From eaaee63b629d6999fcc0c84e38886b964f6d051d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Mon, 30 Mar 2020 18:22:57 +0200 Subject: doc: Update classref with node renames A few extra renames for classes which were missed in last week's PRs. --- modules/bullet/bullet_physics_server.cpp | 8 +- modules/bullet/config.py | 4 +- .../doc_classes/BulletPhysicsDirectBodyState.xml | 13 --- .../doc_classes/BulletPhysicsDirectBodyState3D.xml | 13 +++ modules/bullet/doc_classes/BulletPhysicsServer.xml | 13 --- .../bullet/doc_classes/BulletPhysicsServer3D.xml | 13 +++ modules/bullet/hinge_joint_bullet.cpp | 4 +- modules/bullet/rigid_body_bullet.cpp | 70 +++++++-------- modules/bullet/rigid_body_bullet.h | 16 ++-- modules/bullet/space_bullet.cpp | 8 +- modules/csg/config.py | 18 ++-- modules/csg/doc_classes/CSGBox.xml | 29 ------ modules/csg/doc_classes/CSGBox3D.xml | 29 ++++++ modules/csg/doc_classes/CSGCombiner.xml | 15 ---- modules/csg/doc_classes/CSGCombiner3D.xml | 15 ++++ modules/csg/doc_classes/CSGCylinder.xml | 35 -------- modules/csg/doc_classes/CSGCylinder3D.xml | 35 ++++++++ modules/csg/doc_classes/CSGMesh.xml | 23 ----- modules/csg/doc_classes/CSGMesh3D.xml | 23 +++++ modules/csg/doc_classes/CSGPolygon.xml | 74 --------------- modules/csg/doc_classes/CSGPolygon3D.xml | 74 +++++++++++++++ modules/csg/doc_classes/CSGPrimitive.xml | 20 ----- modules/csg/doc_classes/CSGPrimitive3D.xml | 20 +++++ modules/csg/doc_classes/CSGShape.xml | 100 --------------------- modules/csg/doc_classes/CSGShape3D.xml | 100 +++++++++++++++++++++ modules/csg/doc_classes/CSGSphere.xml | 32 ------- modules/csg/doc_classes/CSGSphere3D.xml | 32 +++++++ modules/csg/doc_classes/CSGTorus.xml | 35 -------- modules/csg/doc_classes/CSGTorus3D.xml | 35 ++++++++ modules/csg/register_types.cpp | 9 -- modules/gdnavigation/nav_map.cpp | 2 +- modules/gdscript/doc_classes/@GDScript.xml | 2 +- modules/gridmap/doc_classes/GridMap.xml | 2 +- .../GodotSharp/GodotSharp/Core/DynamicObject.cs | 2 +- 34 files changed, 457 insertions(+), 466 deletions(-) delete mode 100644 modules/bullet/doc_classes/BulletPhysicsDirectBodyState.xml create mode 100644 modules/bullet/doc_classes/BulletPhysicsDirectBodyState3D.xml delete mode 100644 modules/bullet/doc_classes/BulletPhysicsServer.xml create mode 100644 modules/bullet/doc_classes/BulletPhysicsServer3D.xml delete mode 100644 modules/csg/doc_classes/CSGBox.xml create mode 100644 modules/csg/doc_classes/CSGBox3D.xml delete mode 100644 modules/csg/doc_classes/CSGCombiner.xml create mode 100644 modules/csg/doc_classes/CSGCombiner3D.xml delete mode 100644 modules/csg/doc_classes/CSGCylinder.xml create mode 100644 modules/csg/doc_classes/CSGCylinder3D.xml delete mode 100644 modules/csg/doc_classes/CSGMesh.xml create mode 100644 modules/csg/doc_classes/CSGMesh3D.xml delete mode 100644 modules/csg/doc_classes/CSGPolygon.xml create mode 100644 modules/csg/doc_classes/CSGPolygon3D.xml delete mode 100644 modules/csg/doc_classes/CSGPrimitive.xml create mode 100644 modules/csg/doc_classes/CSGPrimitive3D.xml delete mode 100644 modules/csg/doc_classes/CSGShape.xml create mode 100644 modules/csg/doc_classes/CSGShape3D.xml delete mode 100644 modules/csg/doc_classes/CSGSphere.xml create mode 100644 modules/csg/doc_classes/CSGSphere3D.xml delete mode 100644 modules/csg/doc_classes/CSGTorus.xml create mode 100644 modules/csg/doc_classes/CSGTorus3D.xml (limited to 'modules') 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 92dbcf5cb0..5fb122efd8 100644 --- a/modules/bullet/config.py +++ b/modules/bullet/config.py @@ -6,8 +6,8 @@ def configure(env): def get_doc_classes(): return [ - "BulletPhysicsDirectBodyState", - "BulletPhysicsServer", + "BulletPhysicsDirectBodyState3D", + "BulletPhysicsServer3D", ] def get_doc_path(): diff --git a/modules/bullet/doc_classes/BulletPhysicsDirectBodyState.xml b/modules/bullet/doc_classes/BulletPhysicsDirectBodyState.xml deleted file mode 100644 index 5ea1b810a1..0000000000 --- a/modules/bullet/doc_classes/BulletPhysicsDirectBodyState.xml +++ /dev/null @@ -1,13 +0,0 @@ - - - - - - - - - - - - - diff --git a/modules/bullet/doc_classes/BulletPhysicsDirectBodyState3D.xml b/modules/bullet/doc_classes/BulletPhysicsDirectBodyState3D.xml new file mode 100644 index 0000000000..1c0181bd9c --- /dev/null +++ b/modules/bullet/doc_classes/BulletPhysicsDirectBodyState3D.xml @@ -0,0 +1,13 @@ + + + + + + + + + + + + + diff --git