diff options
Diffstat (limited to 'modules')
24 files changed, 101 insertions, 110 deletions
diff --git a/modules/bullet/bullet_physics_server.cpp b/modules/bullet/bullet_physics_server.cpp index 5b3fe1bfac..5f7860e797 100644 --- a/modules/bullet/bullet_physics_server.cpp +++ b/modules/bullet/bullet_physics_server.cpp @@ -862,7 +862,7 @@ bool BulletPhysicsServer3D::body_is_ray_pickable(RID p_body) const { PhysicsDirectBodyState3D *BulletPhysicsServer3D::body_get_direct_state(RID p_body) { RigidBodyBullet *body = rigid_body_owner.getornull(p_body); ERR_FAIL_COND_V(!body, NULL); - return BulletPhysicsDirectBodyState::get_singleton(body); + return BulletPhysicsDirectBodyState3D::get_singleton(body); } bool BulletPhysicsServer3D::body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result, bool p_exclude_raycast_shapes) { @@ -1553,14 +1553,14 @@ void BulletPhysicsServer3D::free(RID p_rid) { } void BulletPhysicsServer3D::init() { - BulletPhysicsDirectBodyState::initSingleton(); + BulletPhysicsDirectBodyState3D::initSingleton(); } void BulletPhysicsServer3D::step(float p_deltaTime) { if (!active) return; - BulletPhysicsDirectBodyState::singleton_setDeltaTime(p_deltaTime); + BulletPhysicsDirectBodyState3D::singleton_setDeltaTime(p_deltaTime); for (int i = 0; i < active_spaces_count; ++i) { @@ -1575,7 +1575,7 @@ void BulletPhysicsServer3D::flush_queries() { } void BulletPhysicsServer3D::finish() { - BulletPhysicsDirectBodyState::destroySingleton(); + BulletPhysicsDirectBodyState3D::destroySingleton(); } int BulletPhysicsServer3D::get_process_info(ProcessInfo p_info) { diff --git a/modules/bullet/config.py b/modules/bullet/config.py index f6fd0be8ba..e8ca273f61 100644 --- a/modules/bullet/config.py +++ b/modules/bullet/config.py @@ -8,8 +8,8 @@ def configure(env): def get_doc_classes(): return [ - "BulletPhysicsDirectBodyState", - "BulletPhysicsServer", + "BulletPhysicsDirectBodyState3D", + "BulletPhysicsServer3D", ] diff --git a/modules/bullet/doc_classes/BulletPhysicsDirectBodyState.xml b/modules/bullet/doc_classes/BulletPhysicsDirectBodyState3D.xml index 5ea1b810a1..1c0181bd9c 100644 --- a/modules/bullet/doc_classes/BulletPhysicsDirectBodyState.xml +++ b/modules/bullet/doc_classes/BulletPhysicsDirectBodyState3D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="BulletPhysicsDirectBodyState" inherits="PhysicsDirectBodyState" version="4.0"> +<class name="BulletPhysicsDirectBodyState3D" inherits="PhysicsDirectBodyState3D" version="4.0"> <brief_description> </brief_description> <description> diff --git a/modules/bullet/doc_classes/BulletPhysicsServer.xml b/modules/bullet/doc_classes/BulletPhysicsServer3D.xml index af8fb3c02c..b20595b4f6 100644 --- a/modules/bullet/doc_classes/BulletPhysicsServer.xml +++ b/modules/bullet/doc_classes/BulletPhysicsServer3D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="BulletPhysicsServer" inherits="PhysicsServer" version="4.0"> +<class name="BulletPhysicsServer3D" inherits="PhysicsServer3D" version="4.0"> <brief_description> </brief_description> <description> diff --git a/modules/bullet/hinge_joint_bullet.cpp b/modules/bullet/hinge_joint_bullet.cpp index eaac1d650d..4bea9f87c0 100644 --- a/modules/bullet/hinge_joint_bullet.cpp +++ b/modules/bullet/hinge_joint_bullet.cpp @@ -96,7 +96,7 @@ real_t HingeJointBullet::get_hinge_angle() { void HingeJointBullet::set_param(PhysicsServer3D::HingeJointParam p_param, real_t p_value) { switch (p_param) { case PhysicsServer3D::HINGE_JOINT_BIAS: - WARN_DEPRECATED_MSG("The HingeJoint parameter \"bias\" is