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@@ -846,14 +846,6 @@
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Activates or deactivates the 3D physics engine.
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</description>
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</method>
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- <method name="set_collision_iterations">
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- <return type="void" />
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- <argument index="0" name="iterations" type="int" />
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- <description>
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- Sets the amount of iterations for calculating velocities of colliding bodies. The greater the amount of iterations, the more accurate the collisions will be. However, a greater amount of iterations requires more CPU power, which can decrease performance. The default value is [code]8[/code].
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- [b]Note:[/b] Only has an effect when using the default GodotPhysics engine, not the Bullet physics engine.
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- </description>
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- </method>
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<method name="shape_get_data" qualifiers="const">
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<return type="Variant" />
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<argument index="0" name="shape" type="RID" />
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@@ -1343,23 +1335,29 @@
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<constant name="SPACE_PARAM_CONTACT_MAX_SEPARATION" value="1" enum="SpaceParameter">
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Constant to set/get the maximum distance a shape can be from another before they are considered separated.
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</constant>
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- <constant name="SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION" value="2" enum="SpaceParameter">
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+ <constant name="SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION" value="2" enum="SpaceParameter">
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Constant to set/get the maximum distance a shape can penetrate another shape before it is considered a collision.
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</constant>
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- <constant name="SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD" value="3" enum="SpaceParameter">
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+ <constant name="SPACE_PARAM_CONTACT_DEFAULT_BIAS" value="3" enum="SpaceParameter">
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+ Constant to set/get the default solver bias for all physics contacts. A solver bias is a factor controlling how much two objects "rebound", after overlapping, to avoid leaving them in that state because of numerical imprecision.
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+ </constant>
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+ <constant name="SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD" value="4" enum="SpaceParameter">
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Constant to set/get the threshold linear velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given.
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</constant>
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- <constant name="SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD" value="4" enum="SpaceParameter">
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+ <constant name="SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD" value="5" enum="SpaceParameter">
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Constant to set/get the threshold angular velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given.
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</constant>
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- <constant name="SPACE_PARAM_BODY_TIME_TO_SLEEP" value="5" enum="SpaceParameter">
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+ <constant name="SPACE_PARAM_BODY_TIME_TO_SLEEP" value="6" enum="SpaceParameter">
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Constant to set/get the maximum time of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after this time.
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</constant>
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- <constant name="SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO" value="6" enum="SpaceParameter">
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+ <constant name="SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO" value="7" enum="SpaceParameter">
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</constant>
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- <constant name="SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS" value="7" enum="SpaceParameter">
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+ <constant name="SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS" value="8" enum="SpaceParameter">
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Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects "rebound", after violating a constraint, to avoid leaving them in that state because of numerical imprecision.
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</constant>
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+ <constant name="SPACE_PARAM_SOLVER_ITERATIONS" value="9" enum="SpaceParameter">
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+ Constant to set/get the number of solver iterations for contacts and constraints. The greater the amount of iterations, the more accurate the collisions and constraints will be. However, a greater amount of iterations requires more CPU power, which can decrease performance.
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+ </constant>
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<constant name="BODY_AXIS_LINEAR_X" value="1" enum="BodyAxis">
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</constant>
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<constant name="BODY_AXIS_LINEAR_Y" value="2" enum="BodyAxis">
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