From 4219485a827ff37dc25c72786c8786962e5b55f2 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Wed, 2 Mar 2022 01:10:18 +0100 Subject: Always register the Smooth Trimesh Collision project setting This ensures the project setting never disappears from the editor, even if the current physics engine is GodotPhysics. This also adds documentation for the Smooth Trimesh Collision project setting. --- core/config/project_settings.cpp | 3 +++ doc/classes/ProjectSettings.xml | 4 ++++ modules/bullet/shape_bullet.cpp | 2 +- 3 files changed, 8 insertions(+), 1 deletion(-) diff --git a/core/config/project_settings.cpp b/core/config/project_settings.cpp index 3a7fc828aa..c9b615fb0a 100644 --- a/core/config/project_settings.cpp +++ b/core/config/project_settings.cpp @@ -1240,6 +1240,9 @@ ProjectSettings::ProjectSettings() { custom_prop_info["rendering/driver/threads/thread_model"] = PropertyInfo(Variant::INT, "rendering/driver/threads/thread_model", PROPERTY_HINT_ENUM, "Single-Unsafe,Single-Safe,Multi-Threaded"); GLOBAL_DEF("physics/2d/run_on_separate_thread", false); GLOBAL_DEF("physics/3d/run_on_separate_thread", false); + // Required to make the project setting appear even if the physics engine is GodotPhysics, + // while also making it appear in the ProjectSettings class documentation. + GLOBAL_DEF("physics/3d/smooth_trimesh_collision", false); GLOBAL_DEF("debug/settings/profiler/max_functions", 16384); custom_prop_info["debug/settings/profiler/max_functions"] = PropertyInfo(Variant::INT, "debug/settings/profiler/max_functions", PROPERTY_HINT_RANGE, "128,65535,1"); diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index a3810bb575..be2c1ad372 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1504,6 +1504,10 @@ Threshold linear velocity under which a 3D physics body will be considered inactive. See [constant PhysicsServer3D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]. + + If [code]true[/code], smooths out collision with trimesh shapes ([ConcavePolygonShape3D]) by telling the Bullet physics engine to generate internal edge information for every trimesh shape created. + [b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to [code]Bullet[/code], [i]not[/i] [code]DEFAULT[/code] or [code]GodotPhysics[/code]. + Maximum distance a shape can penetrate another shape before it is considered a collision. See [constant PhysicsServer3D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION]. diff --git a/modules/bullet/shape_bullet.cpp b/modules/bullet/shape_bullet.cpp index 77a583ad86..cf6bcb6c85 100644 --- a/modules/bullet/shape_bullet.cpp +++ b/modules/bullet/shape_bullet.cpp @@ -422,7 +422,7 @@ void ConcavePolygonShapeBullet::setup(Vector p_faces) { meshShape = bulletnew(btBvhTriangleMeshShape(shapeInterface, useQuantizedAabbCompression)); - if (GLOBAL_DEF("physics/3d/smooth_trimesh_collision", false)) { + if (GLOBAL_GET("physics/3d/smooth_trimesh_collision")) { btTriangleInfoMap *triangleInfoMap = new btTriangleInfoMap(); btGenerateInternalEdgeInfo(meshShape, triangleInfoMap); } -- cgit v1.2.3