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authorRĂ©mi Verschelde <remi@verschelde.fr>2021-12-10 22:10:41 +0100
committerGitHub <noreply@github.com>2021-12-10 22:10:41 +0100
commit0ba7103beac97ac33247e2b0ae5253c0f0c44801 (patch)
tree065700dcf546801fd5af968d4a85781c005e5047 /servers/physics_3d
parent0fba151446fe077e2b732812bbd70d0383b9558b (diff)
parent8682adcb8726459d2a0366dcea0a59ce742bee43 (diff)
Merge pull request #55702 from nekomatata/physics-solver-settings
Diffstat (limited to 'servers/physics_3d')
-rw-r--r--servers/physics_3d/godot_space_3d.cpp26
-rw-r--r--servers/physics_3d/godot_space_3d.h24
2 files changed, 25 insertions, 25 deletions
diff --git a/servers/physics_3d/godot_space_3d.cpp b/servers/physics_3d/godot_space_3d.cpp
index 3afccb62bc..89e0d5c51f 100644
--- a/servers/physics_3d/godot_space_3d.cpp
+++ b/servers/physics_3d/godot_space_3d.cpp
@@ -1193,12 +1193,6 @@ void GodotSpace3D::set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_v
case PhysicsServer3D::SPACE_PARAM_BODY_TIME_TO_SLEEP:
body_time_to_sleep = p_value;
break;
- case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO:
- body_angular_velocity_damp_ratio = p_value;
- break;
- case PhysicsServer3D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
- constraint_bias = p_value;
- break;
case PhysicsServer3D::SPACE_PARAM_SOLVER_ITERATIONS:
solver_iterations = p_value;
break;
@@ -1221,10 +1215,6 @@ real_t GodotSpace3D::get_param(PhysicsServer3D::SpaceParameter p_param) const {
return body_angular_velocity_sleep_threshold;
case PhysicsServer3D::SPACE_PARAM_BODY_TIME_TO_SLEEP:
return body_time_to_sleep;
- case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO:
- 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;
}
@@ -1252,7 +1242,21 @@ GodotSpace3D::GodotSpace3D() {
body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_angular", Math::deg2rad(8.0));
body_time_to_sleep = GLOBAL_DEF("physics/3d/time_before_sleep", 0.5);
ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/time_before_sleep", PropertyInfo(Variant::FLOAT, "physics/3d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"));
- body_angular_velocity_damp_ratio = 10;
+
+ solver_iterations = GLOBAL_DEF("physics/3d/solver/solver_iterations", 16);
+ ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/solver/solver_iterations", PropertyInfo(Variant::INT, "physics/3d/solver/solver_iterations", PROPERTY_HINT_RANGE, "1,32,1,or_greater"));
+
+ contact_recycle_radius = GLOBAL_DEF("physics/3d/solver/contact_recycle_radius", 0.01);
+ ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/solver/contact_recycle_radius", PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_max_separation", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater"));
+
+ contact_max_separation = GLOBAL_DEF("physics/3d/solver/contact_max_separation", 0.05);
+ ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/solver/contact_max_separation", PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_max_separation", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater"));
+
+ contact_max_allowed_penetration = GLOBAL_DEF("physics/3d/solver/contact_max_allowed_penetration", 0.01);
+ ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/solver/contact_max_allowed_penetration", PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_max_allowed_penetration", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater"));
+
+ contact_bias = GLOBAL_DEF("physics/3d/solver/default_contact_bias", 0.8);
+ ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/solver/default_contact_bias", PropertyInfo(Variant::FLOAT, "physics/3d/solver/default_contact_bias", PROPERTY_HINT_RANGE, "0,1,0.01"));
broadphase = GodotBroadPhase3D::create_func();
broadphase->set_pair_callback(_broadphase_pair, this);
diff --git a/servers/physics_3d/godot_space_3d.h b/servers/physics_3d/godot_space_3d.h
index b9aeee7583..fbdb65e29c 100644
--- a/servers/physics_3d/godot_space_3d.h
+++ b/servers/physics_3d/godot_space_3d.h
@@ -75,10 +75,10 @@ public:
private:
uint64_t elapsed_time[ELAPSED_TIME_MAX] = {};
- GodotPhysicsDirectSpaceState3D *direct_access;
+ GodotPhysicsDirectSpaceState3D *direct_access = nullptr;
RID self;
- GodotBroadPhase3D *broadphase;
+ GodotBroadPhase3D *broadphase = nullptr;
SelfList<GodotBody3D>::List active_list;
SelfList<GodotBody3D>::List mass_properties_update_list;
SelfList<GodotBody3D>::List state_query_list;
@@ -93,13 +93,12 @@ private:
GodotArea3D *area = nullptr;
- int solver_iterations = 16;
+ int solver_iterations = 0;
- 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;
+ real_t contact_recycle_radius = 0.0;
+ real_t contact_max_separation = 0.0;
+ real_t contact_max_allowed_penetration = 0.0;
+ real_t contact_bias = 0.0;
enum {
INTERSECTION_QUERY_MAX = 2048
@@ -108,10 +107,9 @@ private:
GodotCollisionObject3D *intersection_query_results[INTERSECTION_QUERY_MAX];
int intersection_query_subindex_results[INTERSECTION_QUERY_MAX];
- real_t body_linear_velocity_sleep_threshold;
- real_t body_angular_velocity_sleep_threshold;
- real_t body_time_to_sleep;
- real_t body_angular_velocity_damp_ratio;
+ real_t body_linear_velocity_sleep_threshold = 0.0;
+ real_t body_angular_velocity_sleep_threshold = 0.0;
+ real_t body_time_to_sleep = 0.0;
bool locked = false;
@@ -167,11 +165,9 @@ public:
_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; }
_FORCE_INLINE_ real_t get_body_time_to_sleep() const { return body_time_to_sleep; }
- _FORCE_INLINE_ real_t get_body_angular_velocity_damp_ratio() const { return body_angular_velocity_damp_ratio; }
void update();
void setup();