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authorHugo Locurcio <hugo.locurcio@hugo.pro>2021-07-07 19:09:15 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2021-07-10 16:28:34 +0200
commitf0a145bbf52b44c5e45ee292935163bc882fa063 (patch)
tree8916dffc139c16b29aae63d969ad897f81246fa1
parent56d712686496845cab3bfd6a6ed67e4efc2c39d5 (diff)
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.
-rw-r--r--doc/classes/PhysicsServer2D.xml2
-rw-r--r--doc/classes/PhysicsServer3D.xml10
-rw-r--r--servers/physics_3d/physics_server_3d_sw.cpp4
-rw-r--r--servers/physics_3d/physics_server_3d_sw.h2
-rw-r--r--servers/physics_3d/physics_server_3d_wrap_mt.h1
-rw-r--r--servers/physics_server_2d.h2
-rw-r--r--servers/physics_server_3d.cpp2
-rw-r--r--servers/physics_server_3d.h2
8 files changed, 23 insertions, 2 deletions
diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml
index 33cd61eb9c..67b27b174f 100644
--- a/doc/classes/PhysicsServer2D.xml
+++ b/doc/classes/PhysicsServer2D.xml
@@ -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">
diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml
index 88ce222324..9db7ff5c12 100644
--- a/doc/classes/PhysicsServer3D.xml
+++ b/doc/classes/PhysicsServer3D.xml
@@ -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>
diff --git a/servers/physics_3d/physics_server_3d_sw.cpp b/servers/physics_3d/physics_server_3d_sw.cpp
index f26129a404..c1a9d6259d 100644
--- a/servers/physics_3d/physics_server_3d_sw.cpp
+++ b/servers/physics_3d/physics_server_3d_sw.cpp
@@ -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?
diff --git a/servers/physics_3d/physics_server_3d_sw.h b/servers/physics_3d/physics_server_3d_sw.h
index 57b6385758..0ccd15fbb2 100644
--- a/servers/physics_3d/physics_server_3d_sw.h
+++ b/servers/physics_3d/physics_server_3d_sw.h
@@ -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;
diff --git a/servers/physics_3d/physics_server_3d_wrap_mt.h b/servers/physics_3d/physics_server_3d_wrap_mt.h
index bda2e30dd1..9beec22bcd 100644
--- a/servers/physics_3d/physics_server_3d_wrap_mt.h
+++ b/servers/physics_3d/physics_server_3d_wrap_mt.h
@@ -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;
diff --git a/servers/physics_server_2d.h b/servers/physics_server_2d.h
index 6737aacaf0..e2bff2975e 100644
--- a/servers/physics_server_2d.h
+++ b/servers/physics_server_2d.h
@@ -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,
diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp
index 7a0253506c..3ed8841119 100644
--- a/servers/physics_server_3d.cpp
+++ b/servers/physics_server_3d.cpp
@@ -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);
diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h
index 78fc026747..17bae9a057 100644
--- a/servers/physics_server_3d.h
+++ b/servers/physics_server_3d.h
@@ -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,