worldBounds | 物理世界的边界。 |
subdivisions | 沿 X 轴和 Z 轴创建的单元格数。 |
重新构建粗筛阶段涉及的区域并设置世界边界。
仅在使用 Multi-box Pruning Broadphase 时有效。
在该模式下,必须设置世界的边界,然后物理引擎将体积细分到 XZ 平面中的平面网格,每个单元格包含一组属于该单元格的对象。您可以认为每个单元格都包含一个常规的“扫掠修剪”粗筛实例。拥有网格的主要好处是能够避免典型的扫掠修剪局部性问题 - 即在平坦的世界中,所有对象都沿 Y 轴彼此重叠,从而导致对沿每个轴的 SAP 投影列表、甚至是相距很远的对象进行过度 重新构建。
注意,位于世界边界之外的物理对象根本不会检测到碰撞。
当前世界单元格的总数量限制为 256 个,因此,您可以设置为细分的最大数量为 16 个。
该函数对于按场景(而不是按项目)进行粗筛阶段设置非常有用。
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