deprecated."); + WARN_DEPRECATED_MSG("The HingeJoint3D parameter \"bias\" is deprecated."); break; case PhysicsServer3D::HINGE_JOINT_LIMIT_UPPER: hingeConstraint->setLimit(hingeConstraint->getLowerLimit(), p_value, hingeConstraint->getLimitSoftness(), hingeConstraint->getLimitBiasFactor(), hingeConstraint->getLimitRelaxationFactor()); @@ -128,7 +128,7 @@ void HingeJointBullet::set_param(PhysicsServer3D::HingeJointParam p_param, real_ real_t HingeJointBullet::get_param(PhysicsServer3D::HingeJointParam p_param) const { switch (p_param) { case PhysicsServer3D::HINGE_JOINT_BIAS: - WARN_DEPRECATED_MSG("The HingeJoint parameter \"bias\" is deprecated."); + WARN_DEPRECATED_MSG("The HingeJoint3D parameter \"bias\" is deprecated."); return 0; case PhysicsServer3D::HINGE_JOINT_LIMIT_UPPER: return hingeConstraint->getUpperLimit(); diff --git a/modules/bullet/rigid_body_bullet.cpp b/modules/bullet/rigid_body_bullet.cpp index b92166e653..6f799843de 100644 --- a/modules/bullet/rigid_body_bullet.cpp +++ b/modules/bullet/rigid_body_bullet.cpp @@ -48,141 +48,141 @@ @author AndreaCatania */ -BulletPhysicsDirectBodyState *BulletPhysicsDirectBodyState::singleton = NULL; +BulletPhysicsDirectBodyState3D *BulletPhysicsDirectBodyState3D::singleton = NULL; -Vector3 BulletPhysicsDirectBodyState::get_total_gravity() const { +Vector3 BulletPhysicsDirectBodyState3D::get_total_gravity() const { Vector3 gVec; B_TO_G(body->btBody->getGravity(), gVec); return gVec; } -float BulletPhysicsDirectBodyState::get_total_angular_damp() const { +float BulletPhysicsDirectBodyState3D::get_total_angular_damp() const { return body->btBody->getAngularDamping(); } -float BulletPhysicsDirectBodyState::get_total_linear_damp() const { +float BulletPhysicsDirectBodyState3D::get_total_linear_damp() const { return body->btBody->getLinearDamping(); } -Vector3 BulletPhysicsDirectBodyState::get_center_of_mass() const { +Vector3 BulletPhysicsDirectBodyState3D::get_center_of_mass() const { Vector3 gVec; B_TO_G(body->btBody->getCenterOfMassPosition(), gVec); return gVec; } -Basis BulletPhysicsDirectBodyState::get_principal_inertia_axes() const { +Basis BulletPhysicsDirectBodyState3D::get_principal_inertia_axes() const { return Basis(); } -float BulletPhysicsDirectBodyState::get_inverse_mass() const { +float BulletPhysicsDirectBodyState3D::get_inverse_mass() const { return body->btBody->getInvMass(); } -Vector3 BulletPhysicsDirectBodyState::get_inverse_inertia() const { +Vector3 BulletPhysicsDirectBodyState3D::get_inverse_inertia() const { Vector3 gVec; B_TO_G(body->btBody->getInvInertiaDiagLocal(), gVec); return gVec; } -Basis BulletPhysicsDirectBodyState::get_inverse_inertia_tensor() const { +Basis BulletPhysicsDirectBodyState3D::get_inverse_inertia_tensor() const { Basis gInertia; B_TO_G(body->btBody->getInvInertiaTensorWorld(), gInertia); return gInertia; } -void BulletPhysicsDirectBodyState::set_linear_velocity(const Vector3 &p_velocity) { +void BulletPhysicsDirectBodyState3D::set_linear_velocity(const Vector3 &p_velocity) { body->set_linear_velocity(p_velocity); } -Vector3 BulletPhysicsDirectBodyState::get_linear_velocity() const { +Vector3 BulletPhysicsDirectBodyState3D::get_linear_velocity() const { return body->get_linear_velocity(); } -void BulletPhysicsDirectBodyState::set_angular_velocity(const Vector3 &p_velocity) { +void BulletPhysicsDirectBodyState3D::set_angular_velocity(const Vector3 &p_velocity) { body->set_angular_velocity(p_velocity); } -Vector3 BulletPhysicsDirectBodyState::get_angular_velocity() const { +Vector3 