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Merge pull request #58673 from Calinou/smooth-trimesh-collision-always-setting
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0ff45dd3a7
@ -1240,6 +1240,9 @@ ProjectSettings::ProjectSettings() {
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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");
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GLOBAL_DEF("physics/2d/run_on_separate_thread", false);
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GLOBAL_DEF("physics/3d/run_on_separate_thread", false);
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// Required to make the project setting appear even if the physics engine is GodotPhysics,
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// while also making it appear in the ProjectSettings class documentation.
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GLOBAL_DEF("physics/3d/smooth_trimesh_collision", false);
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GLOBAL_DEF("debug/settings/profiler/max_functions", 16384);
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custom_prop_info["debug/settings/profiler/max_functions"] = PropertyInfo(Variant::INT, "debug/settings/profiler/max_functions", PROPERTY_HINT_RANGE, "128,65535,1");
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@ -1504,6 +1504,10 @@
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<member name="physics/3d/sleep_threshold_linear" type="float" setter="" getter="" default="0.1">
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Threshold linear velocity under which a 3D physics body will be considered inactive. See [constant PhysicsServer3D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD].
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</member>
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<member name="physics/3d/smooth_trimesh_collision" type="bool" setter="" getter="" default="false">
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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.
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[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].
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</member>
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<member name="physics/3d/solver/contact_max_allowed_penetration" type="float" setter="" getter="" default="0.01">
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Maximum distance a shape can penetrate another shape before it is considered a collision. See [constant PhysicsServer3D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION].
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</member>
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@ -422,7 +422,7 @@ void ConcavePolygonShapeBullet::setup(Vector<Vector3> p_faces) {
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meshShape = bulletnew(btBvhTriangleMeshShape(shapeInterface, useQuantizedAabbCompression));
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if (GLOBAL_DEF("physics/3d/smooth_trimesh_collision", false)) {
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if (GLOBAL_GET("physics/3d/smooth_trimesh_collision")) {
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btTriangleInfoMap *triangleInfoMap = new btTriangleInfoMap();
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btGenerateInternalEdgeInfo(meshShape, triangleInfoMap);
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}
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