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Merge pull request #72425 from smix8/default_physics_space_on_demand_…
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…only_4.x

Create default World physics spaces on demand only
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akien-mga committed Jan 31, 2023
2 parents ea3566f + 026549d commit 935a6ef
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Showing 8 changed files with 78 additions and 39 deletions.
22 changes: 12 additions & 10 deletions scene/resources/world_2d.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -43,6 +43,14 @@ RID World2D::get_canvas() const {
}

RID World2D::get_space() const {
if (space.is_null()) {
space = PhysicsServer2D::get_singleton()->space_create();
PhysicsServer2D::get_singleton()->space_set_active(space, true);
PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_GRAVITY, GLOBAL_GET("physics/2d/default_gravity"));
PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR, GLOBAL_GET("physics/2d/default_gravity_vector"));
PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_LINEAR_DAMP, GLOBAL_GET("physics/2d/default_linear_damp"));
PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP, GLOBAL_GET("physics/2d/default_angular_damp"));
}
return space;
}

Expand Down Expand Up @@ -71,27 +79,21 @@ void World2D::_bind_methods() {
}

PhysicsDirectSpaceState2D *World2D::get_direct_space_state() {
return PhysicsServer2D::get_singleton()->space_get_direct_state(space);
return PhysicsServer2D::get_singleton()->space_get_direct_state(get_space());
}

World2D::World2D() {
canvas = RenderingServer::get_singleton()->canvas_create();

// Create and configure space2D to be more friendly with pixels than meters
space = PhysicsServer2D::get_singleton()->space_create();
PhysicsServer2D::get_singleton()->space_set_active(space, true);
PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_GRAVITY, GLOBAL_DEF_BASIC("physics/2d/default_gravity", 980.0));
PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR, GLOBAL_DEF_BASIC("physics/2d/default_gravity_vector", Vector2(0, 1)));
PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_LINEAR_DAMP, GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/default_linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), 0.1));
PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP, GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/default_angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), 1.0));
}

World2D::~World2D() {
ERR_FAIL_NULL(RenderingServer::get_singleton());
ERR_FAIL_NULL(PhysicsServer2D::get_singleton());
ERR_FAIL_NULL(NavigationServer2D::get_singleton());
RenderingServer::get_singleton()->free(canvas);
PhysicsServer2D::get_singleton()->free(space);
if (space.is_valid()) {
PhysicsServer2D::get_singleton()->free(space);
}
if (navigation_map.is_valid()) {
NavigationServer2D::get_singleton()->free(navigation_map);
}
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2 changes: 1 addition & 1 deletion scene/resources/world_2d.h
Original file line number Diff line number Diff line change
Expand Up @@ -43,7 +43,7 @@ class World2D : public Resource {
GDCLASS(World2D, Resource);

RID canvas;
RID space;
mutable RID space;
mutable RID navigation_map;

HashSet<Viewport *> viewports;
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24 changes: 14 additions & 10 deletions scene/resources/world_3d.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -51,6 +51,14 @@ void World3D::_remove_camera(Camera3D *p_camera) {
}

RID World3D::get_space() const {
if (space.is_null()) {
space = PhysicsServer3D::get_singleton()->space_create();
PhysicsServer3D::get_singleton()->space_set_active(space, true);
PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_GRAVITY, GLOBAL_GET("physics/3d/default_gravity"));
PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR, GLOBAL_GET("physics/3d/default_gravity_vector"));
PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_LINEAR_DAMP, GLOBAL_GET("physics/3d/default_linear_damp"));
PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP, GLOBAL_GET("physics/3d/default_angular_damp"));
}
return space;
}

Expand Down Expand Up @@ -121,7 +129,7 @@ Ref<CameraAttributes> World3D::get_camera_attributes() const {
}

PhysicsDirectSpaceState3D *World3D::get_direct_space_state() {
return PhysicsServer3D::get_singleton()->space_get_direct_state(space);
return PhysicsServer3D::get_singleton()->space_get_direct_state(get_space());
}

void World3D::_bind_methods() {
Expand All @@ -145,22 +153,18 @@ void World3D::_bind_methods() {
}

