mirror of https://github.com/godotengine/godot
Merge pull request #101237 from mihe/jolt/cache-bounce-velocity
Cache value of Jolt Physics project setting `bounce_velocity_threshold`
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0c763602f9
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@ -2464,6 +2464,7 @@
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</member>
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</member>
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<member name="physics/jolt_physics_3d/simulation/bounce_velocity_threshold" type="float" setter="" getter="" default="1.0">
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<member name="physics/jolt_physics_3d/simulation/bounce_velocity_threshold" type="float" setter="" getter="" default="1.0">
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The minimum velocity needed before a collision can be bouncy, in meters per second.
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The minimum velocity needed before a collision can be bouncy, in meters per second.
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[b]Note:[/b] This setting will only be read once during the lifetime of the application.
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</member>
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</member>
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<member name="physics/jolt_physics_3d/simulation/continuous_cd_max_penetration" type="float" setter="" getter="" default="0.25">
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<member name="physics/jolt_physics_3d/simulation/continuous_cd_max_penetration" type="float" setter="" getter="" default="0.25">
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Fraction of a body's inner radius that may penetrate another body while using continuous collision detection.
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Fraction of a body's inner radius that may penetrate another body while using continuous collision detection.
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@ -119,7 +119,8 @@ float JoltProjectSettings::get_soft_body_point_radius() {
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}
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}
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float JoltProjectSettings::get_bounce_velocity_threshold() {
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float JoltProjectSettings::get_bounce_velocity_threshold() {
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return GLOBAL_GET("physics/jolt_physics_3d/simulation/bounce_velocity_threshold");
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static const float value = GLOBAL_GET("physics/jolt_physics_3d/simulation/bounce_velocity_threshold");
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return value;
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}
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}
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bool JoltProjectSettings::is_sleep_allowed() {
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bool JoltProjectSettings::is_sleep_allowed() {
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