BulletPhysicsDirectBodyState3D::get_angular_velocity() const { return body->get_angular_velocity(); } -void BulletPhysicsDirectBodyState::set_transform(const Transform &p_transform) { +void BulletPhysicsDirectBodyState3D::set_transform(const Transform &p_transform) { body->set_transform(p_transform); } -Transform BulletPhysicsDirectBodyState::get_transform() const { +Transform BulletPhysicsDirectBodyState3D::get_transform() const { return body->get_transform(); } -void BulletPhysicsDirectBodyState::add_central_force(const Vector3 &p_force) { +void BulletPhysicsDirectBodyState3D::add_central_force(const Vector3 &p_force) { body->apply_central_force(p_force); } -void BulletPhysicsDirectBodyState::add_force(const Vector3 &p_force, const Vector3 &p_pos) { +void BulletPhysicsDirectBodyState3D::add_force(const Vector3 &p_force, const Vector3 &p_pos) { body->apply_force(p_force, p_pos); } -void BulletPhysicsDirectBodyState::add_torque(const Vector3 &p_torque) { +void BulletPhysicsDirectBodyState3D::add_torque(const Vector3 &p_torque) { body->apply_torque(p_torque); } -void BulletPhysicsDirectBodyState::apply_central_impulse(const Vector3 &p_impulse) { +void BulletPhysicsDirectBodyState3D::apply_central_impulse(const Vector3 &p_impulse) { body->apply_central_impulse(p_impulse); } -void BulletPhysicsDirectBodyState::apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse) { +void BulletPhysicsDirectBodyState3D::apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse) { body->apply_impulse(p_pos, p_impulse); } -void BulletPhysicsDirectBodyState::apply_torque_impulse(const Vector3 &p_impulse) { +void BulletPhysicsDirectBodyState3D::apply_torque_impulse(const Vector3 &p_impulse) { body->apply_torque_impulse(p_impulse); } -void BulletPhysicsDirectBodyState::set_sleep_state(bool p_enable) { +void BulletPhysicsDirectBodyState3D::set_sleep_state(bool p_enable) { body->set_activation_state(p_enable); } -bool BulletPhysicsDirectBodyState::is_sleeping() const { +bool BulletPhysicsDirectBodyState3D::is_sleeping() const { return !body->is_active(); } -int BulletPhysicsDirectBodyState::get_contact_count() const { +int BulletPhysicsDirectBodyState3D::get_contact_count() const { return body->collisionsCount; } -Vector3 BulletPhysicsDirectBodyState::get_contact_local_position(int p_contact_idx) const { +Vector3 BulletPhysicsDirectBodyState3D::get_contact_local_position(int p_contact_idx) const { return body->collisions[p_contact_idx].hitLocalLocation; } -Vector3 BulletPhysicsDirectBodyState::get_contact_local_normal(int p_contact_idx) const { +Vector3 BulletPhysicsDirectBodyState3D::get_contact_local_normal(int p_contact_idx) const { return body->collisions[p_contact_idx].hitNormal; } -float BulletPhysicsDirectBodyState::get_contact_impulse(int p_contact_idx) const { +float BulletPhysicsDirectBodyState3D::get_contact_impulse(int p_contact_idx) const { return body->collisions[p_contact_idx].appliedImpulse; } -int BulletPhysicsDirectBodyState::get_contact_local_shape(int p_contact_idx) const { +int BulletPhysicsDirectBodyState3D::get_contact_local_shape(int p_contact_idx) const { return body->collisions[p_contact_idx].local_shape; } -RID BulletPhysicsDirectBodyState::get_contact_collider(int p_contact_idx) const { +RID BulletPhysicsDirectBodyState3D::get_contact_collider(int p_contact_idx) const { return body->collisions[p_contact_idx].otherObject->get_self(); } -Vector3 BulletPhysicsDirectBodyState::get_contact_collider_position(int p_contact_idx) const { +Vector3 BulletPhysicsDirectBodyState3D::get_contact_collider_position(int