From 3877ed73d01bbbf764d0a2756fe6b310ba9dc6f4 Mon Sep 17 00:00:00 2001 From: PouleyKetchoupp Date: Mon, 10 May 2021 14:43:13 -0700 Subject: Dynamic BVH broadphase in 2D & 3D Godot Physics Port lawnjelly's dynamic BVH implementation from 3.x to be used in both 2D and 3D broadphases. Removed alternative broadphase implementations which are not meant to be used anymore since they are much slower. Includes changes in Rect2, Vector2, Vector3 that help with the template implementation of the dynamic BVH by uniformizing the interface between 2D and 3D math. Co-authored-by: lawnjelly --- doc/classes/ProjectSettings.xml | 9 --------- 1 file changed, 9 deletions(-) (limited to 'doc/classes') diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 3200f789b8..d38c3fc0d8 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1197,12 +1197,6 @@ The CA certificates bundle to use for SSL connections. If this is set to a non-empty value, this will [i]override[/i] Godot's default [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]Mozilla certificate bundle[/url]. If left empty, the default certificate bundle will be used. If in doubt, leave this setting empty. - - Size of the hash table used for the broad-phase 2D hash grid algorithm. - - - Cell size used for the broad-phase 2D hash grid algorithm (in pixels). - The default angular damp in 2D. [b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration. @@ -1239,9 +1233,6 @@ The default linear damp in 2D. [b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration. - - Threshold defining the surface size that constitutes a large object with regard to cells in the broad-phase 2D hash grid algorithm. - Sets which physics engine to use for 2D physics. "DEFAULT" and "GodotPhysics2D" are the same, as there is currently no alternative 2D physics server implemented. -- cgit v1.2.3