a/modules/bullet/doc_classes/BulletPhysicsServer.xml b/modules/bullet/doc_classes/BulletPhysicsServer.xml deleted file mode 100644 index af8fb3c02c..0000000000 --- a/modules/bullet/doc_classes/BulletPhysicsServer.xml +++ /dev/null @@ -1,13 +0,0 @@ - - - - - - - - - - - - - diff --git a/modules/bullet/doc_classes/BulletPhysicsServer3D.xml b/modules/bullet/doc_classes/BulletPhysicsServer3D.xml new file mode 100644 index 0000000000..b20595b4f6 --- /dev/null +++ b/modules/bullet/doc_classes/BulletPhysicsServer3D.xml @@ -0,0 +1,13 @@ + + + + + + + + + + + + + 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 red_mat; static Ref 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 38ccc66d91..1634cbd7b4 100644 --- a/modules/csg/config.py +++ b/modules/csg/config.py @@ -6,15 +6,15 @@ 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", ] def get_doc_path(): diff --git a/modules/csg/doc_classes/CSGBox.xml b/modules/csg/doc_classes/CSGBox.xml deleted file mode 100644 index e2f0f8488a..0000000000 --- a/modules/csg/doc_classes/CSGBox.xml +++ /dev/null @@ -1,29 +0,0 @@ - - - - A CSG Box shape. - - - This node allows you to create a box for use with the CSG system. - - - - - - - - Depth of the box measured from the center of the box. - - - Height of the box measured from the center of the box. - - - The material used to render the box. - - - Width of the box measured from the center of the box. - - - - - diff --git a/modules/csg/doc_classes/CSGBox3D.xml b/modules/csg/doc_classes/CSGBox3D.xml new file mode 100644 index 0000000000..492bf68c44 --- /dev/null +++ b/modules/csg/doc_classes/CSGBox3D.xml @@ -0,0 +1,29 @@ + + + + A CSG Box shape. + + + This node allows you to create a box for use with the CSG system. + + + + + + + + Depth of the box measured from the center of the box. + + + Height of the box measured from the center of the box. + + + The material used to render the box. + + + Width of the box measured from the center of the box. + + + + + 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 @@ - - - - A CSG node that allows you to combine other CSG modifiers. - - - 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. - - - - - - - - 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 @@ + + + + A CSG node that allows you to combine other CSG modifiers. + + + 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. + + + + + + + + diff --git a/modules/csg/doc_classes/CSGCylinder.xml b/modules/csg/doc_classes/CSGCylinder.xml deleted file mode 100644 index 2dd8c6a8d0..0000000000 --- a/modules/csg/doc_classes/CSGCylinder.xml +++ /dev/null @@ -1,35 +0,0 @@ - - - - A CSG Cylinder shape. - - - This node allows you to create a cylinder (or cone) for use with the CSG system. - - - - - - - - If [code]true[/code] a cone is created, the [member radius] will only apply to one side. - - - The height of the cylinder. - - - The material used to render the cylinder. - - - The radius of the cylinder. - - - The number of sides of the cylinder, the higher this number the more detail there will be in the cylinder. - - - If [code]true[/code] the normals of the cylinder are set to give a smooth effect making the cylinder seem rounded. If [code]false[/code] the cylinder will have a flat shaded look. - - - - - diff --git a/modules/csg/doc_classes/CSGCylinder3D.xml b/modules/csg/doc_classes/CSGCylinder3D.xml new file mode 100644 index 0000000000..bfd2a5d5f2 --- /dev/null +++ b/modules/csg/doc_classes/CSGCylinder3D.xml @@ -0,0 +1,35 @@ + + + + A CSG Cylinder shape. + + + This node allows you to create a cylinder (or cone) for use with the CSG system. + + + + + + + + If [code]true[/code] a cone is created, the [member radius] will only apply to one side. + + + The height of the cylinder. + + + The material used to render the cylinder. + + + The radius of the cylinder. + + + The number of sides of the cylinder, the higher this number the more detail there will be in the cylinder. + + + If [code]true[/code] the normals of the cylinder are set to give a smooth effect making the cylinder seem rounded. If [code]false[/code] the cylinder will have a flat shaded look. + + + + + diff --git a/modules/csg/doc_classes/CSGMesh.xml b/modules/csg/doc_classes/CSGMesh.xml deleted file mode 100644 index f1fe2c286b..0000000000 --- a/modules/csg/doc_classes/CSGMesh.xml +++ /dev/null @@ -1,23 +0,0 @@ - - - - A CSG Mesh shape that uses a mesh resource. - - - This CSG node allows you to