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: [PATCH] doc: Update classref with node renames A few extra renames for classes which were missed in last week's PRs. --- doc/classes/@GlobalScope.xml | 28 +- doc/classes/ARVRAnchor.xml | 2 +- doc/classes/ARVRCamera.xml | 2 +- doc/classes/ARVRController.xml | 2 +- doc/classes/ARVROrigin.xml | 2 +- doc/classes/ARVRServer.xml | 2 +- ...nimatedSprite.xml => AnimatedSprite2D.xml} | 4 +- doc/classes/AnimatedTexture.xml | 4 +- doc/classes/{Area.xml => Area3D.xml} | 36 +-- doc/classes/ArrayMesh.xml | 4 +- doc/classes/AudioStreamPlayer3D.xml | 2 +- doc/classes/BaseMaterial3D.xml | 4 +- ...oneAttachment.xml => BoneAttachment3D.xml} | 4 +- doc/classes/{BoxShape.xml => BoxShape3D.xml} | 4 +- doc/classes/CPUParticles2D.xml | 4 +- .../{CPUParticles.xml => CPUParticles3D.xml} | 26 +- doc/classes/{Camera.xml => Camera3D.xml} | 14 +- doc/classes/CanvasItem.xml | 2 +- doc/classes/CanvasItemMaterial.xml | 6 +- .../{CapsuleShape.xml => CapsuleShape3D.xml} | 2 +- ...{ClippedCamera.xml => ClippedCamera3D.xml} | 12 +- ...lisionObject.xml => CollisionObject3D.xml} | 20 +- ...sionPolygon.xml => CollisionPolygon3D.xml} | 4 +- ...ollisionShape.xml => CollisionShape3D.xml} | 8 +- ...gonShape.xml => ConcavePolygonShape3D.xml} | 6 +- ...oneTwistJoint.xml => ConeTwistJoint3D.xml} | 16 +- doc/classes/ConfigFile.xml | 2 +- ...ygonShape.xml => ConvexPolygonShape3D.xml} | 4 +- doc/classes/Curve3D.xml | 6 +- ...{CylinderShape.xml => CylinderShape3D.xml} | 2 +- ...tionalLight.xml => DirectionalLight3D.xml} | 8 +- doc/classes/EditorFeatureProfile.xml | 2 +- ...SpatialGizmo.xml => EditorNode3DGizmo.xml} | 20 +- ...Plugin.xml => EditorNode3DGizmoPlugin.xml} | 42 +-- doc/classes/EditorPlugin.xml | 8 +- doc/classes/Environment.xml | 4 +- doc/classes/GIProbe.xml | 4 +- .../{Particles2D.xml => GPUParticles2D.xml} | 6 +- .../{Particles.xml => GPUParticles3D.xml} | 6 +- ...ic6DOFJoint.xml => Generic6DOFJoint3D.xml} | 26 +- ...tryInstance.xml => GeometryInstance3D.xml} | 32 +- ...eightMapShape.xml => HeightMapShape3D.xml} | 4 +- .../{HingeJoint.xml => HingeJoint3D.xml} | 12 +- ...teGeometry.xml => ImmediateGeometry3D.xml} | 2 +- doc/classes/InputDefault.xml | 15 - doc/classes/InputEventFromWindow.xml | 17 ++ doc/classes/InputEventScreenDrag.xml | 2 +- doc/classes/InputEventScreenTouch.xml | 2 +- doc/classes/InputEventWithModifiers.xml | 2 +- doc/classes/{Input.xml => InputFilter.xml} | 16 +- doc/classes/InterpolatedCamera.xml | 36 --- doc/classes/{Joint.xml => Joint3D.xml} | 2 +- ...{KinematicBody.xml => KinematicBody3D.xml} | 20 +- ...Collision.xml => KinematicCollision3D.xml} | 8 +- doc/classes/{Light.xml => Light3D.xml} | 36 +-- doc/classes/{Listener.xml => Listener3D.xml} | 6 +- doc/classes/Material.xml | 2 +- doc/classes/Mesh.xml | 8 +- doc/classes/MeshInstance2D.xml | 2 +- .../{MeshInstance.xml => MeshInstance3D.xml} | 12 +- doc/classes/MeshLibrary.xml | 4 +- doc/classes/MultiMesh.xml | 2 +- doc/classes/MultiMeshInstance2D.xml | 2 +- ...shInstance.xml => MultiMeshInstance3D.xml} | 6 +- .../{Navigation.xml => Navigation3D.xml} | 4 +- ...igationAgent.xml => NavigationAgent3D.xml} | 8 +- doc/classes/NavigationObstacle2D.xml | 2 +- ...nObstacle.xml => NavigationObstacle3D.xml} | 8 +- ...ationRegion.xml => NavigationRegion3D.xml} | 6 +- ...ion2DServer.xml => NavigationServer2D.xml} | 4 +- ...ationServer.xml => NavigationServer3D.xml} | 4 +- doc/classes/{Spatial.xml => Node3D.xml} | 38 +-- .../{SpatialGizmo.xml => Node3DGizmo.xml} | 2 +- doc/classes/NodePath.xml | 34 +-- doc/classes/Object.xml | 2 +- .../{OmniLight.xml => OmniLight3D.xml} | 6 +- doc/classes/ParticlesMaterial.xml | 6 +- doc/classes/{Path.xml => Path3D.xml} | 8 +- .../{PathFollow.xml => PathFollow3D.xml} | 20 +- doc/classes/Performance.xml | 2 +- .../{PhysicalBone.xml => PhysicalBone3D.xml} | 4 +- doc/classes/PhysicalSkyMaterial.xml | 2 +- doc/classes/Physics2DDirectBodyStateSW.xml | 15 - .../{PhysicsBody.xml => PhysicsBody3D.xml} | 4 +- ...State.xml => PhysicsDirectBodyState2D.xml} | 10 +- doc/classes/PhysicsDirectBodyState2DSW.xml | 15 + ...State.xml => PhysicsDirectBodyState3D.xml} | 10 +- ...tate.xml => PhysicsDirectSpaceState2D.xml} | 34 +-- ...tate.xml => PhysicsDirectSpaceState3D.xml} | 24 +- doc/classes/PhysicsMaterial.xml | 2 +- ...hysics2DServer.xml => PhysicsServer2D.xml} | 60 ++-- ...cs2DServerSW.xml => PhysicsServer2DSW.xml} | 6 +- ...{PhysicsServer.xml => PhysicsServer3D.xml} | 132 ++++----- ....xml => PhysicsShapeQueryParameters2D.xml} | 4 +- ....xml => PhysicsShapeQueryParameters3D.xml} | 10 +- ...sult.xml => PhysicsShapeQueryResult2D.xml} | 8 +- ...sult.xml => PhysicsShapeQueryResult3D.xml} | 8 +- ...sult.xml => PhysicsTestMotionResult2D.xml} | 2 +- doc/classes/PinJoint2D.xml | 4 +- doc/classes/{PinJoint.xml => PinJoint3D.xml} | 10 +- doc/classes/Position3D.xml | 4 +- doc/classes/ProceduralSkyMaterial.xml | 4 +- doc/classes/ProjectSettings.xml | 18 +- ...roximityGroup.xml => ProximityGroup3D.xml} | 4 +- doc/classes/RID.xml | 2 +- doc/classes/{RayCast.xml => RayCast3D.xml} | 14 +- doc/classes/{RayShape.xml => RayShape3D.xml} | 4 +- doc/classes/ReflectionProbe.xml | 4 +- ...oteTransform.xml => RemoteTransform3D.xml} | 10 +- .../{VisualServer.xml => RenderingServer.xml} | 276 +++++++++--------- doc/classes/RigidBody2D.xml | 6 +- .../{RigidBody.xml => RigidBody3D.xml} | 30 +- doc/classes/RootMotionView.xml | 2 +- doc/classes/{Shape.xml => Shape3D.xml} | 4 +- doc/classes/{Skeleton.xml => Skeleton3D.xml} | 10 +- .../{SkeletonIK.xml => SkeletonIK3D.xml} | 4 +- .../{SliderJoint.xml => SliderJoint3D.xml} | 6 +- doc/classes/{SoftBody.xml => SoftBody3D.xml} | 12 +- .../{SphereShape.xml => SphereShape3D.xml} | 4 +- .../{SpotLight.xml => SpotLight3D.xml} | 4 +- .../{SpringArm.xml => SpringArm3D.xml} | 30 +- doc/classes/{Sprite.xml => Sprite2D.xml} | 8 +- doc/classes/Sprite3D.xml | 2 +- doc/classes/SpriteBase3D.xml | 4 +- doc/classes/SpriteFrames.xml | 4 +- .../{StaticBody.xml => StaticBody3D.xml} | 4 +- doc/classes/Texture2D.xml | 20 +- .../{VehicleBody.xml => VehicleBody3D.xml} | 12 +- .../{VehicleWheel.xml => VehicleWheel3D.xml} | 14 +- ...ocityTracker.xml => VelocityTracker3D.xml} | 2 +- doc/classes/Viewport.xml | 16 +- doc/classes/VisibilityEnabler2D.xml | 8 +- ...ityEnabler.xml => VisibilityEnabler3D.xml} | 14 +- ...yNotifier.xml => VisibilityNotifier3D.xml} | 18 +- ...isualInstance.xml => VisualInstance3D.xml} | 20 +- doc/classes/World2D.xml | 6 +- doc/classes/{World.xml => World3D.xml} | 16 +- doc/classes/WorldEnvironment.xml | 2 +- ...MarginShape.xml => WorldMarginShape3D.xml} | 6 +- editor/doc_data.cpp | 2 +- ...UParticles.svg => GizmoCPUParticles3D.svg} | 0 ...oParticles.svg => GizmoGPUParticles3D.svg} | 0 editor/import/editor_import_collada.cpp | 2 +- editor/import/resource_importer_scene.cpp | 2 +- editor/node_3d_editor_gizmos.cpp | 54 ++-- editor/node_3d_editor_gizmos.h | 12 +- editor/plugins/camera_3d_editor_plugin.cpp | 2 +- .../plugins/cpu_particles_3d_editor_plugin.h | 2 +- .../plugins/gpu_particles_2d_editor_plugin.h | 2 +- .../plugins/gpu_particles_3d_editor_plugin.h | 2 +- .../mesh_instance_3d_editor_plugin.cpp | 10 +- editor/plugins/multimesh_editor_plugin.cpp | 2 +- editor/plugins/node_3d_editor_plugin.cpp | 4 +- editor/plugins/path_3d_editor_plugin.cpp | 2 +- editor/plugins/path_3d_editor_plugin.h | 4 +- editor/plugins/skeleton_ik_3d_editor_plugin.h | 2 +- editor/plugins/sprite_2d_editor_plugin.h | 2 +- modules/bullet/bullet_physics_server.cpp | 8 +- modules/bullet/config.py | 4 +- ...xml => BulletPhysicsDirectBodyState3D.xml} | 2 +- ...csServer.xml => BulletPhysicsServer3D.xml} | 2 +- 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 +- .../doc_classes/{CSGBox.xml => CSGBox3D.xml} | 2 +- modules/csg/doc_classes/CSGCombiner.xml | 15 - modules/csg/doc_classes/CSGCombiner3D.xml | 15 + .../{CSGCylinder.xml => CSGCylinder3D.xml} | 2 +- .../{CSGMesh.xml => CSGMesh3D.xml} | 2 +- .../{CSGPolygon.xml => CSGPolygon3D.xml} | 16 +- .../{CSGPrimitive.xml => CSGPrimitive3D.xml} | 2 +- .../{CSGShape.xml => CSGShape3D.xml} | 4 +- .../{CSGSphere.xml => CSGSphere3D.xml} | 2 +- .../{CSGTorus.xml => CSGTorus3D.xml} | 2 +- 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/Core/DynamicObject.cs | 2 +- scene/2d/cpu_particles_2d.cpp | 2 +- scene/2d/gpu_particles_2d.cpp | 2 +- scene/2d/physics_body_2d.cpp | 4 +- scene/3d/collision_object_3d.cpp | 2 +- scene/3d/collision_polygon_3d.cpp | 4 +- scene/3d/collision_shape_3d.cpp | 14 +- scene/3d/cpu_particles_3d.cpp | 4 +- scene/3d/gpu_particles_3d.cpp | 2 +- scene/3d/light_3d.cpp | 4 +- scene/3d/navigation_agent_3d.cpp | 2 +- scene/3d/navigation_obstacle_3d.cpp | 2 +- scene/3d/navigation_region_3d.cpp | 3 +- scene/3d/path_3d.cpp | 4 +- scene/3d/physics_body_3d.cpp | 10 +- scene/3d/physics_body_3d.h | 2 +- scene/3d/soft_body_3d.cpp | 7 +- scene/3d/vehicle_body_3d.cpp | 4 +- scene/register_scene_types.cpp | 16 + scene/resources/world_3d.cpp | 2 +- servers/navigation_server_2d.h | 2 +- servers/physics_3d/physics_server_3d_sw.cpp | 2 +- servers/register_server_types.cpp | 4 +- 203 files changed, 1076 insertions(+), 1095 deletions(-) rename doc/classes/{AnimatedSprite.xml => AnimatedSprite2D.xml} (98%) rename doc/classes/{Area.xml => Area3D.xml} (82%) rename doc/classes/{BoneAttachment.xml => BoneAttachment3D.xml} (62%) rename doc/classes/{BoxShape.xml => BoxShape3D.xml} (78%) rename doc/classes/{CPUParticles.xml => CPUParticles3D.xml} (97%) rename doc/classes/{Camera.xml => Camera3D.xml} (92%) rename doc/classes/{CapsuleShape.xml => CapsuleShape3D.xml} (89%) rename doc/classes/{ClippedCamera.xml => ClippedCamera3D.xml} (89%) rename doc/classes/{CollisionObject.xml => CollisionObject3D.xml} (85%) rename doc/classes/{CollisionPolygon.xml => CollisionPolygon3D.xml} (88%) rename doc/classes/{CollisionShape.xml => CollisionShape3D.xml} (72%) rename doc/classes/{ConcavePolygonShape.xml => ConcavePolygonShape3D.xml} (66%) rename doc/classes/{ConeTwistJoint.xml => ConeTwistJoint3D.xml} (89%) rename doc/classes/{ConvexPolygonShape.xml => ConvexPolygonShape3D.xml} (85%) rename doc/classes/{CylinderShape.xml => CylinderShape3D.xml} (89%) rename doc/classes/{DirectionalLight.xml => DirectionalLight3D.xml} (86%) rename doc/classes/{EditorSpatialGizmo.xml => EditorNode3DGizmo.xml} (88%) rename doc/classes/{EditorSpatialGizmoPlugin.xml => EditorNode3DGizmoPlugin.xml} (74%) rename doc/classes/{Particles2D.xml => GPUParticles2D.xml} (95%) rename doc/classes/{Particles.xml => GPUParticles3D.xml} (95%) rename doc/classes/{Generic6DOFJoint.xml => Generic6DOFJoint3D.xml} (98%) rename doc/classes/{GeometryInstance.xml => GeometryInstance3D.xml} (81%) rename doc/classes/{HeightMapShape.xml => HeightMapShape3D.xml} (92%) rename doc/classes/{HingeJoint.xml => HingeJoint3D.xml} (90%) rename doc/classes/{ImmediateGeometry.xml => ImmediateGeometry3D.xml} (97%) delete mode 100644 doc/classes/InputDefault.xml create mode 100644 doc/classes/InputEventFromWindow.xml rename doc/classes/{Input.xml => InputFilter.xml} (97%) delete mode 100644 doc/classes/InterpolatedCamera.xml rename doc/classes/{Joint.xml => Joint3D.xml} (96%) rename doc/classes/{KinematicBody.xml => KinematicBody3D.xml} (87%) rename doc/classes/{KinematicCollision.xml => KinematicCollision3D.xml} (82%) rename doc/classes/{Light.xml => Light3D.xml} (78%) rename doc/classes/{Listener.xml => Listener3D.xml} (85%) rename doc/classes/{MeshInstance.xml => MeshInstance3D.xml} (63%) rename doc/classes/{MultiMeshInstance.xml => MultiMeshInstance3D.xml} (78%) rename doc/classes/{Navigation.xml => Navigation3D.xml} (93%) rename doc/classes/{NavigationAgent.xml => NavigationAgent3D.xml} (94%) rename doc/classes/{NavigationObstacle.xml => NavigationObstacle3D.xml} (62%) rename doc/classes/{NavigationRegion.xml => NavigationRegion3D.xml} (76%) rename doc/classes/{Navigation2DServer.xml => NavigationServer2D.xml} (98%) rename doc/classes/{NavigationServer.xml => NavigationServer3D.xml} (96%) rename doc/classes/{Spatial.xml => Node3D.xml} (87%) rename doc/classes/{SpatialGizmo.xml => Node3DGizmo.xml} (76%) rename doc/classes/{OmniLight.xml => OmniLight3D.xml} (77%) rename doc/classes/{Path.xml => Path3D.xml} (61%) rename doc/classes/{PathFollow.xml => PathFollow3D.xml} (73%) rename doc/classes/{PhysicalBone.xml => PhysicalBone3D.xml} (94%) delete mode 100644 doc/classes/Physics2DDirectBodyStateSW.xml rename doc/classes/{PhysicsBody.xml => PhysicsBody3D.xml} (94%) rename doc/classes/{Physics2DDirectBodyState.xml => PhysicsDirectBodyState2D.xml} (95%) create mode 100644 doc/classes/PhysicsDirectBodyState2DSW.xml rename doc/classes/{PhysicsDirectBodyState.xml => PhysicsDirectBodyState3D.xml} (93%) rename doc/classes/{Physics2DDirectSpaceState.xml => PhysicsDirectSpaceState2D.xml} (87%) rename doc/classes/{PhysicsDirectSpaceState.xml => PhysicsDirectSpaceState3D.xml} (80%) rename doc/classes/{Physics2DServer.xml => PhysicsServer2D.xml} (95%) rename doc/classes/{Physics2DServerSW.xml => PhysicsServer2DSW.xml} (62%) rename doc/classes/{PhysicsServer.xml => PhysicsServer3D.xml} (95%) rename doc/classes/{Physics2DShapeQueryParameters.xml => PhysicsShapeQueryParameters2D.xml} (94%) rename doc/classes/{PhysicsShapeQueryParameters.xml => PhysicsShapeQueryParameters3D.xml} (82%) rename doc/classes/{Physics2DShapeQueryResult.xml => PhysicsShapeQueryResult2D.xml} (82%) rename doc/classes/{PhysicsShapeQueryResult.xml => PhysicsShapeQueryResult3D.xml} (81%) rename doc/classes/{Physics2DTestMotionResult.xml => PhysicsTestMotionResult2D.xml} (95%) rename doc/classes/{PinJoint.xml => PinJoint3D.xml} (88%) rename doc/classes/{ProximityGroup.xml => ProximityGroup3D.xml} (89%) rename doc/classes/{RayCast.xml => RayCast3D.xml} (86%) rename doc/classes/{RayShape.xml => RayShape3D.xml} (73%) rename doc/classes/{RemoteTransform.xml => RemoteTransform3D.xml} (76%) rename doc/classes/{VisualServer.xml => RenderingServer.xml} (91%) rename doc/classes/{RigidBody.xml => RigidBody3D.xml} (88%) rename doc/classes/{Shape.xml => Shape3D.xml} (81%) rename doc/classes/{Skeleton.xml => Skeleton3D.xml} (95%) rename doc/classes/{SkeletonIK.xml => SkeletonIK3D.xml} (95%) rename doc/classes/{SliderJoint.xml => SliderJoint3D.xml} (99%) rename doc/classes/{SoftBody.xml => SoftBody3D.xml} (93%) rename doc/classes/{SphereShape.xml => SphereShape3D.xml} (77%) rename doc/classes/{SpotLight.xml => SpotLight3D.xml} (75%) rename doc/classes/{SpringArm.xml => SpringArm3D.xml} (51%) rename doc/classes/{Sprite.xml => Sprite2D.xml} (93%) rename doc/classes/{StaticBody.xml => StaticBody3D.xml} (88%) rename doc/classes/{VehicleBody.xml => VehicleBody3D.xml} (56%) rename doc/classes/{VehicleWheel.xml => VehicleWheel3D.xml} (85%) rename doc/classes/{SpatialVelocityTracker.xml => VelocityTracker3D.xml} (92%) rename doc/classes/{VisibilityEnabler.xml => VisibilityEnabler3D.xml} (75%) rename doc/classes/{VisibilityNotifier.xml => VisibilityNotifier3D.xml} (64%) rename doc/classes/{VisualInstance.xml => VisualInstance3D.xml} (64%) rename doc/classes/{World.xml => World3D.xml} (65%) rename doc/classes/{WorldMarginShape.xml => WorldMarginShape3D.xml} (64%) rename editor/icons/{GizmoCPUParticles.svg => GizmoCPUParticles3D.svg} (100%) rename editor/icons/{GizmoParticles.svg => GizmoGPUParticles3D.svg} (100%) rename modules/bullet/doc_classes/{BulletPhysicsDirectBodyState.xml => BulletPhysicsDirectBodyState3D.xml} (67%) rename modules/bullet/doc_classes/{BulletPhysicsServer.xml => BulletPhysicsServer3D.xml} (71%) rename modules/csg/doc_classes/{CSGBox.xml => CSGBox3D.xml} (93%) delete mode 100644 modules/csg/doc_classes/CSGCombiner.xml create mode 100644 modules/csg/doc_classes/CSGCombiner3D.xml rename modules/csg/doc_classes/{CSGCylinder.xml => CSGCylinder3D.xml} (95%) rename modules/csg/doc_classes/{CSGMesh.xml => CSGMesh3D.xml} (92%) rename modules/csg/doc_classes/{CSGPolygon.xml => CSGPolygon3D.xml} (86%) rename modules/csg/doc_classes/{CSGPrimitive.xml => CSGPrimitive3D.xml} (90%) rename modules/csg/doc_classes/{CSGShape.xml => CSGShape3D.xml} (97%) rename modules/csg/doc_classes/{CSGSphere.xml => CSGSphere3D.xml} (94%) rename