<GodotCollisionObject3D *> &get_objects() const;
|
||||
|
||||
_FORCE_INLINE_ int get_solver_iterations() const { return solver_iterations; }
|
||||
_FORCE_INLINE_ real_t get_contact_recycle_radius() const { return contact_recycle_radius; }
|
||||
_FORCE_INLINE_ real_t get_contact_max_separation() const { return contact_max_separation; }
|
||||
_FORCE_INLINE_ real_t get_contact_max_allowed_penetration() const { return contact_max_allowed_penetration; }
|
||||
_FORCE_INLINE_ real_t get_contact_bias() const { return contact_bias; }
|
||||
_FORCE_INLINE_ real_t get_constraint_bias() const { return constraint_bias; }
|
||||
_FORCE_INLINE_ real_t get_body_linear_velocity_sleep_threshold() const { return body_linear_velocity_sleep_threshold; }
|
||||
_FORCE_INLINE_ real_t get_body_angular_velocity_sleep_threshold() const { return body_angular_velocity_sleep_threshold; }
|
||||
|
|
|
@ -181,14 +181,14 @@ void GodotStep3D::_check_suspend(const LocalVector<GodotBody3D *> &p_body_island
|
|||
}
|
||||
}
|
||||
|
||||
void GodotStep3D::step(GodotSpace3D *p_space, real_t p_delta, int p_iterations) {
|
||||
void GodotStep3D::step(GodotSpace3D *p_space, real_t p_delta) {
|
||||
p_space->lock(); // can't access space during this
|
||||
|
||||
p_space->setup(); //update inertias, etc
|
||||
|
||||
p_space->set_last_step(p_delta);
|
||||
|
||||
iterations = p_iterations;
|
||||
iterations = p_space->get_solver_iterations();
|
||||
delta = p_delta;
|
||||
|
||||
const SelfList<GodotBody3D>::List *body_list = &p_space->get_active_body_list();
|
||||
|
|
|
@ -56,7 +56,7 @@ class GodotStep3D {
|
|||
void _check_suspend(const LocalVector<GodotBody3D *> &p_body_island) const;
|
||||
|
||||
public:
|
||||
void step(GodotSpace3D *p_space, real_t p_delta, int p_iterations);
|
||||
void step(GodotSpace3D *p_space, real_t p_delta);
|
||||
GodotStep3D();
|
||||
~GodotStep3D();
|
||||
};
|
||||
|
|
|
@ -730,17 +730,17 @@ void PhysicsServer2D::_bind_methods() {
|
|||
|
||||
ClassDB::bind_method(D_METHOD("set_active", "active"), &PhysicsServer2D::set_active);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_collision_iterations", "iterations"), &PhysicsServer2D::set_collision_iterations);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_process_info", "process_info"), &PhysicsServer2D::get_process_info);
|
||||
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_CONTACT_RECYCLE_RADIUS);
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_CONTACT_MAX_SEPARATION);
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION);
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION);
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_CONTACT_DEFAULT_BIAS);
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD);
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD);
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_TIME_TO_SLEEP);
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS);
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_SOLVER_ITERATIONS);
|
||||
|
||||
BIND_ENUM_CONSTANT(SHAPE_WORLD_BOUNDARY);
|
||||
BIND_ENUM_CONSTANT(SHAPE_SEPARATION_RAY);
|
||||
|
|
|
@ -242,11 +242,13 @@ public:
|
|||
enum SpaceParameter {
|
||||
SPACE_PARAM_CONTACT_RECYCLE_RADIUS,
|
||||
SPACE_PARAM_CONTACT_MAX_SEPARATION,
|
||||
SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION,
|
||||
SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION,
|
||||
SPACE_PARAM_CONTACT_DEFAULT_BIAS,
|
||||
SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD,
|
||||
SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD,
|
||||
SPACE_PARAM_BODY_TIME_TO_SLEEP,
|
||||
SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS,
|
||||
SPACE_PARAM_SOLVER_ITERATIONS,
|
||||
};
|
||||
|
||||
virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) = 0;
|
||||
|
@ -566,8 +568,6 @@ public:
|
|||
|
||||
virtual bool is_flushing_queries() const = 0;
|
||||
|
||||
virtual void set_collision_iterations(int p_iterations) = 0;
|
||||
|
||||
enum ProcessInfo {
|
||||
INFO_ACTIVE_OBJECTS,
|
||||
INFO_COLLISION_PAIRS,
|
||||
|
|
|
@ -294,7 +294,6 @@ public:
|
|||
|
||||
FUNC1(free, RID);
|
||||
FUNC1(set_active, bool);
|
||||
FUNC1(set_collision_iterations, int);
|
||||
|
||||
virtual void init() override;
|
||||
virtual void step(real_t p_step) override;
|
||||
|
|
|
@ -890,8 +890,6 @@ void PhysicsServer3D::_bind_methods() {
|
|||
|
||||
ClassDB::bind_method(D_METHOD("set_active", "active"), &PhysicsServer3D::set_active);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_collision_iterations", "iterations"), &PhysicsServer3D::set_collision_iterations);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_process_info", "process_info"), &PhysicsServer3D::get_process_info);
|
||||
|
||||
BIND_ENUM_CONSTANT(SHAPE_WORLD_BOUNDARY);
|
||||
|
@ -963,12 +961,14 @@ void PhysicsServer3D::_bind_methods() {
|
|||
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_CONTACT_RECYCLE_RADIUS);
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_CONTACT_MAX_SEPARATION);
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION);
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION);
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_CONTACT_DEFAULT_BIAS);
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD);
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD);
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_TIME_TO_SLEEP);
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO);
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS);
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_SOLVER_ITERATIONS);
|
||||
|
||||
BIND_ENUM_CONSTANT(BODY_AXIS_LINEAR_X);
|
||||
BIND_ENUM_CONSTANT(BODY_AXIS_LINEAR_Y);
|
||||
|
|
|
@ -263,12 +263,14 @@ public:
|
|||
enum SpaceParameter {
|
||||
SPACE_PARAM_CONTACT_RECYCLE_RADIUS,
|
||||
SPACE_PARAM_CONTACT_MAX_SEPARATION,
|
||||
SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION,
|
||||
SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION,
|
||||
SPACE_PARAM_CONTACT_DEFAULT_BIAS,
|
||||
SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD,
|
||||
SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD,
|
||||
SPACE_PARAM_BODY_TIME_TO_SLEEP,
|
||||
SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO,
|
||||
SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS,
|
||||
SPACE_PARAM_SOLVER_ITERATIONS,
|
||||
};
|
||||
|
||||
virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) = 0;
|
||||
|
@ -768,8 +770,6 @@ public:
|
|||
|
||||
virtual bool is_flushing_queries() const = 0;
|
||||
|
||||
virtual void set_collision_iterations(int p_iterations) = 0;
|
||||
|
||||
enum ProcessInfo {
|
||||
INFO_ACTIVE_OBJECTS,
|
||||
INFO_COLLISION_PAIRS,
|
||||
|
|
|
@ -370,7 +370,6 @@ public:
|
|||
|
||||
FUNC1(free, RID);
|
||||
FUNC1(set_active, bool);
|
||||
FUNC1(set_collision_iterations, int);
|
||||
|
||||
virtual void init() override;
|
||||
virtual void step(real_t p_step) override;
|
||||
|
|
Loading…
Reference in a new issue