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authorRĂ©mi Verschelde <rverschelde@gmail.com>2020-04-10 12:39:26 +0200
committerGitHub <noreply@github.com>2020-04-10 12:39:26 +0200
commit1e5f0d402b01526ae24ea7c754e2c3d089c94f9e (patch)
treede5db330f3a744b0e4ec1410e59c47f59b395c29
parent67f7ba2645cb06a4bcf781e274e9c253b91b68cb (diff)
parent6d5c6ffbe0231a702cac12a6dbc62e06f975cf33 (diff)
Merge pull request #37383 from WARIO-MDMA/godotphysics-rename
Rename "GodotPhysics" to "GodotPhysics{2D,3D}"
-rw-r--r--doc/classes/PhysicsDirectSpaceState3D.xml2
-rw-r--r--doc/classes/ProjectSettings.xml4
-rw-r--r--servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp44
-rw-r--r--servers/physics_3d/physics_server_3d_sw.cpp2
-rw-r--r--servers/register_server_types.cpp8
5 files changed, 30 insertions, 30 deletions
diff --git a/doc/classes/PhysicsDirectSpaceState3D.xml b/doc/classes/PhysicsDirectSpaceState3D.xml
index 09ee93732d..ea094dcd90 100644
--- a/doc/classes/PhysicsDirectSpaceState3D.xml
+++ b/doc/classes/PhysicsDirectSpaceState3D.xml
@@ -19,7 +19,7 @@
</argument>
<description>
Checks whether the shape can travel to a point. The method will return an array with two floats between 0 and 1, both representing a fraction of [code]motion[/code]. The first is how far the shape can move without triggering a collision, and the second is the point at which a collision will occur. If no collision is detected, the returned array will be [code][1, 1][/code].
- If the shape can not move, the returned array will be [code][0, 0][/code] under Bullet, and empty under GodotPhysics.
+ If the shape can not move, the returned array will be [code][0, 0][/code] under Bullet, and empty under GodotPhysics3D.
</description>
</method>
<method name="collide_shape">
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 3a4e516d86..2b3cb6b56c 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -911,7 +911,7 @@
</member>
<member name="physics/2d/physics_engine" type="String" setter="" getter="" default="&quot;DEFAULT&quot;">
Sets which physics engine to use for 2D physics.
- "DEFAULT" and "GodotPhysics" are the same, as there is currently no alternative 2D physics server implemented.
+ "DEFAULT" and "GodotPhysics2D" are the same, as there is currently no alternative 2D physics server implemented.
</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].
@@ -953,7 +953,7 @@
</member>
<member name="physics/3d/physics_engine" type="String" setter="" getter="" default="&quot;DEFAULT&quot;">
Sets which physics engine to use for 3D physics.
- "DEFAULT" is currently the [url=https://bulletphysics.org]Bullet[/url] physics engine. The "GodotPhysics" engine is still supported as an alternative.
+ "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/common/enable_object_picking" type="bool" setter="" getter="" default="true">
Enables [member Viewport.physics_object_picking] on the root viewport.
diff --git a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp
index 1f433ec6a5..e15aeca842 100644
--- a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp
@@ -497,28 +497,28 @@ void Generic6DOFJoint3DSW::set_param(Vector3::Axis p_axis, PhysicsServer3D::G6DO
} break;
case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_MAX: break; // Can't happen, but silences warning
}
@@ -597,28 +597,28 @@ real_t Generic6DOFJoint3DSW::get_param(Vector3::Axis p_axis, PhysicsServer3D::G6
} break;
case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_MAX: break; // Can't happen, but silences warning
}
@@ -643,13 +643,13 @@ void Generic6DOFJoint3DSW::set_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOF
m_angularLimits[p_axis].m_enableMotor = p_value;
} break;
case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_FLAG_MAX: break; // Can't happen, but silences warning
}
@@ -671,13 +671,13 @@ bool Generic6DOFJoint3DSW::get_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOF
return m_angularLimits[p_axis].m_enableMotor;
} break;
case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_FLAG_MAX: break; // Can't happen, but silences warning
}
diff --git a/servers/physics_3d/physics_server_3d_sw.cpp b/servers/physics_3d/physics_server_3d_sw.cpp
index bc42c2fd9e..d8da6e715b 100644
--- a/servers/physics_3d/physics_server_3d_sw.cpp
+++ b/servers/physics_3d/physics_server_3d_sw.cpp
@@ -70,7 +70,7 @@ RID PhysicsServer3DSW::shape_create(ShapeType p_shape) {
} break;
case SHAPE_CYLINDER: {
- ERR_FAIL_V_MSG(RID(), "CylinderShape3D is not supported in GodotPhysics. Please switch to Bullet in the Project Settings.");
+ ERR_FAIL_V_MSG(RID(), "CylinderShape3D is not supported in GodotPhysics3D. Please switch to Bullet in the Project Settings.");
} break;
case SHAPE_CONVEX_POLYGON: {
diff --git a/servers/register_server_types.cpp b/servers/register_server_types.cpp
index dadd26dade..556f9cd8e3 100644
--- a/servers/register_server_types.cpp
+++ b/servers/register_server_types.cpp
@@ -178,15 +178,15 @@ void register_server_types() {
GLOBAL_DEF(PhysicsServer2DManager::setting_property_name, "DEFAULT");
ProjectSettings::get_singleton()->set_custom_property_info(PhysicsServer2DManager::setting_property_name, PropertyInfo(Variant::STRING, PhysicsServer2DManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"));
- PhysicsServer2DManager::register_server("GodotPhysics", &_createGodotPhysics2DCallback);
- PhysicsServer2DManager::set_default_server("GodotPhysics");
+ PhysicsServer2DManager::register_server("GodotPhysics2D", &_createGodotPhysics2DCallback);
+ PhysicsServer2DManager::set_default_server("GodotPhysics2D");
// Physics 3D
GLOBAL_DEF(PhysicsServer3DManager::setting_property_name, "DEFAULT");
ProjectSettings::get_singleton()->set_custom_property_info(PhysicsServer3DManager::setting_property_name, PropertyInfo(Variant::STRING, PhysicsServer3DManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"));
- PhysicsServer3DManager::register_server("GodotPhysics", &_createGodotPhysics3DCallback);
- PhysicsServer3DManager::set_default_server("GodotPhysics");
+ PhysicsServer3DManager::register_server("GodotPhysics3D", &_createGodotPhysics3DCallback);
+ PhysicsServer3DManager::set_default_server("GodotPhysics3D");
}
void unregister_server_types() {