From 6d5c6ffbe0231a702cac12a6dbc62e06f975cf33 Mon Sep 17 00:00:00 2001 From: WARIO-MDMA <57775497+WARIO-MDMA@users.noreply.github.com> Date: Sat, 28 Mar 2020 23:33:24 +1100 Subject: Rename "GodotPhysics" to "GodotPhysics{2D,3D}" --- doc/classes/PhysicsDirectSpaceState3D.xml | 2 +- doc/classes/ProjectSettings.xml | 4 +- .../physics_3d/joints/generic_6dof_joint_3d_sw.cpp | 44 +++++++++++----------- servers/physics_3d/physics_server_3d_sw.cpp | 2 +- servers/register_server_types.cpp | 8 ++-- 5 files changed, 30 insertions(+), 30 deletions(-) diff --git a/doc/classes/PhysicsDirectSpaceState3D.xml b/doc/classes/PhysicsDirectSpaceState3D.xml index 09ee93732d..ea094dcd90 100644 --- a/doc/classes/PhysicsDirectSpaceState3D.xml +++ b/doc/classes/PhysicsDirectSpaceState3D.xml @@ -19,7 +19,7 @@ Checks whether the shape can travel to a point. The method will return an array with two floats between 0 and 1, both representing a fraction of [code]motion[/code]. The first is how far the shape can move without triggering a collision, and the second is the point at which a collision will occur. If no collision is detected, the returned array will be [code][1, 1][/code]. - If the shape can not move, the returned array will be [code][0, 0][/code] under Bullet, and empty under GodotPhysics. + If the shape can not move, the returned array will be [code][0, 0][/code] under Bullet, and empty under GodotPhysics3D. diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 3a4e516d86..2b3cb6b56c 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -911,7 +911,7 @@ Sets which physics engine to use for 2D physics. - "DEFAULT" and "GodotPhysics" are the same, as there is currently no alternative 2D physics server implemented. + "DEFAULT" and "GodotPhysics2D" are the same, as there is currently no alternative 2D physics server implemented. Threshold angular velocity under which a 2D physics body will be considered inactive. See [constant PhysicsServer2D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]. @@ -953,7 +953,7 @@ Sets which physics engine to use for 3D physics. - "DEFAULT" is currently the [url=https://bulletphysics.org]Bullet[/url] physics engine. The "GodotPhysics" engine is still supported as an alternative. + "DEFAULT" is currently the [url=https://bulletphysics.org]Bullet[/url] physics engine. The "GodotPhysics3D" engine is still supported as an alternative. Enables [member Viewport.physics_object_picking] on the root viewport. diff --git a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp index 1f433ec6a5..e15aeca842 100644 --- a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp +++ b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp @@ -497,28 +497,28 @@ void Generic6DOFJoint3DSW::set_param(Vector3::Axis p_axis, PhysicsServer3D::G6DO } break; case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY: { - // Not implemented in GodotPhysics backend + // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT: { - // Not implemented in GodotPhysics backend + // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS: { - // Not implemented in GodotPhysics backend + // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING: { - // Not implemented in GodotPhysics backend + // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT: { - // Not implemented in GodotPhysics backend + // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS: { - // Not implemented in GodotPhysics backend + // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING: { - // Not implemented in GodotPhysics backend + // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT: { - // Not implemented in GodotPhysics backend + // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_MAX: break; // Can't happen, but silences warning } @@ -597,28 +597,28 @@ real_t Generic6DOFJoint3DSW::get_param(Vector3::Axis p_axis, PhysicsServer3D::G6 } break; case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY: { - // Not implemented in GodotPhysics backend + // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT: { - // Not implemented in GodotPhysics backend + // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS: { - // Not implemented in GodotPhysics backend + // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING: { - // Not implemented in GodotPhysics backend + // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT: { - // Not implemented in GodotPhysics backend + // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS: { - // Not implemented in GodotPhysics backend + // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING: { - // Not implemented in GodotPhysics backend + // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT: { - // Not implemented in GodotPhysics backend + // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_MAX: break; // Can't happen, but silences warning } @@ -643,13 +643,13 @@ void Generic6DOFJoint3DSW::set_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOF m_angularLimits[p_axis].m_enableMotor = p_value; } break; case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR: { - // Not implemented in GodotPhysics backend + // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING: { - // Not implemented in GodotPhysics backend + // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING: { - // Not implemented in GodotPhysics backend + // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_FLAG_MAX: break; // Can't happen, but silences warning } @@ -671,13 +671,13 @@ bool Generic6DOFJoint3DSW::get_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOF return m_angularLimits[p_axis].m_enableMotor; } break; case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR: { - // Not implemented in GodotPhysics backend + // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING: { - // Not implemented in GodotPhysics backend + // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING: { - // Not implemented in GodotPhysics backend + // Not implemented in GodotPhysics3D backend } break; case PhysicsServer3D::G6DOF_JOINT_FLAG_MAX: break; // Can't happen, but silences warning } diff --git a/servers/physics_3d/physics_server_3d_sw.cpp b/servers/physics_3d/physics_server_3d_sw.cpp index bc42c2fd9e..d8da6e715b 100644 --- a/servers/physics_3d/physics_server_3d_sw.cpp +++ b/servers/physics_3d/physics_server_3d_sw.cpp @@ -70,7 +70,7 @@ RID PhysicsServer3DSW::shape_create(ShapeType p_shape) { } break; case SHAPE_CYLINDER: { - ERR_FAIL_V_MSG(RID(), "CylinderShape3D is not supported in GodotPhysics. Please switch to Bullet in the Project Settings."); + ERR_FAIL_V_MSG(RID(), "CylinderShape3D is not supported in GodotPhysics3D. Please switch to Bullet in the Project Settings."); } break; case SHAPE_CONVEX_POLYGON: { diff --git a/servers/register_server_types.cpp b/servers/register_server_types.cpp index 64b48bea50..1663206158 100644 --- a/servers/register_server_types.cpp +++ b/servers/register_server_types.cpp @@ -174,15 +174,15 @@ void register_server_types() { GLOBAL_DEF(PhysicsServer2DManager::setting_property_name, "DEFAULT"); ProjectSettings::get_singleton()->set_custom_property_info(PhysicsServer2DManager::setting_property_name, PropertyInfo(Variant::STRING, PhysicsServer2DManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT")); - PhysicsServer2DManager::register_server("GodotPhysics", &_createGodotPhysics2DCallback); - PhysicsServer2DManager::set_default_server("GodotPhysics"); + PhysicsServer2DManager::register_server("GodotPhysics2D", &_createGodotPhysics2DCallback); + PhysicsServer2DManager::set_default_server("GodotPhysics2D"); // Physics 3D GLOBAL_DEF(PhysicsServer3DManager::setting_property_name, "DEFAULT"); ProjectSettings::get_singleton()->set_custom_property_info(PhysicsServer3DManager::setting_property_name, PropertyInfo(Variant::STRING, PhysicsServer3DManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT")); - PhysicsServer3DManager::register_server("GodotPhysics", &_createGodotPhysics3DCallback); - PhysicsServer3DManager::set_default_server("GodotPhysics"); + PhysicsServer3DManager::register_server("GodotPhysics3D", &_createGodotPhysics3DCallback); + PhysicsServer3DManager::set_default_server("GodotPhysics3D"); } void unregister_server_types() { -- cgit v1.2.3