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authorfabriceci <fabricecipolla@gmail.com>2022-08-25 19:35:52 +0200
committerfabriceci <fabricecipolla@gmail.com>2022-08-26 12:26:25 +0200
commitf8cc88fab3e62f39e6cc0d4ca91bfb760477cb9a (patch)
tree3a40af806ef5623d64dbd6fa7223c914551dd29a /servers/physics_3d
parentdc4193b478dec409132bf50d90fdb4c6760a109a (diff)
Restore RigidBody2/3D, SoftBody names in physics
Diffstat (limited to 'servers/physics_3d')
-rw-r--r--servers/physics_3d/godot_body_3d.cpp20
-rw-r--r--servers/physics_3d/godot_body_3d.h2
-rw-r--r--servers/physics_3d/godot_step_3d.cpp2
3 files changed, 12 insertions, 12 deletions
diff --git a/servers/physics_3d/godot_body_3d.cpp b/servers/physics_3d/godot_body_3d.cpp
index 4c89106839..b632f7f461 100644
--- a/servers/physics_3d/godot_body_3d.cpp
+++ b/servers/physics_3d/godot_body_3d.cpp
@@ -56,7 +56,7 @@ void GodotBody3D::update_mass_properties() {
// Update shapes and motions.
switch (mode) {
- case PhysicsServer3D::BODY_MODE_DYNAMIC: {
+ case PhysicsServer3D::BODY_MODE_RIGID: {
real_t total_area = 0;
for (int i = 0; i < get_shape_count(); i++) {
if (is_shape_disabled(i)) {
@@ -154,7 +154,7 @@ void GodotBody3D::update_mass_properties() {
_inv_inertia = Vector3();
_inv_mass = 0;
} break;
- case PhysicsServer3D::BODY_MODE_DYNAMIC_LINEAR: {
+ case PhysicsServer3D::BODY_MODE_RIGID_LINEAR: {
_inv_inertia_tensor.set_zero();
_inv_mass = 1.0 / mass;
@@ -201,7 +201,7 @@ void GodotBody3D::set_param(PhysicsServer3D::BodyParameter p_param, const Varian
real_t mass_value = p_value;
ERR_FAIL_COND(mass_value <= 0);
mass = mass_value;
- if (mode >= PhysicsServer3D::BODY_MODE_DYNAMIC) {
+ if (mode >= PhysicsServer3D::BODY_MODE_RIGID) {
_mass_properties_changed();
}
} break;
@@ -209,12 +209,12 @@ void GodotBody3D::set_param(PhysicsServer3D::BodyParameter p_param, const Varian
inertia = p_value;
if ((inertia.x <= 0.0) || (inertia.y <= 0.0) || (inertia.z <= 0.0)) {
calculate_inertia = true;
- if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC) {
+ if (mode == PhysicsServer3D::BODY_MODE_RIGID) {
_mass_properties_changed();
}
} else {
calculate_inertia = false;
- if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC) {
+ if (mode == PhysicsServer3D::BODY_MODE_RIGID) {
principal_inertia_axes_local = Basis();
_inv_inertia = inertia.inverse();
_update_transform_dependent();
@@ -263,7 +263,7 @@ Variant GodotBody3D::get_param(PhysicsServer3D::BodyParameter p_param) const {
return mass;
} break;
case PhysicsServer3D::BODY_PARAM_INERTIA: {
- if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC) {
+ if (mode == PhysicsServer3D::BODY_MODE_RIGID) {
return _inv_inertia.inverse();
} else {
return Vector3();
@@ -315,7 +315,7 @@ void GodotBody3D::set_mode(PhysicsServer3D::BodyMode p_mode) {
_update_transform_dependent();
} break;
- case PhysicsServer3D::BODY_MODE_DYNAMIC: {
+ case PhysicsServer3D::BODY_MODE_RIGID: {
_inv_mass = mass > 0 ? (1.0 / mass) : 0;
if (!calculate_inertia) {
principal_inertia_axes_local = Basis();
@@ -327,7 +327,7 @@ void GodotBody3D::set_mode(PhysicsServer3D::BodyMode p_mode) {
set_active(true);
} break;
- case PhysicsServer3D::BODY_MODE_DYNAMIC_LINEAR: {
+ case PhysicsServer3D::BODY_MODE_RIGID_LINEAR: {
_inv_mass = mass > 0 ? (1.0 / mass) : 0;
_inv_inertia = Vector3();
angular_velocity = Vector3();
@@ -407,7 +407,7 @@ void GodotBody3D::set_state(PhysicsServer3D::BodyState p_state, const Variant &p
} break;
case PhysicsServer3D::BODY_STATE_CAN_SLEEP: {
can_sleep = p_variant;
- if (mode >= PhysicsServer3D::BODY_MODE_DYNAMIC && !active && !can_sleep) {
+ if (mode >= PhysicsServer3D::BODY_MODE_RIGID && !active && !can_sleep) {
set_active(true);
}
@@ -744,7 +744,7 @@ void GodotBody3D::wakeup_neighbours() {
continue;
}
GodotBody3D *b = n[i];
- if (b->mode < PhysicsServer3D::BODY_MODE_DYNAMIC) {
+ if (b->mode < PhysicsServer3D::BODY_MODE_RIGID) {
continue;
}
diff --git a/servers/physics_3d/godot_body_3d.h b/servers/physics_3d/godot_body_3d.h
index 93bd5a0071..2153ca4e91 100644
--- a/servers/physics_3d/godot_body_3d.h
+++ b/servers/physics_3d/godot_body_3d.h
@@ -40,7 +40,7 @@ class GodotConstraint3D;
class GodotPhysicsDirectBodyState3D;
class GodotBody3D : public GodotCollisionObject3D {
- PhysicsServer3D::BodyMode mode = PhysicsServer3D::BODY_MODE_DYNAMIC;
+ PhysicsServer3D::BodyMode mode = PhysicsServer3D::BODY_MODE_RIGID;
Vector3 linear_velocity;
Vector3 angular_velocity;
diff --git a/servers/physics_3d/godot_step_3d.cpp b/servers/physics_3d/godot_step_3d.cpp
index f384c829a4..bfedcd29c0 100644
--- a/servers/physics_3d/godot_step_3d.cpp
+++ b/servers/physics_3d/godot_step_3d.cpp
@@ -44,7 +44,7 @@ void GodotStep3D::_populate_island(GodotBody3D *p_body, LocalVector<GodotBody3D
p_body->set_island_step(_step);
if (p_body->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC) {
- // Only dynamic bodies are tested for activation.
+ // Only rigid bodies are tested for activation.
p_body_island.push_back(p_body);
}