diff options
author | Juan Linietsky <reduzio@gmail.com> | 2020-03-27 15:21:27 -0300 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2020-03-27 15:21:27 -0300 |
commit | a6f3bc7c696af03e3875f78e098d2476e409d15e (patch) | |
tree | fc1bb58e900436c48c03c52106eb57250442ae35 /modules/bullet/rigid_body_bullet.h | |
parent | 307b1b3a5835ecdb477859785c673a07e248f904 (diff) |
Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D
Also renamed corresponding files.
Diffstat (limited to 'modules/bullet/rigid_body_bullet.h')
-rw-r--r-- | modules/bullet/rigid_body_bullet.h | 26 |
1 files changed, 13 insertions, 13 deletions
diff --git a/modules/bullet/rigid_body_bullet.h b/modules/bullet/rigid_body_bullet.h index ca599f7a77..bce3511282 100644 --- a/modules/bullet/rigid_body_bullet.h +++ b/modules/bullet/rigid_body_bullet.h @@ -51,10 +51,10 @@ class BulletPhysicsDirectBodyState; /// is set to be only in one single thread. /// /// In the system there is only one object at a time that manage all bodies and is -/// created by BulletPhysicsServer and is held by the "singleton" variable of this class +/// created by BulletPhysicsServer3D and is held by the "singleton" variable of this class /// Each time something require it, the body must be set again. -class BulletPhysicsDirectBodyState : public PhysicsDirectBodyState { - GDCLASS(BulletPhysicsDirectBodyState, PhysicsDirectBodyState); +class BulletPhysicsDirectBodyState : public PhysicsDirectBodyState3D { + GDCLASS(BulletPhysicsDirectBodyState, PhysicsDirectBodyState3D); static BulletPhysicsDirectBodyState *singleton; @@ -138,7 +138,7 @@ public: // Skip the execution of this function } - virtual PhysicsDirectSpaceState *get_space_state(); + virtual PhysicsDirectSpaceState3D *get_space_state(); }; class RigidBodyBullet : public RigidCollisionObjectBullet { @@ -192,7 +192,7 @@ private: // This is required only for Kinematic movement KinematicUtilities *kinematic_utilities; - PhysicsServer::BodyMode mode; + PhysicsServer3D::BodyMode mode; GodotMotionState *godotMotionState; btRigidBody *btBody; uint16_t locked_axis; @@ -278,14 +278,14 @@ public: void set_omit_forces_integration(bool p_omit); _FORCE_INLINE_ bool get_omit_forces_integration() const { return omit_forces_integration; } - void set_param(PhysicsServer::BodyParameter p_param, real_t); - real_t get_param(PhysicsServer::BodyParameter p_param) const; + void set_param(PhysicsServer3D::BodyParameter p_param, real_t); + real_t get_param(PhysicsServer3D::BodyParameter p_param) const; - void set_mode(PhysicsServer::BodyMode p_mode); - PhysicsServer::BodyMode get_mode() const; + void set_mode(PhysicsServer3D::BodyMode p_mode); + PhysicsServer3D::BodyMode get_mode() const; - void set_state(PhysicsServer::BodyState p_state, const Variant &p_variant); - Variant get_state(PhysicsServer::BodyState p_state) const; + void set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant); + Variant get_state(PhysicsServer3D::BodyState p_state) const; void apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse); void apply_central_impulse(const Vector3 &p_impulse); @@ -300,8 +300,8 @@ public: void set_applied_torque(const Vector3 &p_torque); Vector3 get_applied_torque() const; - void set_axis_lock(PhysicsServer::BodyAxis p_axis, bool lock); - bool is_axis_locked(PhysicsServer::BodyAxis p_axis) const; + void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool lock); + bool is_axis_locked(PhysicsServer3D::BodyAxis p_axis) const; void reload_axis_lock(); /// Doc: |