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authorPouleyKetchoupp <pouleyketchoup@gmail.com>2021-08-19 11:02:40 -0700
committerPouleyKetchoupp <pouleyketchoup@gmail.com>2021-08-24 17:34:55 -0700
commitaa4791735d2fe92d747a39529aebb410f96cf38f (patch)
tree8052f9cb555e0ebd4bd1dde05c6130b58c58c768 /servers
parentd9720d439545792bd742645f3c6e3f7c29327aa8 (diff)
Rename slips_on_slope to slide_on_slope
Also added some precision to the documentation.
Diffstat (limited to 'servers')
-rw-r--r--servers/physics_2d/collision_solver_2d_sw.cpp2
-rw-r--r--servers/physics_2d/shape_2d_sw.cpp4
-rw-r--r--servers/physics_2d/shape_2d_sw.h4
-rw-r--r--servers/physics_2d/space_2d_sw.cpp4
-rw-r--r--servers/physics_3d/collision_solver_3d_sw.cpp2
-rw-r--r--servers/physics_3d/shape_3d_sw.cpp14
-rw-r--r--servers/physics_3d/shape_3d_sw.h6
-rw-r--r--servers/physics_3d/space_3d_sw.cpp4
8 files changed, 20 insertions, 20 deletions
diff --git a/servers/physics_2d/collision_solver_2d_sw.cpp b/servers/physics_2d/collision_solver_2d_sw.cpp
index 34c94150e2..5337c8af56 100644
--- a/servers/physics_2d/collision_solver_2d_sw.cpp
+++ b/servers/physics_2d/collision_solver_2d_sw.cpp
@@ -117,7 +117,7 @@ bool CollisionSolver2DSW::solve_raycast(const Shape2DSW *p_shape_A, const Vector
}
Vector2 support_B = p_transform_B.xform(p);
- if (ray->get_slips_on_slope()) {
+ if (ray->get_slide_on_slope()) {
Vector2 global_n = invb.basis_xform_inv(n).normalized();
support_B = support_A + (support_B - support_A).length() * global_n;
}
diff --git a/servers/physics_2d/shape_2d_sw.cpp b/servers/physics_2d/shape_2d_sw.cpp
index a82f0c2e6f..dae5669488 100644
--- a/servers/physics_2d/shape_2d_sw.cpp
+++ b/servers/physics_2d/shape_2d_sw.cpp
@@ -168,14 +168,14 @@ real_t RayShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale)
void RayShape2DSW::set_data(const Variant &p_data) {
Dictionary d = p_data;
length = d["length"];
- slips_on_slope = d["slips_on_slope"];
+ slide_on_slope = d["slide_on_slope"];
configure(Rect2(0, 0, 0.001, length));
}
Variant RayShape2DSW::get_data() const {
Dictionary d;
d["length"] = length;
- d["slips_on_slope"] = slips_on_slope;
+ d["slide_on_slope"] = slide_on_slope;
return d;
}
diff --git a/servers/physics_2d/shape_2d_sw.h b/servers/physics_2d/shape_2d_sw.h
index 6813e25a0b..541d35dae9 100644
--- a/servers/physics_2d/shape_2d_sw.h
+++ b/servers/physics_2d/shape_2d_sw.h
@@ -181,11 +181,11 @@ public:
class RayShape2DSW : public Shape2DSW {
real_t length;
- bool slips_on_slope;
+ bool slide_on_slope;
public:
_FORCE_INLINE_ real_t get_length() const { return length; }
- _FORCE_INLINE_ bool get_slips_on_slope() const { return slips_on_slope; }
+ _FORCE_INLINE_ bool get_slide_on_slope() const { return slide_on_slope; }
virtual PhysicsServer2D::ShapeType get_type() const { return PhysicsServer2D::SHAPE_RAY; }
diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/space_2d_sw.cpp
index 169c419b3b..92b87cea23 100644
--- a/servers/physics_2d/space_2d_sw.cpp
+++ b/servers/physics_2d/space_2d_sw.cpp
@@ -730,8 +730,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
// Colliding separation rays allows to properly snap to the ground,
// otherwise it's not needed in regular motion.
if (!p_collide_separation_ray && (body_shape->get_type() == PhysicsServer2D::SHAPE_RAY)) {
- // When slips on slope is on, separation ray shape acts like a regular shape.
- if (!static_cast<RayShape2DSW *>(body_shape)->get_slips_on_slope()) {
+ // When slide on slope is on, separation ray shape acts like a regular shape.
