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.
This commit is contained in:
Hugo Locurcio 2021-07-07 19:09:15 +02:00
parent 56d7126864
commit f0a145bbf5
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GPG key ID: 39E8F8BE30B0A49C
8 changed files with 23 additions and 2 deletions

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@ -1024,7 +1024,7 @@
<argument index="0" name="iterations" type="int">
</argument>
<description>
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.
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].
</description>
</method>
<method name="shape_get_data" qualifiers="const">

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@ -1187,6 +1187,16 @@
Activates or deactivates the 3D physics engine.
</description>
</method>
<method name="set_collision_iterations">
<return type="void">
</return>
<argument index="0" name="iterations" type="int">
</argument>
<description>
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].
[b]Note:[/b] Only has an effect when using the default GodotPhysics engine, not the Bullet physics engine.
</description>
</method>
<method name="shape_get_data" qualifiers="const">
<return type="Variant">
</return>

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@ -1584,6 +1584,10 @@ void PhysicsServer3DSW::set_active(bool p_active) {
active = p_active;
};
void PhysicsServer3DSW::set_collision_iterations(int p_iterations) {
iterations = p_iterations;
};
void PhysicsServer3DSW::init() {
last_step = 0.001;
iterations = 8; // 8?

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@ -367,6 +367,8 @@ 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;

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@ -377,6 +377,7 @@ 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;

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@ -564,7 +564,7 @@ public:
virtual bool is_flushing_queries() const = 0;
virtual void set_collision_iterations(int iterations) = 0;
virtual void set_collision_iterations(int p_iterations) = 0;
enum ProcessInfo {
INFO_ACTIVE_OBJECTS,

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@ -740,6 +740,8 @@ 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_PLANE);

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@ -740,6 +740,8 @@ 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,