modules/csg/doc_classes/{CSGTorus.xml => CSGTorus3D.xml} (95%) diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index 74c364bad55..8c6821eaace 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -36,8 +36,8 @@ The [IP] singleton. - - The [Input] singleton. + + The [InputFilter] singleton. The [InputMap] singleton. @@ -56,14 +56,14 @@ The [Marshalls] singleton. - - The [Navigation2DServer] singleton. - The [NavigationMeshGenerator] singleton. - - The [NavigationServer] singleton. + + The [NavigationServer2D] singleton. + + + The [NavigationServer2D] singleton. The [OS] singleton. @@ -71,15 +71,18 @@ The [Performance] singleton. - - The [Physics2DServer] singleton. + + The [PhysicsServer2D] singleton. - - The [PhysicsServer] singleton. + + The [PhysicsServer3D] singleton. The [ProjectSettings] singleton. + + The [RenderingServer] singleton. + The [ResourceLoader] singleton. @@ -92,9 +95,6 @@ The [VisualScriptEditor] singleton. - - The [VisualServer] singleton. - diff --git a/doc/classes/ARVRAnchor.xml b/doc/classes/ARVRAnchor.xml index 87181f572dc..82575ce7cbd 100644 --- a/doc/classes/ARVRAnchor.xml +++ b/doc/classes/ARVRAnchor.xml @@ -1,5 +1,5 @@ - + An anchor point in AR space. diff --git a/doc/classes/ARVRCamera.xml b/doc/classes/ARVRCamera.xml index a571d26c83d..c97d5cf1d86 100644 --- a/doc/classes/ARVRCamera.xml +++ b/doc/classes/ARVRCamera.xml @@ -1,5 +1,5 @@ - + A camera node with a few overrules for AR/VR applied, such as location tracking. diff --git a/doc/classes/ARVRController.xml b/doc/classes/ARVRController.xml index ebae25feb74..572b47ce6de 100644 --- a/doc/classes/ARVRController.xml +++ b/doc/classes/ARVRController.xml @@ -1,5 +1,5 @@ - + A spatial node representing a spatially-tracked controller. diff --git a/doc/classes/ARVROrigin.xml b/doc/classes/ARVROrigin.xml index 9a386fd1540..a88a89c9276 100644 --- a/doc/classes/ARVROrigin.xml +++ b/doc/classes/ARVROrigin.xml @@ -1,5 +1,5 @@ - + The origin point in AR/VR. diff --git a/doc/classes/ARVRServer.xml b/doc/classes/ARVRServer.xml index 6db7121858a..d8d069c0481 100644 --- a/doc/classes/ARVRServer.xml +++ b/doc/classes/ARVRServer.xml @@ -69,7 +69,7 @@ - Returns the absolute timestamp (in μs) of the last [ARVRServer] commit of the AR/VR eyes to [VisualServer]. The value comes from an internal call to [method OS.get_ticks_usec]. + Returns the absolute timestamp (in μs) of the last [ARVRServer] commit of the AR/VR eyes to [RenderingServer]. The value comes from an internal call to [method OS.get_ticks_usec]. diff --git a/doc/classes/AnimatedSprite.xml b/doc/classes/AnimatedSprite2D.xml similarity index 98% rename from doc/classes/AnimatedSprite.xml rename to doc/classes/AnimatedSprite2D.xml index b5c1d38ff94..8d0534ccd24 100644 --- a/doc/classes/AnimatedSprite.xml +++ b/doc/classes/AnimatedSprite2D.xml @@ -1,5 +1,5 @@ - + Sprite node that can use multiple textures for animation. @@ -61,7 +61,7 @@ If [code]true[/code], the [member animation] is currently playing. - Strength of the specular light effect of this [AnimatedSprite]. + Strength of the specular light effect of this [AnimatedSprite2D]. The color of the specular light effect. diff --git a/doc/classes/AnimatedTexture.xml b/doc/classes/AnimatedTexture.xml index b851c76e597..80b910aaa72 100644 --- a/doc/classes/AnimatedTexture.xml +++ b/doc/classes/AnimatedTexture.xml @@ -4,7 +4,7 @@ Proxy texture for simple frame-based animations. - [AnimatedTexture] is a resource format for frame-based animations, where multiple textures can be chained automatically with a predefined delay for each frame. Unlike [AnimationPlayer] or [AnimatedSprite], it isn't a [Node], but has the advantage of being usable anywhere a [Texture2D] resource can be used, e.g. in a [TileSet]. + [AnimatedTexture] is a resource format for frame-based animations, where multiple textures can be chained automatically with a predefined delay for each frame. Unlike [AnimationPlayer] or [AnimatedSprite2D], it isn't a [Node], but has the advantage of being usable anywhere a [Texture2D] resource can be used, e.g. in a [TileSet]. The playback of the animation is controlled by the [member fps] property as well as each frame's optional delay (see [method set_frame_delay]). The animation loops, i.e. it will restart at frame 0 automatically after playing the last frame. [AnimatedTexture] currently requires all frame textures to have the same size, otherwise the bigger ones will be cropped to match the smallest one. Also, it doesn't support [AtlasTexture]. Each frame needs to be separate image. @@ -71,7 +71,7 @@ - The maximum number of frames supported by [AnimatedTexture]. If you need more frames in your animation, use [AnimationPlayer] or [AnimatedSprite]. + The maximum number of frames supported by [AnimatedTexture]. If you need more frames in your animation, use [AnimationPlayer] or [AnimatedSprite2D]. diff --git a/doc/classes/Area.xml b/doc/classes/Area3D.xml similarity index 82% rename from doc/classes/Area.xml rename to doc/classes/Area3D.xml index b273a7a9d93..1adfc878e2c 100644 --- a/doc/classes/Area.xml +++ b/doc/classes/Area3D.xml @@ -1,10 +1,10 @@ - + General-purpose area node for detection and 3D physics influence. - 3D area that detects [CollisionObject] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping). + 3D area that detects [CollisionObject3D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping). @@ -31,14 +31,14 @@ - Returns a list of intersecting [Area]s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead. + Returns a list of intersecting [Area3D]s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead. - Returns a list of intersecting [PhysicsBody]s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead. + Returns a list of intersecting [PhysicsBody3D]s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead. @@ -47,7 +47,7 @@ - If [code]true[/code], the given area overlaps the Area. + If [code]true[/code], the given area overlaps the Area3D. [b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead. @@ -57,9 +57,9 @@ - If [code]true[/code], the given physics body overlaps the Area. + If [code]true[/code], the given physics body overlaps the Area3D. [b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead. - The [code]body[/code] argument can either be a [PhysicsBody] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body). + The [code]body[/code] argument can either be a [PhysicsBody3D] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body). @@ -70,7 +70,7 @@ - Set/clear individual bits on the layer mask. This simplifies editing this [Area]'s layers. + Set/clear individual bits on the layer mask. This simplifies editing this [Area3D]'s layers. @@ -81,7 +81,7 @@ - Set/clear individual bits on the collision mask. This simplifies editing which [Area] layers this [Area] scans. + Set/clear individual bits on the collision mask. This simplifies editing which [Area3D] layers this [Area3D] scans. @@ -137,20 +137,20 @@ The degree to which this area's reverb is a uniform effect. Ranges from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision. - + Override mode for gravity and damping calculations within this area. See [enum SpaceOverride] for possible values. - + Emitted when another area enters. - + Emitted when another area exits. @@ -159,7 +159,7 @@ - + @@ -172,7 +172,7 @@ - + @@ -187,7 +187,7 @@ Emitted when a physics body enters. - The [code]body[/code] argument can either be a [PhysicsBody] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body). + The [code]body[/code] argument can either be a [PhysicsBody3D] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body). @@ -195,7 +195,7 @@ Emitted when a physics body exits. - The [code]body[/code] argument can either be a [PhysicsBody] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body). + The [code]body[/code] argument can either be a [PhysicsBody3D] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body). @@ -209,7 +209,7 @@ Emitted when a physics body enters, reporting which shapes overlapped. - The [code]body[/code] argument can either be a [PhysicsBody] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body). + The [code]body[/code] argument can either be a [PhysicsBody3D] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body). @@ -223,7 +223,7 @@ Emitted when a physics body exits, reporting which shapes were overlapping. - The [code]body[/code] argument can either be a [PhysicsBody] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body). + The [code]body[/code] argument can either be a [PhysicsBody3D] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body). diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml index 47abd2e9963..9e742ea581b 100644 --- a/doc/classes/ArrayMesh.xml +++ b/doc/classes/ArrayMesh.xml @@ -18,10 +18,10 @@ arrays[ArrayMesh.ARRAY_VERTEX] = vertices # Create the Mesh. arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays) - var m = MeshInstance.new() + var m = MeshInstance3D.new() m.mesh = arr_mesh [/codeblock] - The [MeshInstance] is ready to be added to the [SceneTree] to be shown. + The [MeshInstance3D] is ready to be added to the [SceneTree] to be shown. https://docs.godotengine.org/en/latest/tutorials/content/procedural_geometry/arraymesh.html diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml index 4ec8dba2c69..3eeb524e9c2 100644 --- a/doc/classes/AudioStreamPlayer3D.xml +++ b/doc/classes/AudioStreamPlayer3D.xml @@ -1,5 +1,5 @@ - + Plays 3D sound in 3D space. diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index 380e739f46a..bffaf91e1da 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -634,8 +634,8 @@ The object's X axis will always face the camera. - Used for particle systems when assigned to [Particles] and [CPUParticles] nodes. Enables [code]particles_anim_*[/code] properties. - The [member ParticlesMaterial.anim_speed] or [member CPUParticles.anim_speed] should also be set to a positive value for the animation to play. + Used for particle systems when assigned to [GPUParticles3D] and [CPUParticles3D] nodes. Enables [code]particles_anim_*[/code] properties. + The [member ParticlesMaterial.anim_speed] or [member CPUParticles3D.anim_speed] should also be set to a positive value for the animation to play. Used to read from the red channel of a texture. diff --git a/doc/classes/BoneAttachment.xml b/doc/classes/BoneAttachment3D.xml similarity index 62% rename from doc/classes/BoneAttachment.xml rename to doc/classes/BoneAttachment3D.xml index d15322254b7..ab1e5b17d9d 100644 --- a/doc/classes/BoneAttachment.xml +++ b/doc/classes/BoneAttachment3D.xml @@ -1,10 +1,10 @@ - + A node that will attach to a bone. - This node must be the child of a [Skeleton] node. You can then select a bone for this node to attach to. The BoneAttachment node will copy the transform of the selected bone. + This node must be the child of a [Skeleton3D] node. You can then select a bone for this node to attach to. The BoneAttachment3D node will copy the transform of the selected bone. diff --git a/doc/classes/BoxShape.xml b/doc/classes/BoxShape3D.xml similarity index 78% rename from doc/classes/BoxShape.xml rename to doc/classes/BoxShape3D.xml index 3a5f05ef791..fd08da148d0 100644 --- a/doc/classes/BoxShape.xml +++ b/doc/classes/BoxShape3D.xml @@ -1,10 +1,10 @@ - + Box shape resource. - 3D box shape that can be a child of a [PhysicsBody] or [Area]. + 3D box shape that can be a child of a [PhysicsBody3D] or [Area3D]. diff --git a/doc/classes/CPUParticles2D.xml b/doc/classes/CPUParticles2D.xml index 799ba32075f..c2b821699da 100644 --- a/doc/classes/CPUParticles2D.xml +++ b/doc/classes/CPUParticles2D.xml @@ -5,7 +5,7 @@ CPU-based 2D particle node used to create a variety of particle systems and effects. - See also [Particles2D], which provides the same functionality with hardware acceleration, but may not run on older devices. + See also [GPUParticles2D], which provides the same functionality with hardware acceleration, but may not run on older devices. https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html @@ -17,7 +17,7 @@ - Sets this node's properties to match a given [Particles2D] node with an assigned [ParticlesMaterial]. + Sets this node's properties to match a given [GPUParticles2D] node with an assigned [ParticlesMaterial]. diff --git a/doc/classes/CPUParticles.xml b/doc/classes/CPUParticles3D.xml similarity index 97% rename from doc/classes/CPUParticles.xml rename to doc/classes/CPUParticles3D.xml index 6a6525e99a6..07da066bd92 100644 --- a/doc/classes/CPUParticles.xml +++ b/doc/classes/CPUParticles3D.xml @@ -1,11 +1,11 @@ - + CPU-based 3D particle emitter. CPU-based 3D particle node used to create a variety of particle systems and effects. - See also [Particles], which provides the same functionality with hardware acceleration, but may not run on older devices. + See also [GPUParticles3D], which provides the same functionality with hardware acceleration, but may not run on older devices. @@ -16,13 +16,13 @@ - Sets this node's properties to match a given [Particles] node with an assigned [ParticlesMaterial]. + Sets this node's properties to match a given [GPUParticles3D] node with an assigned [ParticlesMaterial]. - + Returns the base value of the parameter specified by [enum Parameter]. @@ -31,7 +31,7 @@ - + Returns the [Curve] of the parameter specified by [enum Parameter]. @@ -40,7 +40,7 @@ - + Returns the randomness factor of the parameter specified by [enum Parameter]. @@ -49,7 +49,7 @@ - + Returns the enabled state of the given flag (see [enum Flags] for options). @@ -65,7 +65,7 @@ - + @@ -76,7 +76,7 @@ - + @@ -87,7 +87,7 @@ - + @@ -98,7 +98,7 @@ - + @@ -165,7 +165,7 @@ Unit vector specifying the particles' emission direction. - + Particle draw order. Uses [enum DrawOrder] values. @@ -180,7 +180,7 @@ Sets the initial positions to spawn particles when using [constant EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]. - + Particles will be emitted inside this region. See [enum EmissionShape] for possible values. diff --git a/doc/classes/Camera.xml b/doc/classes/Camera3D.xml similarity index 92% rename from doc/classes/Camera.xml rename to doc/classes/Camera3D.xml index 6097721cbd6..bfba23c7eee 100644 --- a/doc/classes/Camera.xml +++ b/doc/classes/Camera3D.xml @@ -1,10 +1,10 @@ - + Camera node, displays from a point of view. - Camera is a special node that displays what is visible from its current location. Cameras register themselves in the nearest [Viewport] node (when ascending the tree). Only one camera can be active per viewport. If no viewport is available ascending the tree, the camera will register in the global viewport. In other words, a camera just provides 3D display capabilities to a [Viewport], and, without one, a scene registered in that [Viewport] (or higher viewports) can't be displayed. + [Camera3D] is a special node that displays what is visible from its current location. Cameras register themselves in the nearest [Viewport] node (when ascending the tree). Only one camera can be active per viewport. If no viewport is available ascending the tree, the camera will register in the global viewport. In other words, a camera just provides 3D display capabilities to a [Viewport], and, without one, a scene registered in that [Viewport] (or higher viewports) can't be displayed. @@ -22,14 +22,14 @@ - Returns the camera's RID from the [VisualServer]. + Returns the camera's RID from the [RenderingServer]. - Gets the camera transform. Subclassed cameras such as [InterpolatedCamera] may provide different transforms than the [Node] transform. + Gets the camera transform. Subclassed cameras such as [ClippedCamera3D] may provide different transforms than the [Node] transform. @@ -172,7 +172,7 @@ If [code]true[/code], the ancestor [Viewport] is currently using this camera. - + If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate the [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] for objects changed in particular [code]_process[/code] methods. See [enum DopplerTracking] for possible values. @@ -192,13 +192,13 @@ The horizontal (X) offset