+ if (!static_cast<RayShape2DSW *>(body_shape)->get_slide_on_slope()) {
continue;
}
}
diff --git a/servers/physics_3d/collision_solver_3d_sw.cpp b/servers/physics_3d/collision_solver_3d_sw.cpp
index 8803b355d4..4a6a07534b 100644
--- a/servers/physics_3d/collision_solver_3d_sw.cpp
+++ b/servers/physics_3d/collision_solver_3d_sw.cpp
@@ -117,7 +117,7 @@ bool CollisionSolver3DSW::solve_ray(const Shape3DSW *p_shape_A, const Transform3
}
Vector3 support_B = p_transform_B.xform(p);
- if (ray->get_slips_on_slope()) {
+ if (ray->get_slide_on_slope()) {
Vector3 global_n = ai.basis.xform_inv(n).normalized();
support_B = support_A + (support_B - support_A).length() * global_n;
}
diff --git a/servers/physics_3d/shape_3d_sw.cpp b/servers/physics_3d/shape_3d_sw.cpp
index 42a0fb32b2..fcc97f56a3 100644
--- a/servers/physics_3d/shape_3d_sw.cpp
+++ b/servers/physics_3d/shape_3d_sw.cpp
@@ -170,8 +170,8 @@ real_t RayShape3DSW::get_length() const {
return length;
}
-bool RayShape3DSW::get_slips_on_slope() const {
- return slips_on_slope;
+bool RayShape3DSW::get_slide_on_slope() const {
+ return slide_on_slope;
}
void RayShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
@@ -226,27 +226,27 @@ Vector3 RayShape3DSW::get_moment_of_inertia(real_t p_mass) const {
return Vector3();
}
-void RayShape3DSW::_setup(real_t p_length, bool p_slips_on_slope) {
+void RayShape3DSW::_setup(real_t p_length, bool p_slide_on_slope) {
length = p_length;
- slips_on_slope = p_slips_on_slope;
+ slide_on_slope = p_slide_on_slope;
configure(AABB(Vector3(0, 0, 0), Vector3(0.1, 0.1, length)));
}
void RayShape3DSW::set_data(const Variant &p_data) {
Dictionary d = p_data;
- _setup(d["length"], d["slips_on_slope"]);
+ _setup(d["length"], d["slide_on_slope"]);
}
Variant RayShape3DSW::get_data() const {
Dictionary d;
d["length"] = length;
- d["slips_on_slope"] = slips_on_slope;
+ d["slide_on_slope"] = slide_on_slope;
return d;
}
RayShape3DSW::RayShape3DSW() {
length = 1;
- slips_on_slope = false;
+ slide_on_slope = false;
}
/********** SPHERE *************/
diff --git a/servers/physics_3d/shape_3d_sw.h b/servers/physics_3d/shape_3d_sw.h
index 9f18b83f07..a693288f7e 100644
--- a/servers/physics_3d/shape_3d_sw.h
+++ b/servers/physics_3d/shape_3d_sw.h
@@ -136,13 +136,13 @@ public:
class RayShape3DSW : public Shape3DSW {
real_t length;
- bool slips_on_slope;
+ bool slide_on_slope;
- void _setup(real_t p_length, bool p_slips_on_slope);
+ void _setup(real_t p_length, bool p_slide_on_slope);
public:
real_t get_length() const;
- bool get_slips_on_slope() const;
+ bool get_slide_on_slope() const;
virtual real_t get_area() const { return 0.0; }
virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_RAY; }
diff --git a/servers/physics_3d/space_3d_sw.cpp b/servers/physics_3d/space_3d_sw.cpp
index 7ed17d6284..4ec03529cf 100644
--- a/servers/physics_3d/space_3d_sw.cpp
+++ b/servers/physics_3d/space_3d_sw.cpp
@@ -719,8 +719,8 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co
// Colliding separation rays allows to properly snap to the ground,
// otherwise it's not needed in regular motion.
if (!p_collide_separation_ray && (body_shape->get_type() == PhysicsServer3D::SHAPE_RAY)) {
- // When slips on slope is on, separation ray shape acts like a regular shape.
- if (!static_cast<RayShape3DSW *>(body_shape)->get_slips_on_slope()) {
+ // When slide on slope is on, separation ray shape acts like a regular shape.
+ if (!static_cast<RayShape3DSW *>(body_shape)->get_slide_on_slope()) {
continue;
}
}