diff options
author | Aaron Franke <arnfranke@yahoo.com> | 2019-05-09 05:21:49 -0400 |
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committer | Aaron Franke <arnfranke@yahoo.com> | 2019-05-09 06:25:32 -0400 |
commit | 702b539405baf6eaa536b37a9bb5cbcc18142bc8 (patch) | |
tree | 3e4408fe921d50dad7eef9ea2fdb61bc8f1a1907 /servers/visual | |
parent | 84058ab8ac9b7543da3971162c3a1b1d2fe05b89 (diff) |
Change "ID" to lowercase "id"
Reasoning: ID is not an acronym, it is simply short for identification, so it logically should not be capitalized. But even if it was an acronym, other acronyms in Godot are not capitalized, like p_rid, p_ip, and p_json.
Diffstat (limited to 'servers/visual')
-rw-r--r-- | servers/visual/visual_server_scene.cpp | 16 | ||||
-rw-r--r-- | servers/visual/visual_server_scene.h | 6 |
2 files changed, 11 insertions, 11 deletions
diff --git a/servers/visual/visual_server_scene.cpp b/servers/visual/visual_server_scene.cpp index bce5eaf7b0..3ee23e9290 100644 --- a/servers/visual/visual_server_scene.cpp +++ b/servers/visual/visual_server_scene.cpp @@ -607,12 +607,12 @@ void VisualServerScene::instance_set_transform(RID p_instance, const Transform & instance->transform = p_transform; _instance_queue_update(instance, true); } -void VisualServerScene::instance_attach_object_instance_id(RID p_instance, ObjectID p_ID) { +void VisualServerScene::instance_attach_object_instance_id(RID p_instance, ObjectID p_id) { Instance *instance = instance_owner.get(p_instance); ERR_FAIL_COND(!instance); - instance->object_ID = p_ID; + instance->object_id = p_id; } void VisualServerScene::instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) { @@ -791,10 +791,10 @@ Vector<ObjectID> VisualServerScene::instances_cull_aabb(const AABB &p_aabb, RID Instance *instance = cull[i]; ERR_CONTINUE(!instance); - if (instance->object_ID == 0) + if (instance->object_id == 0) continue; - instances.push_back(instance->object_ID); + instances.push_back(instance->object_id); } return instances; @@ -813,10 +813,10 @@ Vector<ObjectID> VisualServerScene::instances_cull_ray(const Vector3 &p_from, co for (int i = 0; i < culled; i++) { Instance *instance = cull[i]; ERR_CONTINUE(!instance); - if (instance->object_ID == 0) + if (instance->object_id == 0) continue; - instances.push_back(instance->object_ID); + instances.push_back(instance->object_id); } return instances; @@ -837,10 +837,10 @@ Vector<ObjectID> VisualServerScene::instances_cull_convex(const Vector<Plane> &p Instance *instance = cull[i]; ERR_CONTINUE(!instance); - if (instance->object_ID == 0) + if (instance->object_id == 0) continue; - instances.push_back(instance->object_ID); + instances.push_back(instance->object_id); } return instances; diff --git a/servers/visual/visual_server_scene.h b/servers/visual/visual_server_scene.h index 2c2ba7e15f..629d66c6cb 100644 --- a/servers/visual/visual_server_scene.h +++ b/servers/visual/visual_server_scene.h @@ -174,7 +174,7 @@ public: AABB transformed_aabb; AABB *custom_aabb; // <Zylann> would using aabb directly with a bool be better? float extra_margin; - uint32_t object_ID; + uint32_t object_id; float lod_begin; float lod_end; @@ -211,7 +211,7 @@ public: extra_margin = 0; - object_ID = 0; + object_id = 0; visible = true; lod_begin = 0; @@ -457,7 +457,7 @@ public: virtual void instance_set_scenario(RID p_instance, RID p_scenario); // from can be mesh, light, poly, area and portal so far. virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask); virtual void instance_set_transform(RID p_instance, const Transform &p_transform); - virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_ID); + virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id); virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight); virtual void instance_set_surface_material(RID p_instance, int p_surface, RID p_material); virtual void instance_set_visible(RID p_instance, bool p_visible); |