of the camera viewport. - + The axis to lock during [member fov]/[member size] adjustments. Can be either [constant KEEP_WIDTH] or [constant KEEP_HEIGHT]. The distance to the near culling boundary for this camera relative to its local Z axis. - + The camera's projection mode. In [constant PROJECTION_PERSPECTIVE] mode, objects' Z distance from the camera's local space scales their perceived size. diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml index 73ba8b392f2..f2ce2a6fb95 100644 --- a/doc/classes/CanvasItem.xml +++ b/doc/classes/CanvasItem.xml @@ -426,7 +426,7 @@ - Returns the canvas item RID used by [VisualServer] for this item. + Returns the canvas item RID used by [RenderingServer] for this item. diff --git a/doc/classes/CanvasItemMaterial.xml b/doc/classes/CanvasItemMaterial.xml index ffe2272260c..c2d44c1d17c 100644 --- a/doc/classes/CanvasItemMaterial.xml +++ b/doc/classes/CanvasItemMaterial.xml @@ -18,7 +18,7 @@ The manner in which material reacts to lighting. - The number of columns in the spritesheet assigned as [Texture2D] for a [Particles2D] or [CPUParticles2D]. + The number of columns in the spritesheet assigned as [Texture2D] for a [GPUParticles2D] or [CPUParticles2D]. [b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code]. @@ -26,11 +26,11 @@ [b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code]. - The number of rows in the spritesheet assigned as [Texture2D] for a [Particles2D] or [CPUParticles2D]. + The number of rows in the spritesheet assigned as [Texture2D] for a [GPUParticles2D] or [CPUParticles2D]. [b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code]. - If [code]true[/code], enable spritesheet-based animation features when assigned to [Particles2D] and [CPUParticles2D] nodes. The [member ParticlesMaterial.anim_speed] or [member CPUParticles2D.anim_speed] should also be set to a positive value for the animation to play. + If [code]true[/code], enable spritesheet-based animation features when assigned to [GPUParticles2D] and [CPUParticles2D] nodes. The [member ParticlesMaterial.anim_speed] or [member CPUParticles2D.anim_speed] should also be set to a positive value for the animation to play. This property (and other [code]particles_anim_*[/code] properties that depend on it) has no effect on other types of nodes. diff --git a/doc/classes/CapsuleShape.xml b/doc/classes/CapsuleShape3D.xml similarity index 89% rename from doc/classes/CapsuleShape.xml rename to doc/classes/CapsuleShape3D.xml index c83e832281e..f56d94dc630 100644 --- a/doc/classes/CapsuleShape.xml +++ b/doc/classes/CapsuleShape3D.xml @@ -1,5 +1,5 @@ - + Capsule shape for collisions. diff --git a/doc/classes/ClippedCamera.xml b/doc/classes/ClippedCamera3D.xml similarity index 89% rename from doc/classes/ClippedCamera.xml rename to doc/classes/ClippedCamera3D.xml index 4cdc098c2f7..58ecec828d0 100644 --- a/doc/classes/ClippedCamera.xml +++ b/doc/classes/ClippedCamera3D.xml @@ -1,10 +1,10 @@ - + - A [Camera] that includes collision. + A [Camera3D] that includes collision. - This node extends [Camera] to add collisions with [Area] and/or [PhysicsBody] nodes. The camera cannot move through colliding objects. + This node extends [Camera3D] to add collisions with [Area3D] and/or [PhysicsBody3D] nodes. The camera cannot move through colliding objects. @@ -84,10 +84,10 @@ - If [code]true[/code], the camera stops on contact with [Area]s. + If [code]true[/code], the camera stops on contact with [Area3D]s. - If [code]true[/code], the camera stops on contact with [PhysicsBody]s. + If [code]true[/code], the camera stops on contact with [PhysicsBody3D]s. The camera's collision mask. Only objects in at least one collision layer matching the mask will be detected. @@ -95,7 +95,7 @@ The camera's collision margin. The camera can't get closer than this distance to a colliding object. - + The camera's process callback. See [enum ProcessMode]. diff --git a/doc/classes/CollisionObject.xml b/doc/classes/CollisionObject3D.xml similarity index 85% rename from doc/classes/CollisionObject.xml rename to doc/classes/CollisionObject3D.xml index 34758d71b20..f8e897653df 100644 --- a/doc/classes/CollisionObject.xml +++ b/doc/classes/CollisionObject3D.xml @@ -1,10 +1,10 @@ - + Base node for collision objects. - CollisionObject is the base class for physics objects. It can hold any number of collision [Shape]s. Each shape must be assigned to a [i]shape owner[/i]. The CollisionObject can have any number of shape owners. Shape owners are not nodes and do not appear in the editor, but are accessible through code using the [code]shape_owner_*[/code] methods. + CollisionObject3D is the base class for physics objects. It can hold any number of collision [Shape3D]s. Each shape must be assigned to a [i]shape owner[/i]. The CollisionObject3D can have any number of shape owners. Shape owners are not nodes and do not appear in the editor, but are accessible through code using the [code]shape_owner_*[/code] methods. @@ -23,7 +23,7 @@ - Accepts unhandled [InputEvent]s. [code]click_position[/code] is the clicked location in world space and [code]click_normal[/code] is the normal vector extending from the clicked surface of the [Shape] at [code]shape_idx[/code]. Connect to the [code]input_event[/code] signal to easily pick up these events. + Accepts unhandled [InputEvent]s. [code]click_position[/code] is the clicked location in world space and [code]click_normal[/code] is the normal vector extending from the clicked surface of the [Shape3D] at [code]shape_idx[/code]. Connect to the [code]input_event[/code] signal to easily pick up these events. @@ -81,10 +81,10 @@ - + - Adds a [Shape] to the shape owner. + Adds a [Shape3D] to the shape owner. @@ -106,14 +106,14 @@ - + - Returns the [Shape] with the given id from the given shape owner. + Returns the [Shape3D] with the given id from the given shape owner. @@ -133,7 +133,7 @@ - Returns the child index of the [Shape] with the given id from the given shape owner. + Returns the child index of the [Shape3D] with the given id from the given shape owner. @@ -181,10 +181,10 @@ - If [code]true[/code], the [CollisionObject] will continue to receive input events as the mouse is dragged across its shapes. + If [code]true[/code], the [CollisionObject3D] will continue to receive input events as the mouse is dragged across its shapes. - If [code]true[/code], the [CollisionObject]'s shapes will respond to [RayCast]s. + If [code]true[/code], the [CollisionObject3D]'s shapes will respond to [RayCast3D]s. diff --git a/doc/classes/CollisionPolygon.xml b/doc/classes/CollisionPolygon3D.xml similarity index 88% rename from doc/classes/CollisionPolygon.xml rename to doc/classes/CollisionPolygon3D.xml index 8aceec17a8c..dd3c57d1d08 100644 --- a/doc/classes/CollisionPolygon.xml +++ b/doc/classes/CollisionPolygon3D.xml @@ -1,10 +1,10 @@ - + Editor-only class for defining a collision polygon in 3D space. - Allows editing a collision polygon's vertices on a selected plane. Can also set a depth perpendicular to that plane. This class is only available in the editor. It will not appear in the scene tree at run-time. Creates a [Shape] for gameplay. Properties modified during gameplay will have no effect. + Allows editing a collision polygon's vertices on a selected plane. Can also set a depth perpendicular to that plane. This class is only available in the editor. It will not appear in the scene tree at run-time. Creates a [Shape3D] for gameplay. Properties modified during gameplay will have no effect. diff --git a/doc/classes/CollisionShape.xml b/doc/classes/CollisionShape3D.xml similarity index 72% rename from doc/classes/CollisionShape.xml rename to doc/classes/CollisionShape3D.xml index 7787bf957d5..76515a65a78 100644 --- a/doc/classes/CollisionShape.xml +++ b/doc/classes/CollisionShape3D.xml @@ -1,10 +1,10 @@ - + Node that represents collision shape data in 3D space. - Editor facility for creating and editing collision shapes in 3D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area] to give it a detection