p_contact_idx) const { return body->collisions[p_contact_idx].hitWorldLocation; } -ObjectID BulletPhysicsDirectBodyState::get_contact_collider_id(int p_contact_idx) const { +ObjectID BulletPhysicsDirectBodyState3D::get_contact_collider_id(int p_contact_idx) const { return body->collisions[p_contact_idx].otherObject->get_instance_id(); } -int BulletPhysicsDirectBodyState::get_contact_collider_shape(int p_contact_idx) const { +int BulletPhysicsDirectBodyState3D::get_contact_collider_shape(int p_contact_idx) const { return body->collisions[p_contact_idx].other_object_shape; } -Vector3 BulletPhysicsDirectBodyState::get_contact_collider_velocity_at_position(int p_contact_idx) const { +Vector3 BulletPhysicsDirectBodyState3D::get_contact_collider_velocity_at_position(int p_contact_idx) const { RigidBodyBullet::CollisionData &colDat = body->collisions.write[p_contact_idx]; btVector3 hitLocation; @@ -194,7 +194,7 @@ Vector3 BulletPhysicsDirectBodyState::get_contact_collider_velocity_at_position( return velocityAtPoint; } -PhysicsDirectSpaceState3D *BulletPhysicsDirectBodyState::get_space_state() { +PhysicsDirectSpaceState3D *BulletPhysicsDirectBodyState3D::get_space_state() { return body->get_space()->get_direct_state(); } @@ -359,7 +359,7 @@ void RigidBodyBullet::dispatch_callbacks() { if (omit_forces_integration) btBody->clearForces(); - BulletPhysicsDirectBodyState *bodyDirect = BulletPhysicsDirectBodyState::get_singleton(this); + BulletPhysicsDirectBodyState3D *bodyDirect = BulletPhysicsDirectBodyState3D::get_singleton(this); Variant variantBodyDirect = bodyDirect; diff --git a/modules/bullet/rigid_body_bullet.h b/modules/bullet/rigid_body_bullet.h index bce3511282..b73e132103 100644 --- a/modules/bullet/rigid_body_bullet.h +++ b/modules/bullet/rigid_body_bullet.h @@ -45,7 +45,7 @@ class AreaBullet; class SpaceBullet; class btRigidBody; class GodotMotionState; -class BulletPhysicsDirectBodyState; +class BulletPhysicsDirectBodyState3D; /// This class could be used in multi thread with few changes but currently /// is set to be only in one single thread. @@ -53,16 +53,16 @@ class BulletPhysicsDirectBodyState; /// In the system there is only one object at a time that manage all bodies and is /// 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 PhysicsDirectBodyState3D { - GDCLASS(BulletPhysicsDirectBodyState, PhysicsDirectBodyState3D); +class BulletPhysicsDirectBodyState3D : public PhysicsDirectBodyState3D { + GDCLASS(BulletPhysicsDirectBodyState3D, PhysicsDirectBodyState3D); - static BulletPhysicsDirectBodyState *singleton; + static BulletPhysicsDirectBodyState3D *singleton; public: /// This class avoid the creation of more object of this class static void initSingleton() { if (!singleton) { - singleton = memnew(BulletPhysicsDirectBodyState); + singleton = memnew(BulletPhysicsDirectBodyState3D); } } @@ -75,7 +75,7 @@ public: singleton->deltaTime = p_deltaTime; } - static BulletPhysicsDirectBodyState *get_singleton(RigidBodyBullet *p_body) { + static BulletPhysicsDirectBodyState3D *get_singleton(RigidBodyBullet *p_body) { singleton->body = p_body; return singleton; } @@ -85,7 +85,7 @@ public: real_t deltaTime; private: - BulletPhysicsDirectBodyState() {} + BulletPhysicsDirectBodyState3D() {} public: virtual Vector3 get_total_gravity() const; @@ -187,7 +187,7 @@ public: }; private: - friend class BulletPhysicsDirectBodyState; + friend class BulletPhysicsDirectBodyState3D; // This is required only for Kinematic movement KinematicUtilities *kinematic_utilities; diff --git a/modules/bullet/space_bullet.cpp b/modules/bullet/space_bullet.cpp index c40a1500f0..b1ff418748 100644 --- a/modules/bullet/space_bullet.cpp +++ b/modules/bullet/space_bullet.cpp @@ -885,8 +885,8 @@ void SpaceBullet::update_gravity() { #include "scene/3d/immediate_geometry.h" -static ImmediateGeometry *motionVec(NULL); -static ImmediateGeometry *normalLine(NULL); +static ImmediateGeometry3D *motionVec(NULL); +static ImmediateGeometry3D *normalLine(NULL); static Ref<StandardMaterial3D> red_mat; static Ref<StandardMaterial3D> blue_mat; #endif @@ -897,8 +897,8 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_f /// Yes I know this is not good, but I've used it as fast debugging hack. /// I'm leaving it here just for speedup the other eventual debugs if (!normalLine) { - motionVec = memnew(ImmediateGeometry); - normalLine = memnew(ImmediateGeometry); + motionVec = memnew(ImmediateGeometry3D); + normalLine = memnew(ImmediateGeometry3D); SceneTree::get_singleton()->get_current_scene()->add_child(motionVec); SceneTree::get_singleton()->get_current_scene()->add_child(normalLine); diff --git a/modules/csg/config.py b/modules/csg/config.py index 0f267872d7..9106cbceca 100644 --- a/modules/csg/config.py +++ b/modules/csg/config.py @@ -8,15 +8,15 @@ def configure(env): def get_doc_classes(): return [ - "CSGBox", - "CSGCombiner", - "CSGCylinder", - "CSGMesh", - "CSGPolygon", - "CSGPrimitive", - "CSGShape", - "CSGSphere", - "CSGTorus", + "CSGBox3D", + "CSGCombiner3D", + "CSGCylinder3D", + "CSGMesh3D", + "CSGPolygon3D", + "CSGPrimitive3D", + "CSGShape3D", + "CSGSphere3D", + "CSGTorus3D", ] diff --git a/modules/csg/doc_classes/CSGBox.xml b/modules/csg/doc_classes/CSGBox3D.xml index e2f0f8488a..492bf68c44 100644 --- a/modules/csg/doc_classes/CSGBox.xml +++ b/modules/csg/doc_classes/CSGBox3D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="CSGBox" inherits="CSGPrimitive" version="4.0"> +<class name="CSGBox3D" inherits="CSGPrimitive3D" version="4.0"> <brief_description> A CSG Box shape. </brief_description> diff --git a/modules/csg/doc_classes/CSGCombiner.xml b/modules/csg/doc_classes/CSGCombiner.xml deleted file mode 100644 index ab95d3c3ee..0000000000 --- a/modules/csg/doc_classes/CSGCombiner.xml +++ /dev/null @@ -1,15 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="CSGCombiner" inherits="CSGShape" version="4.0"> - <brief_description> - A CSG node that allows you to combine other CSG modifiers. - </brief_description> - <description> - For complex arrangements of shapes, it is sometimes needed to add structure to your CSG nodes. The CSGCombiner node allows you to create this structure. The node encapsulates the result of the CSG operations of its children. In this way, it is possible to do operations on one set of shapes that are children of one CSGCombiner node, and a set of separate operations on a second set of shapes that are children of a second CSGCombiner node, and then do an operation that takes the two end results as its input to create the final shape. - </description> - <tutorials> - </tutorials> - <methods> - </methods> - <constants> - </constants> -</class> diff --git a/modules/csg/doc_classes/CSGCombiner3D.xml b/modules/csg/doc_classes/CSGCombiner3D.xml new file mode 100644 index 0000000000..b55111eee4 --- /dev/null +++ b/modules/csg/doc_classes/CSGCombiner3D.xml @@ -0,0 +1,15 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="CSGCombiner3D" inherits="CSGShape3D" version="4.0"> + <brief_description> + A CSG node that allows you to combine other CSG