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authorJuan Linietsky <reduzio@gmail.com>2020-03-27 15:21:27 -0300
committerJuan Linietsky <reduzio@gmail.com>2020-03-27 15:21:27 -0300
commita6f3bc7c696af03e3875f78e098d2476e409d15e (patch)
treefc1bb58e900436c48c03c52106eb57250442ae35 /servers/physics_2d/body_2d_sw.h
parent307b1b3a5835ecdb477859785c673a07e248f904 (diff)
Renaming of servers for coherency.
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
Diffstat (limited to 'servers/physics_2d/body_2d_sw.h')
-rw-r--r--servers/physics_2d/body_2d_sw.h36
1 files changed, 18 insertions, 18 deletions
diff --git a/servers/physics_2d/body_2d_sw.h b/servers/physics_2d/body_2d_sw.h
index ea07b8260c..4a83cf9500 100644
--- a/servers/physics_2d/body_2d_sw.h
+++ b/servers/physics_2d/body_2d_sw.h
@@ -39,7 +39,7 @@ class Constraint2DSW;
class Body2DSW : public CollisionObject2DSW {
- Physics2DServer::BodyMode mode;
+ PhysicsServer2D::BodyMode mode;
Vector2 biased_linear_velocity;
real_t biased_angular_velocity;
@@ -74,7 +74,7 @@ class Body2DSW : public CollisionObject2DSW {
SelfList<Body2DSW> direct_state_query_list;
VSet<RID> exceptions;
- Physics2DServer::CCDMode continuous_cd_mode;
+ PhysicsServer2D::CCDMode continuous_cd_mode;
bool omit_force_integration;
bool active;
bool can_sleep;
@@ -158,7 +158,7 @@ public:
_FORCE_INLINE_ void set_max_contacts_reported(int p_size) {
contacts.resize(p_size);
contact_count = 0;
- if (mode == Physics2DServer::BODY_MODE_KINEMATIC && p_size) set_active(true);
+ if (mode == PhysicsServer2D::BODY_MODE_KINEMATIC && p_size) set_active(true);
}
_FORCE_INLINE_ int get_max_contacts_reported() const { return contacts.size(); }
@@ -224,19 +224,19 @@ public:
_FORCE_INLINE_ bool is_active() const { return active; }
_FORCE_INLINE_ void wakeup() {
- if ((!get_space()) || mode == Physics2DServer::BODY_MODE_STATIC || mode == Physics2DServer::BODY_MODE_KINEMATIC)
+ if ((!get_space()) || mode == PhysicsServer2D::BODY_MODE_STATIC || mode == PhysicsServer2D::BODY_MODE_KINEMATIC)
return;
set_active(true);
}
- void set_param(Physics2DServer::BodyParameter p_param, real_t);
- real_t get_param(Physics2DServer::BodyParameter p_param) const;
+ void set_param(PhysicsServer2D::BodyParameter p_param, real_t);
+ real_t get_param(PhysicsServer2D::BodyParameter p_param) const;
- void set_mode(Physics2DServer::BodyMode p_mode);
- Physics2DServer::BodyMode get_mode() const;
+ void set_mode(PhysicsServer2D::BodyMode p_mode);
+ PhysicsServer2D::BodyMode get_mode() const;
- void set_state(Physics2DServer::BodyState p_state, const Variant &p_variant);
- Variant get_state(Physics2DServer::BodyState p_state) const;
+ void set_state(PhysicsServer2D::BodyState p_state, const Variant &p_variant);
+ Variant get_state(PhysicsServer2D::BodyState p_state) const;
void set_applied_force(const Vector2 &p_force) { applied_force = p_force; }
Vector2 get_applied_force() const { return applied_force; }
@@ -258,8 +258,8 @@ public:
applied_torque += p_torque;
}
- _FORCE_INLINE_ void set_continuous_collision_detection_mode(Physics2DServer::CCDMode p_mode) { continuous_cd_mode = p_mode; }
- _FORCE_INLINE_ Physics2DServer::CCDMode get_continuous_collision_detection_mode() const { return continuous_cd_mode; }
+ _FORCE_INLINE_ void set_continuous_collision_detection_mode(PhysicsServer2D::CCDMode p_mode) { continuous_cd_mode = p_mode; }
+ _FORCE_INLINE_ PhysicsServer2D::CCDMode get_continuous_collision_detection_mode() const { return continuous_cd_mode; }
void set_space(Space2DSW *p_space);
@@ -278,9 +278,9 @@ public:
_FORCE_INLINE_ Vector2 get_motion() const {
- if (mode > Physics2DServer::BODY_MODE_KINEMATIC) {
+ if (mode > PhysicsServer2D::BODY_MODE_KINEMATIC) {
return new_transform.get_origin() - get_transform().get_origin();
- } else if (mode == Physics2DServer::BODY_MODE_KINEMATIC) {
+ } else if (mode == PhysicsServer2D::BODY_MODE_KINEMATIC) {
return get_transform().get_origin() - new_transform.get_origin(); //kinematic simulates forward
}
return Vector2();
@@ -341,9 +341,9 @@ void Body2DSW::add_contact(const Vector2 &p_local_pos, const Vector2 &p_local_no
c[idx].collider_velocity_at_pos = p_collider_velocity_at_pos;
}
-class Physics2DDirectBodyStateSW : public Physics2DDirectBodyState {
+class Physics2DDirectBodyStateSW : public PhysicsDirectBodyState2D {
- GDCLASS(Physics2DDirectBodyStateSW, Physics2DDirectBodyState);
+ GDCLASS(Physics2DDirectBodyStateSW, PhysicsDirectBodyState2D);
public:
static Physics2DDirectBodyStateSW *singleton;
@@ -363,7 +363,7 @@ public:
virtual void set_angular_velocity(real_t p_velocity) { body->set_angular_velocity(p_velocity); }
virtual real_t get_angular_velocity() const { return body->get_angular_velocity(); }
- virtual void set_transform(const Transform2D &p_transform) { body->set_state(Physics2DServer::BODY_STATE_TRANSFORM, p_transform); }
+ virtual void set_transform(const Transform2D &p_transform) { body->set_state(PhysicsServer2D::BODY_STATE_TRANSFORM, p_transform); }
virtual Transform2D get_transform() const { return body->get_transform(); }
virtual void add_central_force(const Vector2 &p_force) { body->add_central_force(p_force); }
@@ -414,7 +414,7 @@ public:
return body->contacts[p_contact_idx].collider_velocity_at_pos;
}
- virtual Physics2DDirectSpaceState *get_space_state();
+ virtual PhysicsDirectSpaceState2D *get_space_state();
virtual real_t get_step() const { return step; }
Physics2DDirectBodyStateSW() {