shape, or add it to a [PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject.shape_owner_get_shape] to get the actual shape. + Editor facility for creating and editing collision shapes in 3D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area3D] to give it a detection shape, or add it to a [PhysicsBody3D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject3D.shape_owner_get_shape] to get the actual shape. https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html @@ -14,7 +14,7 @@ - Sets the collision shape's shape to the addition of all its convexed [MeshInstance] siblings geometry. + Sets the collision shape's shape to the addition of all its convexed [MeshInstance3D] siblings geometry. @@ -31,7 +31,7 @@ A disabled collision shape has no effect in the world. - + The actual shape owned by this collision shape. diff --git a/doc/classes/ConcavePolygonShape.xml b/doc/classes/ConcavePolygonShape3D.xml similarity index 66% rename from doc/classes/ConcavePolygonShape.xml rename to doc/classes/ConcavePolygonShape3D.xml index 47f2276c632..20402d350aa 100644 --- a/doc/classes/ConcavePolygonShape.xml +++ b/doc/classes/ConcavePolygonShape3D.xml @@ -1,11 +1,11 @@ - + Concave polygon shape. - Concave polygon shape resource, which can be set into a [PhysicsBody] or area. This shape is created by feeding a list of triangles. - Note: when used for collision, [ConcavePolygonShape] is intended to work with static [PhysicsBody] nodes like [StaticBody] and will not work with [KinematicBody] or [RigidBody] with a mode other than Static. + Concave polygon shape resource, which can be set into a [PhysicsBody3D] or area. This shape is created by feeding a list of triangles. + Note: when used for collision, [ConcavePolygonShape3D] is intended to work with static [PhysicsBody3D] nodes like [StaticBody3D] and will not work with [KinematicBody3D] or [RigidBody3D] with a mode other than Static. diff --git a/doc/classes/ConeTwistJoint.xml b/doc/classes/ConeTwistJoint3D.xml similarity index 89% rename from doc/classes/ConeTwistJoint.xml rename to doc/classes/ConeTwistJoint3D.xml index 8682391a73e..e86e95bec3c 100644 --- a/doc/classes/ConeTwistJoint.xml +++ b/doc/classes/ConeTwistJoint3D.xml @@ -1,12 +1,12 @@ - + A twist joint between two 3D bodies. - The joint can rotate the bodies across an axis defined by the local x-axes of the [Joint]. - The twist axis is initiated as the X axis of the [Joint]. - Once the Bodies swing, the twist axis is calculated as the middle of the x-axes of the Joint in the local space of the two Bodies. + The joint can rotate the bodies across an axis defined by the local x-axes of the [Joint3D]. + The twist axis is initiated as the X axis of the [Joint3D]. + Once the Bodies swing, the twist axis is calculated as the middle of the x-axes of the Joint3D in the local space of the two Bodies. @@ -14,7 +14,7 @@ - + @@ -22,7 +22,7 @@ - + @@ -44,7 +44,7 @@ Swing is rotation from side to side, around the axis perpendicular to the twist axis. The swing span defines, how much rotation will not get corrected along the swing axis. - Could be defined as looseness in the [ConeTwistJoint]. + Could be defined as looseness in the [ConeTwistJoint3D]. If below 0.05, this behavior is locked. @@ -56,7 +56,7 @@ Swing is rotation from side to side, around the axis perpendicular to the twist axis. The swing span defines, how much rotation will not get corrected along the swing axis. - Could be defined as looseness in the [ConeTwistJoint]. + Could be defined as looseness in the [ConeTwistJoint3D]. If below 0.05, this behavior is locked. diff --git a/doc/classes/ConfigFile.xml b/doc/classes/ConfigFile.xml index a16326d55af..522d484131e 100644 --- a/doc/classes/ConfigFile.xml +++ b/doc/classes/ConfigFile.xml @@ -8,7 +8,7 @@ [codeblock] [section] some_key=42 - string_example="Hello World!" + string_example="Hello World3D!" a_vector=Vector3( 1, 0, 2 ) [/codeblock] The stored data can be saved to or parsed from a file, though ConfigFile objects can also be used directly without accessing the filesystem. diff --git a/doc/classes/ConvexPolygonShape.xml b/doc/classes/ConvexPolygonShape3D.xml similarity index 85% rename from doc/classes/ConvexPolygonShape.xml rename to doc/classes/ConvexPolygonShape3D.xml index 077bb57a030..c036f80e2d7 100644 --- a/doc/classes/ConvexPolygonShape.xml +++ b/doc/classes/ConvexPolygonShape3D.xml @@ -1,10 +1,10 @@ - + Convex polygon shape for 3D physics. - Convex polygon shape resource, which can be added to a [PhysicsBody] or area. + Convex polygon shape resource, which can be added to a [PhysicsBody3D] or area. diff --git a/doc/classes/Curve3D.xml b/doc/classes/Curve3D.xml index 5024cdefbd6..fe454d90cc3 100644 --- a/doc/classes/Curve3D.xml +++ b/doc/classes/Curve3D.xml @@ -4,7 +4,7 @@ Describes a Bézier curve in 3D space. - This class describes a Bézier curve in 3D space. It is mainly used to give a shape to a [Path], but can be manually sampled for other purposes. + This class describes a Bézier curve in 3D space. It is mainly used to give a shape to a [Path3D], but can be manually sampled for other purposes. It keeps a cache of precalculated points along the curve, to speed up further calculations. @@ -223,7 +223,7 @@ Sets the tilt angle in radians for the point [code]idx[/code]. If the index is out of bounds, the function sends an error to the console. - The tilt controls the rotation along the look-at axis an object traveling the path would have. In the case of a curve controlling a [PathFollow], this tilt is an offset over the natural tilt the [PathFollow] calculates. + The tilt controls the rotation along the look-at axis an object traveling the path would have. In the case of a curve controlling a [PathFollow3D], this tilt is an offset over the natural tilt the [PathFollow3D] calculates. @@ -246,7 +246,7 @@ The distance in meters between two adjacent cached points. Changing it forces the cache to be recomputed the next time the [method get_baked_points] or [method get_baked_length] function is called. The smaller the distance, the more points in the cache and the more memory it will consume, so use with care. - If [code]true[/code], the curve will bake up vectors used for orientation. This is used when [member PathFollow.rotation_mode] is set to [constant PathFollow.ROTATION_ORIENTED]. Changing it forces the cache to be recomputed. + If [code]true[/code], the curve will bake up vectors used for orientation. This is used when [member PathFollow3D.rotation_mode] is set to [constant PathFollow3D.ROTATION_ORIENTED]. Changing it forces the cache to be recomputed. diff --git a/doc/classes/CylinderShape.xml b/doc/classes/CylinderShape3D.xml similarity index 89% rename from doc/classes/CylinderShape.xml rename to doc/classes/CylinderShape3D.xml index 54adbd3b04b..eb12568e711 100644 --- a/doc/classes/CylinderShape.xml +++ b/doc/classes/CylinderShape3D.xml @@ -1,5 +1,5 @@ - + Cylinder shape for collisions. diff --git a/doc/classes/DirectionalLight.xml b/doc/classes/DirectionalLight3D.xml similarity index 86% rename from doc/classes/DirectionalLight.xml rename to doc/classes/DirectionalLight3D.xml index a3ef830d5d7..a5d476f5c83 100644 --- a/doc/classes/DirectionalLight.xml +++ b/doc/classes/DirectionalLight3D.xml @@ -1,10 +1,10 @@ - + Directional light from a distance, as from the Sun. - A directional light is a type of [Light] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight transform (origin) is ignored. Only the basis is used to determine light direction. + A directional light is a type of [Light3D] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight3D transform (origin) is ignored. Only the basis is used to determine light direction. https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html @@ -18,7 +18,7 @@ If [code]true[/code], shadow detail is sacrificed in exchange for smoother transitions between splits. - + Optimizes shadow rendering for detail versus movement. See [enum ShadowDepthRange]. @@ -26,7 +26,7 @@ The maximum distance for shadow splits. - + The light's shadow rendering algorithm. See [enum ShadowMode]. diff --git a/doc/classes/EditorFeatureProfile.xml b/doc/classes/EditorFeatureProfile.xml index 75b906d6d2f..53db8dd293f 100644 --- a/doc/classes/EditorFeatureProfile.xml +++ b/doc/classes/EditorFeatureProfile.xml @@ -5,7 +5,7 @@ An editor feature profile can be used to disable specific features of the Godot editor. When disabled, the features won't appear in the editor, which makes the editor less cluttered. This is useful in education settings to reduce confusion or when working in a team. For example, artists and level designers could use a feature profile that disables the script editor to avoid accidentally making changes to files they aren't supposed to edit. - To manage editor feature profiles visually, use [b]Editor > Manage Feature Profiles...