World3D::World3D() {
space = PhysicsServer3D::get_singleton()->space_create();
scenario = RenderingServer::get_singleton()->scenario_create();

PhysicsServer3D::get_singleton()->space_set_active(space, true);
PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_GRAVITY, GLOBAL_DEF_BASIC("physics/3d/default_gravity", 9.8));
PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR, GLOBAL_DEF_BASIC("physics/3d/default_gravity_vector", Vector3(0, -1, 0)));
PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_LINEAR_DAMP, GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/default_linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), 0.1));
PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP, GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/default_angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), 0.1));
}

World3D::~World3D() {
ERR_FAIL_NULL(PhysicsServer3D::get_singleton());
ERR_FAIL_NULL(RenderingServer::get_singleton());
ERR_FAIL_NULL(PhysicsServer3D::get_singleton());
ERR_FAIL_NULL(NavigationServer3D::get_singleton());
PhysicsServer3D::get_singleton()->free(space);

RenderingServer::get_singleton()->free(scenario);
if (space.is_valid()) {
PhysicsServer3D::get_singleton()->free(space);
}
if (navigation_map.is_valid()) {
NavigationServer3D::get_singleton()->free(navigation_map);
}
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2 changes: 1 addition & 1 deletion scene/resources/world_3d.h
Original file line number Diff line number Diff line change
Expand Up @@ -45,8 +45,8 @@ class World3D : public Resource {
GDCLASS(World3D, Resource);

private:
RID space;
RID scenario;
mutable RID space;
mutable RID navigation_map;

Ref<Environment> environment;
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18 changes: 9 additions & 9 deletions servers/physics_2d/godot_space_2d.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1216,15 +1216,15 @@ GodotPhysicsDirectSpaceState2D *GodotSpace2D::get_direct_state() {
}

GodotSpace2D::GodotSpace2D() {
body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_linear", 2.0);
body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_angular", Math::deg_to_rad(8.0));
body_time_to_sleep = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"), 0.5);
solver_iterations = GLOBAL_DEF(PropertyInfo(Variant::INT, "physics/2d/solver/solver_iterations", PROPERTY_HINT_RANGE, "1,32,1,or_greater"), 16);
contact_recycle_radius = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/contact_recycle_radius", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater"), 1.0);
contact_max_separation = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/contact_max_separation", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater"), 1.5);
contact_max_allowed_penetration = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/contact_max_allowed_penetration", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater"), 0.3);
contact_bias = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/default_contact_bias", PROPERTY_HINT_RANGE, "0,1,0.01"), 0.8);
constraint_bias = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/default_constraint_bias", PROPERTY_HINT_RANGE, "0,1,0.01"), 0.2);
body_linear_velocity_sleep_threshold = GLOBAL_GET("physics/2d/sleep_threshold_linear");
body_angular_velocity_sleep_threshold = GLOBAL_GET("physics/2d/sleep_threshold_angular");
body_time_to_sleep = GLOBAL_GET("physics/2d/time_before_sleep");
solver_iterations = GLOBAL_GET("physics/2d/solver/solver_iterations");
contact_recycle_radius = GLOBAL_GET("physics/2d/solver/contact_recycle_radius");
contact_max_separation = GLOBAL_GET("physics/2d/solver/contact_max_separation");
contact_max_allowed_penetration = GLOBAL_GET("physics/2d/solver/contact_max_allowed_penetration");
contact_bias = GLOBAL_GET("physics/2d/solver/default_contact_bias");
constraint_bias = GLOBAL_GET("physics/2d/solver/default_constraint_bias");

broadphase = GodotBroadPhase2D::create_func();
broadphase->set_pair_callback(_broadphase_pair, this);
Expand Down
16 changes: 8 additions & 8 deletions servers/physics_3d/godot_space_3d.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1250,14 +1250,14 @@ GodotPhysicsDirectSpaceState3D *GodotSpace3D::get_direct_state() {
}

