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Merge pull request #75079 from mihe/shape-margin
Update property/documentation of shape margins
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@ -23,7 +23,7 @@
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When set to [code]0[/code], the default value from [member ProjectSettings.physics/3d/solver/default_contact_bias] is used.
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</member>
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<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.04">
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The collision margin for the shape. Used in Bullet Physics only.
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The collision margin for the shape. This is not used in Godot Physics.
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Collision margins allow collision detection to be more efficient by adding an extra shell around shapes. Collision algorithms are more expensive when objects overlap by more than their margin, so a higher value for margins is better for performance, at the cost of accuracy around edges as it makes them less sharp.
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</member>
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</members>
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@ -117,7 +117,7 @@ void Shape3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_debug_mesh"), &Shape3D::get_debug_mesh);
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "custom_solver_bias", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_custom_solver_bias", "get_custom_solver_bias");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0.001,10,0.001,suffix:m"), "set_margin", "get_margin");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,10,0.001,or_greater,suffix:m"), "set_margin", "get_margin");
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}
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Shape3D::Shape3D() {
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