modifiers. + </brief_description> + <description> + For complex arrangements of shapes, it is sometimes needed to add structure to your CSG nodes. The CSGCombiner3D node allows you to create this structure. The node encapsulates the result of the CSG operations of its children. In this way, it is possible to do operations on one set of shapes that are children of one CSGCombiner3D node, and a set of separate operations on a second set of shapes that are children of a second CSGCombiner3D node, and then do an operation that takes the two end results as its input to create the final shape. + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <constants> + </constants> +</class> diff --git a/modules/csg/doc_classes/CSGCylinder.xml b/modules/csg/doc_classes/CSGCylinder3D.xml index 2dd8c6a8d0..bfd2a5d5f2 100644 --- a/modules/csg/doc_classes/CSGCylinder.xml +++ b/modules/csg/doc_classes/CSGCylinder3D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="CSGCylinder" inherits="CSGPrimitive" version="4.0"> +<class name="CSGCylinder3D" inherits="CSGPrimitive3D" version="4.0"> <brief_description> A CSG Cylinder shape. </brief_description> diff --git a/modules/csg/doc_classes/CSGMesh.xml b/modules/csg/doc_classes/CSGMesh3D.xml index f1fe2c286b..1bab8f4ee9 100644 --- a/modules/csg/doc_classes/CSGMesh.xml +++ b/modules/csg/doc_classes/CSGMesh3D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="CSGMesh" inherits="CSGPrimitive" version="4.0"> +<class name="CSGMesh3D" inherits="CSGPrimitive3D" version="4.0"> <brief_description> A CSG Mesh shape that uses a mesh resource. </brief_description> diff --git a/modules/csg/doc_classes/CSGPolygon.xml b/modules/csg/doc_classes/CSGPolygon3D.xml index 02b2e8b03f..c55fa0983e 100644 --- a/modules/csg/doc_classes/CSGPolygon.xml +++ b/modules/csg/doc_classes/CSGPolygon3D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="CSGPolygon" inherits="CSGPrimitive" version="4.0"> +<class name="CSGPolygon3D" inherits="CSGPrimitive3D" version="4.0"> <brief_description> Extrudes a 2D polygon shape to create a 3D mesh. </brief_description> @@ -17,7 +17,7 @@ <member name="material" type="Material" setter="set_material" getter="get_material"> Material to use for the resulting mesh. </member> - <member name="mode" type="int" setter="set_mode" getter="get_mode" enum="CSGPolygon.Mode" default="0"> + <member name="mode" type="int" setter="set_mode" getter="get_mode" enum="CSGPolygon3D.Mode" default="0"> Extrusion mode. </member> <member name="path_continuous_u" type="bool" setter="set_path_continuous_u" getter="is_path_continuous_u"> @@ -30,12 +30,12 @@ If [code]true[/code] the start and end of our path are joined together ensuring there is no seam when [member mode] is [constant MODE_PATH]. </member> <member name="path_local" type="bool" setter="set_path_local" getter="is_path_local"> - If [code]false[/code] we extrude centered on our path, if [code]true[/code] we extrude in relation to the position of our CSGPolygon when [member mode] is [constant MODE_PATH]. + If [code]false[/code] we extrude centered on our path, if [code]true[/code] we extrude in relation to the position of our CSGPolygon3D when [member mode] is [constant MODE_PATH]. </member> <member name="path_node" type="NodePath" setter="set_path_node" getter="get_path_node"> - The [Shape] object containing the path along which we extrude when [member mode] is [constant MODE_PATH]. + The [Shape3D] object containing the path along which we extrude when [member mode] is [constant MODE_PATH]. </member> - <member