Rename "GodotPhysics" to "GodotPhysics{2D,3D}"
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@ -19,7 +19,7 @@
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</argument>
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<description>
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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].
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If the shape can not move, the returned array will be [code][0, 0][/code] under Bullet, and empty under GodotPhysics.
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If the shape can not move, the returned array will be [code][0, 0][/code] under Bullet, and empty under GodotPhysics3D.
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</description>
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</method>
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<method name="collide_shape">
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@ -911,7 +911,7 @@
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</member>
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<member name="physics/2d/physics_engine" type="String" setter="" getter="" default=""DEFAULT"">
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Sets which physics engine to use for 2D physics.
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"DEFAULT" and "GodotPhysics" are the same, as there is currently no alternative 2D physics server implemented.
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"DEFAULT" and "GodotPhysics2D" are the same, as there is currently no alternative 2D physics server implemented.
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</member>
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<member name="physics/2d/sleep_threshold_angular" type="float" setter="" getter="" default="0.139626">
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Threshold angular velocity under which a 2D physics body will be considered inactive. See [constant PhysicsServer2D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD].
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@ -953,7 +953,7 @@
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</member>
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<member name="physics/3d/physics_engine" type="String" setter="" getter="" default=""DEFAULT"">
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Sets which physics engine to use for 3D physics.
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"DEFAULT" is currently the [url=https://bulletphysics.org]Bullet[/url] physics engine. The "GodotPhysics" engine is still supported as an alternative.
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"DEFAULT" is currently the [url=https://bulletphysics.org]Bullet[/url] physics engine. The "GodotPhysics3D" engine is still supported as an alternative.
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</member>
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<member name="physics/common/enable_object_picking" type="bool" setter="" getter="" default="true">
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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
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} break;
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case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY: {
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// Not implemented in GodotPhysics backend
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// Not implemented in GodotPhysics3D backend
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} break;
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case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT: {
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// Not implemented in GodotPhysics backend
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// Not implemented in GodotPhysics3D backend
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} break;
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case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS: {
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// Not implemented in GodotPhysics backend
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// Not implemented in GodotPhysics3D backend
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} break;
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case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING: {
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// Not implemented in GodotPhysics backend
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// Not implemented in GodotPhysics3D backend
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} break;
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case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT: {
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// Not implemented in GodotPhysics backend
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// Not implemented in GodotPhysics3D backend
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} break;
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case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS: {
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// Not implemented in GodotPhysics backend
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// Not implemented in GodotPhysics3D backend
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} break;
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case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING: {
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// Not implemented in GodotPhysics backend
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// Not implemented in GodotPhysics3D backend
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} break;
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case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT: {
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// Not implemented in GodotPhysics backend
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// Not implemented in GodotPhysics3D backend
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} break;
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case PhysicsServer3D::G6DOF_JOINT_MAX: break; // Can't happen, but silences warning
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}
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@ -597,28 +597,28 @@ real_t Generic6DOFJoint3DSW::get_param(Vector3::Axis p_axis, PhysicsServer3D::G6
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} break;
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case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY: {
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// Not implemented in GodotPhysics backend
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// Not implemented in GodotPhysics3D backend
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} break;
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case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT: {
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// Not implemented in GodotPhysics backend
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// Not implemented in GodotPhysics3D backend
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} break;
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case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS: {
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// Not implemented in GodotPhysics backend
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// Not implemented in GodotPhysics3D backend
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} break;
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case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING: {
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// Not implemented in GodotPhysics backend
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// Not implemented in GodotPhysics3D backend
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} break;
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case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT: {
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// Not implemented in GodotPhysics backend
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// Not implemented in GodotPhysics3D backend
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} break;
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case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS: {
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// Not implemented in GodotPhysics backend
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// Not implemented in GodotPhysics3D backend
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} break;
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case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING: {
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// Not implemented in GodotPhysics backend
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// Not implemented in GodotPhysics3D backend
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} break;
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case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT: {
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// Not implemented in GodotPhysics backend
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// Not implemented in GodotPhysics3D backend
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} break;
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case PhysicsServer3D::G6DOF_JOINT_MAX: break; // Can't happen, but silences warning
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}
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@ -643,13 +643,13 @@ void Generic6DOFJoint3DSW::set_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOF
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m_angularLimits[p_axis].m_enableMotor = p_value;
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} break;
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case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR: {
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// Not implemented in GodotPhysics backend
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// Not implemented in GodotPhysics3D backend
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} break;
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case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING: {
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// Not implemented in GodotPhysics backend
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// Not implemented in GodotPhysics3D backend
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} break;
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case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING: {
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// Not implemented in GodotPhysics backend
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// Not implemented in GodotPhysics3D backend
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} break;
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case PhysicsServer3D::G6DOF_JOINT_FLAG_MAX: break; // Can't happen, but silences warning
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}
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@ -671,13 +671,13 @@ bool Generic6DOFJoint3DSW::get_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOF
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return m_angularLimits[p_axis].m_enableMotor;
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} break;
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case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR: {
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// Not implemented in GodotPhysics backend
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// Not implemented in GodotPhysics3D backend
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} break;
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case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING: {
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// Not implemented in GodotPhysics backend
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// Not implemented in GodotPhysics3D backend
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} break;
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case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING: {
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// Not implemented in GodotPhysics backend
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// Not implemented in GodotPhysics3D backend
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} break;
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case PhysicsServer3D::G6DOF_JOINT_FLAG_MAX: break; // Can't happen, but silences warning
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}
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@ -70,7 +70,7 @@ RID PhysicsServer3DSW::shape_create(ShapeType p_shape) {
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} break;
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case SHAPE_CYLINDER: {
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ERR_FAIL_V_MSG(RID(), "CylinderShape3D is not supported in GodotPhysics. Please switch to Bullet in the Project Settings.");
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ERR_FAIL_V_MSG(RID(), "CylinderShape3D is not supported in GodotPhysics3D. Please switch to Bullet in the Project Settings.");
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} break;
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case SHAPE_CONVEX_POLYGON: {
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@ -174,15 +174,15 @@ void register_server_types() {
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GLOBAL_DEF(PhysicsServer2DManager::setting_property_name, "DEFAULT");
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ProjectSettings::get_singleton()->set_custom_property_info(PhysicsServer2DManager::setting_property_name, PropertyInfo(Variant::STRING, PhysicsServer2DManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"));
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PhysicsServer2DManager::register_server("GodotPhysics", &_createGodotPhysics2DCallback);
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PhysicsServer2DManager::set_default_server("GodotPhysics");
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PhysicsServer2DManager::register_server("GodotPhysics2D", &_createGodotPhysics2DCallback);
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PhysicsServer2DManager::set_default_server("GodotPhysics2D");
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// Physics 3D
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GLOBAL_DEF(PhysicsServer3DManager::setting_property_name, "DEFAULT");
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ProjectSettings::get_singleton()->set_custom_property_info(PhysicsServer3DManager::setting_property_name, PropertyInfo(Variant::STRING, PhysicsServer3DManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"));
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PhysicsServer3DManager::register_server("GodotPhysics", &_createGodotPhysics3DCallback);
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PhysicsServer3DManager::set_default_server("GodotPhysics");
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PhysicsServer3DManager::register_server("GodotPhysics3D", &_createGodotPhysics3DCallback);
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PhysicsServer3DManager::set_default_server("GodotPhysics3D");
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}
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void unregister_server_types() {
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