[/b] at the top of the editor window. + To manage editor feature profiles visually, use [b]Editor > Manage Feature Profiles...[/b] at the top of the editor window. diff --git a/doc/classes/EditorSpatialGizmo.xml b/doc/classes/EditorNode3DGizmo.xml similarity index 88% rename from doc/classes/EditorSpatialGizmo.xml rename to doc/classes/EditorNode3DGizmo.xml index b8c4daab070..6d695ddeea0 100644 --- a/doc/classes/EditorSpatialGizmo.xml +++ b/doc/classes/EditorNode3DGizmo.xml @@ -1,10 +1,10 @@ - + - Custom gizmo for editing Spatial objects. + Custom gizmo for editing Node3D objects. - Custom gizmo that is used for providing custom visualization and editing (handles) for 3D Spatial objects. See [EditorSpatialGizmoPlugin] for more information. + Custom gizmo that is used for providing custom visualization and editing (handles) for Node3D objects. See [EditorNode3DGizmoPlugin] for more information. @@ -124,17 +124,17 @@ - + - Returns the [EditorSpatialGizmoPlugin] that owns this gizmo. It's useful to retrieve materials using [method EditorSpatialGizmoPlugin.get_material]. + Returns the [EditorNode3DGizmoPlugin] that owns this gizmo. It's useful to retrieve materials using [method EditorNode3DGizmoPlugin.get_material]. - + - Returns the Spatial node associated with this gizmo. + Returns the Node3D node associated with this gizmo. @@ -150,7 +150,7 @@ - This function is called when the Spatial this gizmo refers to changes (the [method Spatial.update_gizmo] is called). + This function is called when the Node3D this gizmo refers to changes (the [method Node3D.update_gizmo] is called). @@ -158,13 +158,13 @@ - + This function is used when the user drags a gizmo handle (previously added with [method add_handles]) in screen coordinates. - The [Camera] is also provided so screen coordinates can be converted to raycasts. + The [Camera3D] is also provided so screen coordinates can be converted to raycasts. diff --git a/doc/classes/EditorSpatialGizmoPlugin.xml b/doc/classes/EditorNode3DGizmoPlugin.xml similarity index 74% rename from doc/classes/EditorSpatialGizmoPlugin.xml rename to doc/classes/EditorNode3DGizmoPlugin.xml index b1a4a25a5fd..ca75b47fbf0 100644 --- a/doc/classes/EditorSpatialGizmoPlugin.xml +++ b/doc/classes/EditorNode3DGizmoPlugin.xml @@ -1,10 +1,10 @@ - + - Used by the editor to define Spatial gizmo types. + Used by the editor to define Node3D gizmo types. - EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the documentation for more info. + EditorNode3DGizmoPlugin allows you to define a new type of Gizmo. There are two main ways to do so: extending [EditorNode3DGizmoPlugin] for the simpler gizmos, or creating a new [EditorNode3DGizmo] type. See the tutorial in the documentation for more info. https://docs.godotengine.org/en/latest/tutorials/plugins/editor/spatial_gizmos.html @@ -31,7 +31,7 @@ - + @@ -44,12 +44,12 @@ - + - + - Override this method to return a custom [EditorSpatialGizmo] for the spatial nodes of your choice, return [code]null[/code] for the rest of nodes. See also [method has_gizmo]. + Override this method to return a custom [EditorNode3DGizmo] for the spatial nodes of your choice, return [code]null[/code] for the rest of nodes. See also [method has_gizmo]. @@ -60,7 +60,7 @@ - Creates a handle material with its variants (selected and/or editable) and adds them to the internal material list. They can then be accessed with [method get_material] and used in [method EditorSpatialGizmo.add_handles]. Should not be overridden. + Creates a handle material with its variants (selected and/or editable) and adds them to the internal material list. They can then be accessed with [method get_material] and used in [method EditorNode3DGizmo.add_handles]. Should not be overridden. @@ -75,7 +75,7 @@ - Creates an icon material with its variants (selected and/or editable) and adds them to the internal material list. They can then be accessed with [method get_material] and used in [method EditorSpatialGizmo.add_unscaled_billboard]. Should not be overridden. + Creates an icon material with its variants (selected and/or editable) and adds them to the internal material list. They can then be accessed with [method get_material] and used in [method EditorNode3DGizmo.add_unscaled_billboard]. Should not be overridden. @@ -92,13 +92,13 @@ - Creates an unshaded material with its variants (selected and/or editable) and adds them to the internal material list. They can then be accessed with [method get_material] and used in [method EditorSpatialGizmo.add_mesh] and [method EditorSpatialGizmo.add_lines]. Should not be overridden. + Creates an unshaded material with its variants (selected and/or editable) and adds them to the internal material list. They can then be accessed with [method get_material] and used in [method EditorNode3DGizmo.add_mesh] and [method EditorNode3DGizmo.add_lines]. Should not be overridden. - + @@ -109,7 +109,7 @@ - + @@ -122,10 +122,10 @@ - + - Gets material from the internal list of materials. If an [EditorSpatialGizmo] is provided, it will try to get the corresponding variant (selected and/or editable). + Gets material from the internal list of materials. If an [EditorNode3DGizmo] is provided, it will try to get the corresponding variant (selected and/or editable). @@ -144,16 +144,16 @@ - + - Override this method to define which Spatial nodes have a gizmo from this plugin. Whenever a [Spatial] node is added to a scene this method is called, if it returns [code]true[/code] the node gets a generic [EditorSpatialGizmo] assigned and is added to this plugin's list of active gizmos. + Override this method to define which Node3D nodes have a gizmo from this plugin. Whenever a [Node3D] node is added to a scene this method is called, if it returns [code]true[/code] the node gets a generic [EditorNode3DGizmo] assigned and is added to this plugin's list of active gizmos. - + @@ -165,13 +165,13 @@ - Override this method to define whether Spatial with this gizmo should be selecteble even when the gizmo is hidden. + Override this method to define whether Node3D with this gizmo should be selecteble even when the gizmo is hidden. - + Callback to redraw the provided gizmo. Called for this plugin's active gizmos. @@ -180,11 +180,11 @@ - + - + diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index 587fd51f1ea..19583fca282 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -71,7 +71,7 @@ Adds a custom type, which will appear in the list of nodes or resources. An icon can be optionally passed. - When given node or resource is selected, the base type will be instanced (e.g. "Spatial", "Control", "Resource"), then the script will be loaded and set to this object. + When given node or resource is selected, the base type will be instanced (e.g. "Node3D", "Control", "Resource"), then the script will be loaded and set to this object. You can use the virtual method [method handles] to check if your custom object is being edited by checking the script or using the [code]is[/code] keyword. During run-time, this will be a simple object with a script so this function does not need to be called then. @@ -111,7 +111,7 @@ - + @@ -229,7 +229,7 @@ - + @@ -450,7 +450,7 @@ - + diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index