name="path_rotation" type="int" setter="set_path_rotation" getter="get_path_rotation" enum="CSGPolygon.PathRotation"> + <member name="path_rotation" type="int" setter="set_path_rotation" getter="get_path_rotation" enum="CSGPolygon3D.PathRotation"> The method by which each slice is rotated along the path when [member mode] is [constant MODE_PATH]. </member> <member name="polygon" type="PackedVector2Array" setter="set_polygon" getter="get_polygon" default="PackedVector2Array( 0, 0, 0, 1, 1, 1, 1, 0 )"> @@ -53,13 +53,13 @@ </members> <constants> <constant name="MODE_DEPTH" value="0" enum="Mode"> - Shape is extruded to [member depth]. + Shape3D is extruded to [member depth]. </constant> <constant name="MODE_SPIN" value="1" enum="Mode"> - Shape is extruded by rotating it around an axis. + Shape3D is extruded by rotating it around an axis. </constant> <constant name="MODE_PATH" value="2" enum="Mode"> - Shape is extruded along a path set by a [Shape] set in [member path_node]. + Shape3D is extruded along a path set by a [Shape3D] set in [member path_node]. </constant> <constant name="PATH_ROTATION_POLYGON" value="0" enum="PathRotation"> Slice is not rotated. diff --git a/modules/csg/doc_classes/CSGPrimitive.xml b/modules/csg/doc_classes/CSGPrimitive3D.xml index ba395b7edd..31b7360fac 100644 --- a/modules/csg/doc_classes/CSGPrimitive.xml +++ b/modules/csg/doc_classes/CSGPrimitive3D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="CSGPrimitive" inherits="CSGShape" version="4.0"> +<class name="CSGPrimitive3D" inherits="CSGShape3D" version="4.0"> <brief_description> Base class for CSG primitives. </brief_description> diff --git a/modules/csg/doc_classes/CSGShape.xml b/modules/csg/doc_classes/CSGShape3D.xml index 64a2fb1840..43ce988c30 100644 --- a/modules/csg/doc_classes/CSGShape.xml +++ b/modules/csg/doc_classes/CSGShape3D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="CSGShape" inherits="GeometryInstance" version="4.0"> +<class name="CSGShape3D" inherits="GeometryInstance3D" version="4.0"> <brief_description> The CSG base class. </brief_description> @@ -76,7 +76,7 @@ <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> The physics layers this CSG shape scans for collisions. </member> - <member name="operation" type="int" setter="set_operation" getter="get_operation" enum="CSGShape.Operation" default="0"> + <member name="operation" type="int" setter="set_operation" getter="get_operation" enum="CSGShape3D.Operation" default="0"> The operation that is performed on this shape. This is ignored for the first CSG child node as the operation is between this node and the previous child of this nodes parent. </member> <member name="snap" type="float" setter="set_snap" getter="get_snap" default="0.001"> diff --git a/modules/csg/doc_classes/CSGSphere.xml b/modules/csg/doc_classes/CSGSphere3D.xml index 847cc63586..4d5b3be099 100644 --- a/modules/csg/doc_classes/CSGSphere.xml +++ b/modules/csg/doc_classes/CSGSphere3D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="CSGSphere" inherits="CSGPrimitive" version="4.0"> +<class name="CSGSphere3D" inherits="CSGPrimitive3D" version="4.0"> <brief_description> A CSG Sphere shape. </brief_description> diff --git a/modules/csg/doc_classes/CSGTorus.xml b/modules/csg/doc_classes/CSGTorus3D.xml index 84a08edaf5..abe3eab913 100644 --- a/modules/csg/doc_classes/CSGTorus.xml +++ b/modules/csg/doc_classes/CSGTorus3D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="CSGTorus" inherits="CSGPrimitive" version="4.0"> +<class