Update space parameters in 2D and 3D
Clarified space parameters for contacts and added missing ones. List of changes: -Add contact bias to space parameters -Add solver iterations to space parameters, instead of a specific physics server function -Renamed BODY_MAX_ALLOWED_PENETRATION to CONTACT_MAX_ALLOWED_PENETRATION to make it consistent with other contact parameters
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22 changed files with 93 additions and 84 deletions
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@ -1173,9 +1173,12 @@ void GodotSpace3D::set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_v
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case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
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contact_max_separation = p_value;
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break;
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case PhysicsServer3D::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION:
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case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION:
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contact_max_allowed_penetration = p_value;
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break;
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case PhysicsServer3D::SPACE_PARAM_CONTACT_DEFAULT_BIAS:
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contact_bias = p_value;
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break;
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case PhysicsServer3D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
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body_linear_velocity_sleep_threshold = p_value;
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break;
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@ -1191,6 +1194,9 @@ void GodotSpace3D::set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_v
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case PhysicsServer3D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
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constraint_bias = p_value;
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break;
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case PhysicsServer3D::SPACE_PARAM_SOLVER_ITERATIONS:
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solver_iterations = p_value;
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break;
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}
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}
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@ -1200,8 +1206,10 @@ real_t GodotSpace3D::get_param(PhysicsServer3D::SpaceParameter p_param) const {
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return contact_recycle_radius;
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case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
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return contact_max_separation;
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case PhysicsServer3D::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION:
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case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION:
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return contact_max_allowed_penetration;
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case PhysicsServer3D::SPACE_PARAM_CONTACT_DEFAULT_BIAS:
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return contact_bias;
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case PhysicsServer3D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
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return body_linear_velocity_sleep_threshold;
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case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
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@ -1212,6 +1220,8 @@ real_t GodotSpace3D::get_param(PhysicsServer3D::SpaceParameter p_param) const {
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return body_angular_velocity_damp_ratio;
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case PhysicsServer3D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
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return constraint_bias;
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case PhysicsServer3D::SPACE_PARAM_SOLVER_ITERATIONS:
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return solver_iterations;
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}
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return 0;
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}
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