use any mesh resource as a CSG shape, provided it is closed, does not self-intersect, does not contain internal faces and has no edges that connect to more then two faces. - - - - - - - - The [Material] used in drawing the CSG shape. - - - The [Mesh] resource to use as a CSG shape. - - - - - diff --git a/modules/csg/doc_classes/CSGMesh3D.xml b/modules/csg/doc_classes/CSGMesh3D.xml new file mode 100644 index 0000000000..1bab8f4ee9 --- /dev/null +++ b/modules/csg/doc_classes/CSGMesh3D.xml @@ -0,0 +1,23 @@ + + + + A CSG Mesh shape that uses a mesh resource. + + + This CSG node allows you to use any mesh resource as a CSG shape, provided it is closed, does not self-intersect, does not contain internal faces and has no edges that connect to more then two faces. + + + + + + + + The [Material] used in drawing the CSG shape. + + + The [Mesh] resource to use as a CSG shape. + + + + + diff --git a/modules/csg/doc_classes/CSGPolygon.xml b/modules/csg/doc_classes/CSGPolygon.xml deleted file mode 100644 index 02b2e8b03f..0000000000 --- a/modules/csg/doc_classes/CSGPolygon.xml +++ /dev/null @@ -1,74 +0,0 @@ - - - - Extrudes a 2D polygon shape to create a 3D mesh. - - - This node takes a 2D polygon shape and extrudes it to create a 3D mesh. - - - - - - - - Extrusion depth when [member mode] is [constant MODE_DEPTH]. - - - Material to use for the resulting mesh. - - - Extrusion mode. - - - If [code]true[/code] the u component of our uv will continuously increase in unison with the distance traveled along our path when [member mode] is [constant MODE_PATH]. - - - Interval at which a new extrusion slice is added along the path when [member mode] is [constant MODE_PATH]. - - - 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]. - - - 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]. - - - The [Shape] object containing the path along which we extrude when [member mode] is [constant MODE_PATH]. - - - The method by which each slice is rotated along the path when [member mode] is [constant MODE_PATH]. - - - Point array that defines the shape that we'll extrude. - - - Generates smooth normals so smooth shading is applied to our mesh. - - - Degrees to rotate our extrusion for each slice when [member mode] is [constant MODE_SPIN]. - - - Number of extrusion when [member mode] is [constant MODE_SPIN]. - - - - - Shape is extruded to [member depth]. - - - Shape is extruded by rotating it around an axis. - - - Shape is extruded along a path set by a [Shape] set in [member path_node]. - - - Slice is not rotated. - - - Slice is rotated around the up vector of the path. - - - Slice is rotate to match the path exactly. - - - diff --git a/modules/csg/doc_classes/CSGPolygon3D.xml b/modules/csg/doc_classes/CSGPolygon3D.xml new file mode 100644 index 0000000000..c55fa0983e --- /dev/null +++ b/modules/csg/doc_classes/CSGPolygon3D.xml @@ -0,0 +1,74 @@ + + + + Extrudes a 2D polygon shape to create a 3D mesh. + + + This node takes a 2D polygon shape and extrudes it to create a 3D mesh. + + + + + + + + Extrusion depth when [member mode] is [constant MODE_DEPTH]. + + + Material to use for the resulting mesh. + + + Extrusion mode. + + + If [code]true[/code] the u component of our uv will continuously increase in unison with the distance traveled along our path when [member mode] is [constant MODE_PATH]. + + + Interval at which a new extrusion slice is added along the path when [member mode] is [constant MODE_PATH]. + + + 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]. + + + 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]. + + + The [Shape3D] object containing the path along which we extrude when [member mode] is [constant MODE_PATH]. + + + The method by which each slice is rotated along the path when [member mode] is [constant MODE_PATH]. + + + Point array that defines the shape that we'll extrude. + + + Generates smooth normals so smooth shading is applied to our mesh. + + + Degrees to rotate our extrusion for each slice when [member mode] is [constant MODE_SPIN]. + + + Number of extrusion when [member mode] is [constant MODE_SPIN]. + + + + + Shape3D is extruded to [member depth]. + + + Shape3D is extruded by rotating it around an axis. + + + Shape3D is extruded along a path set by a [Shape3D] set in [member path_node]. + + + Slice is not rotated. + + + Slice is rotated around the up vector of the path. + + + Slice is rotate to match the path exactly. + + + diff --git a/modules/csg/doc_classes/CSGPrimitive.xml b/modules/csg/doc_classes/CSGPrimitive.xml deleted file mode 100644 index ba395b7edd..0000000000 --- a/modules/csg/doc_classes/CSGPrimitive.xml +++ /dev/null @@ -1,20 +0,0 @@ - - - - Base class for CSG primitives. - - - Parent class for various CSG primitives. It contains code and functionality that is common between them. It cannot be used directly. Instead use one of the various classes that inherit from it. - - - - - - - - Invert the faces of the mesh. - - - - - diff --git a/modules/csg/doc_classes/CSGPrimitive3D.xml b/modules/csg/doc_classes/CSGPrimitive3D.xml new file mode 100644 index 0000000000..31b7360fac --- /dev/null +++ b/modules/csg/doc_classes/CSGPrimitive3D.xml @@ -0,0 +1,20 @@ + + + + Base class for CSG primitives. + + + Parent class for various CSG primitives. It contains code and functionality that is common between them. It cannot be used directly. Instead use one of the various classes that inherit from it. + + + + + + + + Invert the faces of the mesh. + + + + + diff --git a/modules/csg/doc_classes/CSGShape.xml b/modules/csg/doc_classes/CSGShape.xml deleted file mode 100644 index 64a2fb1840..0000000000 --- a/modules/csg/doc_classes/CSGShape.xml +++ /dev/null @@ -1,100 +0,0 @@ - - - - The CSG base class. - - - This is the CSG base class that provides CSG operation support to the various CSG nodes in Godot. - - - - - - - - - - - Returns an individual bit on the collision mask. - - - - - - - - - Returns an individual bit on the collision mask. - - - - - - - Returns an [Array] with two elements, the first is the [Transform] of this node and the second is the root [Mesh] of this node. Only works when this node is the root shape. - - - - - - - Returns [code]true[/code] if this is a root shape and is thus the object that is rendered. - - - - - - - - - - - Sets individual bits on the layer mask. Use this if you only need to change one layer's value. - - - - - - - - - - - Sets individual bits on the collision mask. Use this if you only need to change one layer's value. - - - - - - Calculate tangents for the CSG shape which allows the use of normal maps. This is only applied on the root shape, this setting is ignored on any child. - - - The physics layers this area is in. - Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property. - A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. - - - The physics layers this CSG shape scans for collisions. - - - 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. - - - Snap makes the mesh snap to a given distance so that the faces of two meshes can be perfectly aligned. A lower value results in greater precision but may be harder to adjust. - - - Adds a collision shape to the physics engine for our CSG shape. This will always act like a static body. Note that the collision shape is still active even if the CSG shape itself is hidden. - - - - - Geometry of both primitives is merged, intersecting geometry is removed. - - - Only intersecting geometry remains, the rest is removed. - - - The second shape is subtracted from the first, leaving a dent with its shape. - - - diff --git a/modules/csg/doc_classes/CSGShape3D.xml b/modules/csg/doc_classes/CSGShape3D.xml new file mode 100644 index 0000000000..43ce988c30 --- /dev/null +++ b/modules/csg/doc_classes/CSGShape3D.xml @@ -0,0 +1,100 @@ + + + + The CSG base class. + + + This is the CSG base class that provides CSG operation support to the various CSG nodes in Godot. + + + + + + + + + + + Returns an individual bit on the collision mask. + + + + + + + + + Returns an individual bit on the collision mask. + + + + + + + Returns an [Array] with two elements, the first is the [Transform] of this node and the second is the root [Mesh] of this node. Only works when this node is the root shape. + + + + + + + Returns [code]true[/code] if this is a root shape and is thus the object that is rendered. + + + + + + + + + + + Sets individual bits on the layer mask. Use this if you only need to change one layer's value. + + + + + + + + + + + Sets individual bits on the collision mask. Use this if you only need to change one layer's value. + + + + + + Calculate tangents for the CSG shape which allows the use of normal maps. This is only applied on the root shape, this setting is ignored on any child. + + + The physics layers this area is in. + Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property. + A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. + + + The physics layers this CSG shape scans for collisions. + + + 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. + + + Snap makes the mesh snap to a given distance so that the faces of two meshes can be perfectly aligned. A lower value results in greater precision but may be harder to adjust. + + + Adds a collision shape to the physics engine for our CSG shape. This will always act like a static body. Note that the collision shape is still active even if the CSG shape itself is hidden. + + + + + Geometry of both primitives is merged, intersecting geometry is removed. + + + Only intersecting geometry remains, the rest is removed. + + + The second shape is subtracted from the first, leaving a dent with its shape. + + + diff --git a/modules/csg/doc_classes/CSGSphere.xml b/modules/csg/doc_classes/CSGSphere.xml deleted file mode 100644 index 847cc63586..0000000000 --- a/modules/csg/doc_classes/CSGSphere.xml +++ /dev/null @@ -1,32 +0,0 @@ - - - - A CSG Sphere shape. - - - This node allows you to create a sphere for use with the CSG system. - - - - - - - - The material used to render the sphere. - - - Number of vertical slices for the sphere. - - - Radius of the sphere. - - - Number of horizontal slices for the sphere. - - - If [code]true[/code] the normals of the sphere are set to give a smooth effect making the sphere seem rounded. If [code]false[/code] the sphere will have a flat shaded look. - - - - - diff --git a/modules/csg/doc_classes/CSGSphere3D.xml b/modules/csg/doc_classes/CSGSphere3D.xml new file mode 100644 index 0000000000..4d5b3be099 --- /dev/null +++ b/modules/csg/doc_classes/CSGSphere3D.xml @@ -0,0 +1,32 @@ + + + + A CSG Sphere shape. + + + This node allows you to create a sphere for use with the CSG system. + + + + + + + + The material used to render the sphere. + + + Number of vertical slices for the sphere. + + + Radius of the sphere. + + + Number of horizontal slices for the sphere. + + + If [code]true[/code] the normals of the sphere are set to give a smooth effect making the sphere seem rounded. If [code]false[/code] the sphere will have a flat shaded look. + + + + + diff --git a/modules/csg/doc_classes/CSGTorus.xml b/modules/csg/doc_classes/CSGTorus.xml deleted file mode 100644 index 84a08edaf5..0000000000 --- a/modules/csg/doc_classes/CSGTorus.xml +++ /dev/null @@ -1,35 +0,0 @@ - - - - A CSG Torus shape. - - - This node allows you to create a torus for use with the CSG system. - - - - - - - - The inner radius of the torus. - - - The material used to render the torus. - - - The outer radius of the torus. - - - The number of edges each ring of the torus is constructed of. - - - The number of slices the torus is constructed of. - - - If [code]true[/code] the normals of the torus are set to give a smooth effect making the torus seem rounded. If [code]false[/code] the torus will have a flat shaded look. - - - - - diff --git a/modules/csg/doc_classes/CSGTorus3D.xml b/modules/csg/doc_classes/CSGTorus3D.xml new file mode 100644 index 0000000000..abe3eab913 --- /dev/null +++ b/modules/csg/doc_classes/CSGTorus3D.xml @@ -0,0 +1,35 @@ + + + + A CSG Torus shape. + + + This node allows you to create a torus for use with the CSG system. + + + + + + + + The inner radius of the torus. + + + The material used to render the torus. + + + The outer radius of the torus. + + + The number of edges each ring of the torus is constructed of. + + + The number of slices the torus is constructed of. + + + If [code]true[/code] the normals of the torus are set to give a smooth effect making the torus seem rounded. If [code]false[/code] the torus will have a flat shaded look. + + + + + 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(); ClassDB::register_class(); - 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(); #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 @@ 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] 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 @@ - + Node for 3D tile-based maps. 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 /// /// This sample shows how to use to dynamically access the engine members of a . /// - /// dynamic sprite = GetNode("Sprite").DynamicGodotObject; + /// dynamic sprite = GetNode("Sprite2D").DynamicGodotObject; /// sprite.add_child(this); /// /// if ((sprite.hframes * sprite.vframes) > 0) -- cgit v1.2.3