GodotSpace3D::GodotSpace3D() {
body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_linear", 0.1);
body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_angular", Math::deg_to_rad(8.0));
body_time_to_sleep = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"), 0.5);
solver_iterations = GLOBAL_DEF(PropertyInfo(Variant::INT, "physics/3d/solver/solver_iterations", PROPERTY_HINT_RANGE, "1,32,1,or_greater"), 16);
contact_recycle_radius = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_recycle_radius", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater"), 0.01);
contact_max_separation = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_max_separation", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater"), 0.05);
contact_max_allowed_penetration = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_max_allowed_penetration", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater"), 0.01);
contact_bias = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/default_contact_bias", PROPERTY_HINT_RANGE, "0,1,0.01"), 0.8);
body_linear_velocity_sleep_threshold = GLOBAL_GET("physics/3d/sleep_threshold_linear");
body_angular_velocity_sleep_threshold = GLOBAL_GET("physics/3d/sleep_threshold_angular");
body_time_to_sleep = GLOBAL_GET("physics/3d/time_before_sleep");
solver_iterations = GLOBAL_GET("physics/3d/solver/solver_iterations");
contact_recycle_radius = GLOBAL_GET("physics/3d/solver/contact_recycle_radius");
contact_max_separation = GLOBAL_GET("physics/3d/solver/contact_max_separation");
contact_max_allowed_penetration = GLOBAL_GET("physics/3d/solver/contact_max_allowed_penetration");
contact_bias = GLOBAL_GET("physics/3d/solver/default_contact_bias");

broadphase = GodotBroadPhase3D::create_func();
broadphase->set_pair_callback(_broadphase_pair, this);
Expand Down
17 changes: 17 additions & 0 deletions servers/physics_server_2d.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -879,6 +879,23 @@ void PhysicsServer2D::_bind_methods() {

PhysicsServer2D::PhysicsServer2D() {
singleton = this;

// World2D physics space
GLOBAL_DEF_BASIC("physics/2d/default_gravity", 980.0);
GLOBAL_DEF_BASIC("physics/2d/default_gravity_vector", Vector2(0, 1));
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/default_linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), 0.1);
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/default_angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), 1.0);

// PhysicsServer2D
GLOBAL_DEF("physics/2d/sleep_threshold_linear", 2.0);
GLOBAL_DEF("physics/2d/sleep_threshold_angular", Math::deg_to_rad(8.0));
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"), 0.5);
GLOBAL_DEF(PropertyInfo(Variant::INT, "physics/2d/solver/solver_iterations", PROPERTY_HINT_RANGE, "1,32,1,or_greater"), 16);
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/contact_recycle_radius", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater"), 1.0);
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/contact_max_separation", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater"), 1.5);
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/contact_max_allowed_penetration", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater"), 0.3);
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/default_contact_bias", PROPERTY_HINT_RANGE, "0,1,0.01"), 0.8);
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/default_constraint_bias", PROPERTY_HINT_RANGE, "0,1,0.01"), 0.2);
}

PhysicsServer2D::~PhysicsServer2D() {
Expand Down
16 changes: 16 additions & 0 deletions servers/physics_server_3d.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1047,6 +1047,22 @@ void PhysicsServer3D::_bind_methods() {

PhysicsServer3D::PhysicsServer3D() {
singleton = this;

// World3D physics space
GLOBAL_DEF_BASIC("physics/3d/default_gravity", 9.8);
GLOBAL_DEF_BASIC("physics/3d/default_gravity_vector", Vector3(0, -1, 0));
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/default_linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), 0.1);
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/default_angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), 0.1);

// PhysicsServer3D
GLOBAL_DEF("physics/3d/sleep_threshold_linear", 0.1);
GLOBAL_DEF("physics/3d/sleep_threshold_angular", Math::deg_to_rad(8.0));
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"), 0.5);
GLOBAL_DEF(PropertyInfo(Variant::INT, "physics/3d/solver/solver_iterations", PROPERTY_HINT_RANGE, "1,32,1,or_greater"), 16);
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_recycle_radius", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater"), 0.01);
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_max_separation", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater"), 0.05);
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_max_allowed_penetration", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater"), 0.01);
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/default_contact_bias", PROPERTY_HINT_RANGE, "0,1,0.01"), 0.8);
}

PhysicsServer3D::~PhysicsServer3D() {
Expand Down

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