Merge pull request #37383 from WARIO-MDMA/godotphysics-rename

Rename "GodotPhysics" to "GodotPhysics{2D,3D}"
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Rémi Verschelde 2020-04-10 12:39:26 +02:00 committed by GitHub
commit 1e5f0d402b
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5 changed files with 30 additions and 30 deletions

View file

@ -19,7 +19,7 @@
</argument>
<description>
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.
</description>
</method>
<method name="collide_shape">

View file

@ -911,7 +911,7 @@
</member>
<member name="physics/2d/physics_engine" type="String" setter="" getter="" default="&quot;DEFAULT&quot;">
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.
</member>
<member name="physics/2d/sleep_threshold_angular" type="float" setter="" getter="" default="0.139626">
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 @@
</member>
<member name="physics/3d/physics_engine" type="String" setter="" getter="" default="&quot;DEFAULT&quot;">
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.
</member>
<member name="physics/common/enable_object_picking" type="bool" setter="" getter="" default="true">
Enables [member Viewport.physics_object_picking] on the root viewport.

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@ -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
}

View file

@ -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: {

View file

@ -178,15 +178,15 @@ 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() {