name="CSGTorus3D" inherits="CSGPrimitive3D" version="4.0"> <brief_description> A CSG Torus shape. </brief_description> diff --git a/modules/csg/register_types.cpp b/modules/csg/register_types.cpp index 1a12a6706d..40eef84b1b 100644 --- a/modules/csg/register_types.cpp +++ b/modules/csg/register_types.cpp @@ -47,15 +47,6 @@ void register_csg_types() { ClassDB::register_class<CSGPolygon3D>(); ClassDB::register_class<CSGCombiner3D>(); - ClassDB::add_compatibility_class("CSGShape", "CSGShape3D"); - ClassDB::add_compatibility_class("CSGMesh", "CSGMesh3D"); - ClassDB::add_compatibility_class("CSGSphere", "CSGSphere3D"); - ClassDB::add_compatibility_class("CSGBox", "CSGBox3D"); - ClassDB::add_compatibility_class("CSGCylinder", "CSGCylinder3D"); - ClassDB::add_compatibility_class("CSGTorus", "CSGTorus3D"); - ClassDB::add_compatibility_class("CSGPolygon", "CSGPolygon3D"); - ClassDB::add_compatibility_class("CSGCombiner", "CSGCombiner3D"); - #ifdef TOOLS_ENABLED EditorPlugins::add_by_type<EditorPluginCSG>(); #endif diff --git a/modules/gdnavigation/nav_map.cpp b/modules/gdnavigation/nav_map.cpp index 338e49eb9f..adb59f5e51 100644 --- a/modules/gdnavigation/nav_map.cpp +++ b/modules/gdnavigation/nav_map.cpp @@ -657,7 +657,7 @@ void NavMap::sync() { connection->get().B->edges[connection->get().B_edge].other_edge = connection->get().A_edge; } else { // The edge is already connected with another edge, skip. - ERR_PRINT("Attempted to merge a navigation mesh triangle edge with another already-merged edge. This happens when the Navigation's `cell_size` is different from the one used to generate the navigation mesh. This will cause navigation problem."); + ERR_PRINT("Attempted to merge a navigation mesh triangle edge with another already-merged edge. This happens when the Navigation3D's `cell_size` is different from the one used to generate the navigation mesh. This will cause navigation problem."); } } } diff --git a/modules/gdscript/doc_classes/@GDScript.xml b/modules/gdscript/doc_classes/@GDScript.xml index 2f6f9f30a4..4718c864a3 100644 --- a/modules/gdscript/doc_classes/@GDScript.xml +++ b/modules/gdscript/doc_classes/@GDScript.xml @@ -1216,7 +1216,7 @@ <description> Returns whether the given class exists in [ClassDB]. [codeblock] - type_exists("Sprite") # Returns true + type_exists("Sprite2D") # Returns true type_exists("Variant") # Returns false [/codeblock] </description> diff --git a/modules/gridmap/doc_classes/GridMap.xml b/modules/gridmap/doc_classes/GridMap.xml index 37ebb3e5d5..a213069e19 100644 --- a/modules/gridmap/doc_classes/GridMap.xml +++ b/modules/gridmap/doc_classes/GridMap.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="GridMap" inherits="Spatial" version="4.0"> +<class name="GridMap" inherits="Node3D" version="4.0"> <brief_description> Node for 3D tile-based maps. </brief_description> diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/DynamicObject.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/DynamicObject.cs index a0f105d55e..c4c911b863 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/DynamicObject.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/DynamicObject.cs @@ -23,7 +23,7 @@ namespace Godot /// <example> /// This sample shows how to use <see cref="Godot.DynamicGodotObject"/> to dynamically access the engine members of a <see cref="Godot.Object"/>. /// <code> - /// dynamic sprite = GetNode("Sprite").DynamicGodotObject; + /// dynamic sprite = GetNode("Sprite2D").DynamicGodotObject; /// sprite.add_child(this); /// /// if ((sprite.hframes * sprite.vframes) > 0) |