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Rename the physics server run_on_thread project settings
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`run_on_separate_thread` is more explicit.
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Calinou committed Jan 29, 2022
1 parent 2f57a11 commit 736ac25
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Showing 3 changed files with 8 additions and 8 deletions.
4 changes: 2 additions & 2 deletions core/config/project_settings.cpp
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Expand Up @@ -1235,8 +1235,8 @@ ProjectSettings::ProjectSettings() {
// Keep the enum values in sync with the `DisplayServer::VSyncMode` enum.
custom_prop_info["display/window/vsync/vsync_mode"] = PropertyInfo(Variant::INT, "display/window/vsync/vsync_mode", PROPERTY_HINT_ENUM, "Disabled,Enabled,Adaptive,Mailbox");
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");
GLOBAL_DEF("physics/2d/run_on_thread", false);
GLOBAL_DEF("physics/3d/run_on_thread", false);
GLOBAL_DEF("physics/2d/run_on_separate_thread", false);
GLOBAL_DEF("physics/3d/run_on_separate_thread", false);

GLOBAL_DEF("debug/settings/profiler/max_functions", 16384);
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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8 changes: 4 additions & 4 deletions doc/classes/ProjectSettings.xml
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Expand Up @@ -1412,8 +1412,8 @@
Sets which physics engine to use for 2D physics.
"DEFAULT" and "GodotPhysics2D" are the same, as there is currently no alternative 2D physics server implemented.
</member>
<member name="physics/2d/run_on_thread" type="bool" setter="" getter="" default="false">
Sets whether 2D physics is run on the main thread or a separate one. Running the server on a thread increases performance, but restricts API access to only physics process.
<member name="physics/2d/run_on_separate_thread" type="bool" setter="" getter="" default="false">
If [code]true[/code], the 2D physics server runs on a separate thread, making better use of multi-core CPUs. If [code]false[/code], the 2D physics server runs on the main thread. Running the physics server on a separate thread can increase performance, but restricts API access to only physics process.
</member>
<member name="physics/2d/sleep_threshold_angular" type="float" setter="" getter="" default="0.139626">
Threshold angular velocity under which a 2D physics body will be considered inactive. See [constant PhysicsServer2D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD].
Expand Down Expand Up @@ -1484,8 +1484,8 @@
Sets which physics engine to use for 3D physics.
"DEFAULT" is currently the [url=https://bulletphysics.org]Bullet[/url] physics engine. The "GodotPhysics3D" engine is still supported as an alternative.
</member>
<member name="physics/3d/run_on_thread" type="bool" setter="" getter="" default="false">
Sets whether 3D physics is run on the main thread or a separate one. Running the server on a thread increases performance, but restricts API access to only physics process.
<member name="physics/3d/run_on_separate_thread" type="bool" setter="" getter="" default="false">
If [code]true[/code], the 3D physics server runs on a separate thread, making better use of multi-core CPUs. If [code]false[/code], the 3D physics server runs on the main thread. Running the physics server on a separate thread can increase performance, but restricts API access to only physics process.
</member>
<member name="physics/3d/sleep_threshold_angular" type="float" setter="" getter="" default="0.139626">
Threshold angular velocity under which a 3D physics body will be considered inactive. See [constant PhysicsServer3D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD].
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4 changes: 2 additions & 2 deletions servers/register_server_types.cpp
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Expand Up @@ -80,15 +80,15 @@
ShaderTypes *shader_types = nullptr;

PhysicsServer3D *_createGodotPhysics3DCallback() {
bool using_threads = GLOBAL_GET("physics/3d/run_on_thread");
bool using_threads = GLOBAL_GET("physics/3d/run_on_separate_thread");

PhysicsServer3D *physics_server = memnew(GodotPhysicsServer3D(using_threads));

return memnew(PhysicsServer3DWrapMT(physics_server, using_threads));
}

PhysicsServer2D *_createGodotPhysics2DCallback() {
bool using_threads = GLOBAL_GET("physics/2d/run_on_thread");
bool using_threads = GLOBAL_GET("physics/2d/run_on_separate_thread");

PhysicsServer2D *physics_server = memnew(GodotPhysicsServer2D(using_threads));

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