f5c04b39478..c2e250d491c 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -108,7 +108,7 @@ If [code]true[/code], the depth fog effect is enabled. When enabled, fog will appear in the distance (relative to the camera). - The fog's depth end distance from the camera. If this value is set to 0, it will be equal to the current camera's [member Camera.far] value. + The fog's depth end distance from the camera. If this value is set to 0, it will be equal to the current camera's [member Camera3D.far] value. If [code]true[/code], fog effects are enabled. [member fog_height_enabled] and/or [member fog_depth_enabled] must be set to [code]true[/code] to actually display fog. @@ -126,7 +126,7 @@ The Y coordinate where the height fog will be the least intense. If this value is greater than [member fog_height_max], fog will be displayed from top to bottom. Otherwise, it will be displayed from bottom to top. - The intensity of the depth fog color transition when looking towards the sun. The sun's direction is determined automatically using the DirectionalLight node in the scene. + The intensity of the depth fog color transition when looking towards the sun. The sun's direction is determined automatically using the DirectionalLight3D node in the scene. The depth fog's [Color] when looking towards the sun. diff --git a/doc/classes/GIProbe.xml b/doc/classes/GIProbe.xml index 322143ea9ef..df50244c775 100644 --- a/doc/classes/GIProbe.xml +++ b/doc/classes/GIProbe.xml @@ -1,5 +1,5 @@ - + Real-time global illumination (GI) probe. @@ -19,7 +19,7 @@ - Bakes the effect from all [GeometryInstance]s marked with [member GeometryInstance.use_in_baked_light] and [Light]s marked with either [constant Light.BAKE_INDIRECT] or [constant Light.BAKE_ALL]. If [code]create_visual_debug[/code] is [code]true[/code], after baking the light, this will generate a [MultiMesh] that has a cube representing each solid cell with each cube colored to the cell's albedo color. This can be used to visualize the [GIProbe]'s data and debug any issues that may be occurring. + Bakes the effect from all [GeometryInstance3D]s marked with [member GeometryInstance3D.use_in_baked_light] and [Light3D]s marked with either [constant Light3D.BAKE_INDIRECT] or [constant Light3D.BAKE_ALL]. If [code]create_visual_debug[/code] is [code]true[/code], after baking the light, this will generate a [MultiMesh] that has a cube representing each solid cell with each cube colored to the cell's albedo color. This can be used to visualize the [GIProbe]'s data and debug any issues that may be occurring. diff --git a/doc/classes/Particles2D.xml b/doc/classes/GPUParticles2D.xml similarity index 95% rename from doc/classes/Particles2D.xml rename to doc/classes/GPUParticles2D.xml index 50fc3680bcc..64a2522f2ff 100644 --- a/doc/classes/Particles2D.xml +++ b/doc/classes/GPUParticles2D.xml @@ -1,10 +1,10 @@ - + 2D particle emitter. - 2D particle node used to create a variety of particle systems and effects. [Particles2D] features an emitter that generates some number of particles at a given rate. + 2D particle node used to create a variety of particle systems and effects. [GPUParticles2D] features an emitter that generates some number of particles at a given rate. Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. @@ -30,7 +30,7 @@ Number of particles emitted in one emission cycle. - + Particle draw order. Uses [enum DrawOrder] values. diff --git a/doc/classes/Particles.xml b/doc/classes/GPUParticles3D.xml similarity index 95% rename from doc/classes/Particles.xml rename to doc/classes/GPUParticles3D.xml index 74651ddd2fd..add8f28bf86 100644 --- a/doc/classes/Particles.xml +++ b/doc/classes/GPUParticles3D.xml @@ -1,10 +1,10 @@ - + 3D particle emitter. - 3D particle node used to create a variety of particle systems and effects. [Particles] features an emitter that generates some number of particles at a given rate. + 3D particle node used to create a variety of particle systems and effects. [GPUParticles3D] features an emitter that generates some number of particles at a given rate. Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. @@ -50,7 +50,7 @@ Number of particles to emit. - + Particle draw order. Uses [enum DrawOrder] values. diff --git a/doc/classes/Generic6DOFJoint.xml b/doc/classes/Generic6DOFJoint3D.xml similarity index 98% rename from doc/classes/Generic6DOFJoint.xml rename to doc/classes/Generic6DOFJoint3D.xml index 29ebf9f5d69..fae567dc587 100644 --- a/doc/classes/Generic6DOFJoint.xml +++ b/doc/classes/Generic6DOFJoint3D.xml @@ -1,5 +1,5 @@ - + The generic 6-degrees-of-freedom joint can implement a variety of joint types by locking certain axes' rotation or translation. @@ -12,7 +12,7 @@ - + @@ -20,7 +20,7 @@ - + @@ -28,7 +28,7 @@ - + @@ -36,7 +36,7 @@ - + @@ -44,7 +44,7 @@ - + @@ -52,7 +52,7 @@ - + @@ -60,7 +60,7 @@ - + @@ -70,7 +70,7 @@ - + @@ -80,7 +80,7 @@ - + @@ -90,7 +90,7 @@ - + @@ -100,7 +100,7 @@ - + @@ -110,7 +110,7 @@ - + diff --git a/doc/classes/GeometryInstance.xml b/doc/classes/GeometryInstance3D.xml similarity index 81% rename from doc/classes/GeometryInstance.xml rename to doc/classes/GeometryInstance3D.xml index 82594625319..7df5f0ea50d 100644 --- a/doc/classes/GeometryInstance.xml +++ b/doc/classes/GeometryInstance3D.xml @@ -1,5 +1,5 @@ - + Base node for geometry-based visual instances. @@ -12,10 +12,10 @@ - + - Returns the [enum GeometryInstance.Flags] that have been set for this object. + Returns the [enum GeometryInstance3D.Flags] that have been set for this object. @@ -30,36 +30,36 @@ - + - Sets the [enum GeometryInstance.Flags] specified. See [enum GeometryInstance.Flags] for options. + Sets the [enum GeometryInstance3D.Flags] specified. See [enum GeometryInstance3D.Flags] for options. - + The selected shadow casting flag. See [enum ShadowCastingSetting] for possible values. - The extra distance added to the GeometryInstance's bounding box ([AABB]) to increase its cull box. + The extra distance added to the GeometryInstance3D's bounding box ([AABB]) to increase its cull box. - The GeometryInstance's max LOD distance. + The GeometryInstance3D's max LOD distance. [b]Note:[/b] This property currently has no effect. - The GeometryInstance's max LOD margin. + The GeometryInstance3D's max LOD margin. [b]Note:[/b] This property currently has no effect. - The GeometryInstance's min LOD distance. + The GeometryInstance3D's min LOD distance. [b]Note:[/b] This property currently has no effect. - The GeometryInstance's min LOD margin. + The GeometryInstance3D's min LOD margin. [b]Note:[/b] This property currently has no effect. @@ -69,7 +69,7 @@ - If [code]true[/code], this GeometryInstance will be used when baking lights using a [GIProbe]. + If [code]true[/code], this GeometryInstance3D will be used when baking lights using a [GIProbe]. @@ -77,11 +77,11 @@ Will not cast any shadows. - Will cast shadows from all visible faces in the GeometryInstance. + Will cast shadows from all visible faces in the GeometryInstance3D. Will take culling into account, so faces not being rendered will not be taken into account when shadow casting. - Will cast shadows from all visible faces in the GeometryInstance. + Will cast shadows from all visible faces in the GeometryInstance3D. Will not take culling into account, so all faces will be taken into account when shadow casting. @@ -89,12 +89,12 @@ In other words, the actual mesh will not be visible, only the shadows casted from the mesh will be. - Will allow the GeometryInstance to be used when baking lights using a [GIProbe]. + Will allow the GeometryInstance3D to be used when baking lights using a [GIProbe]. - Unused in this class, exposed for consistency with [enum VisualServer.InstanceFlags]. + Unused in this class, exposed for consistency with [enum RenderingServer.InstanceFlags]. Represents the size of the [enum Flags] enum. diff --git a/doc/classes/HeightMapShape.xml b/doc/classes/HeightMapShape3D.xml similarity index 92% rename from doc/classes/HeightMapShape.xml rename to doc/classes/HeightMapShape3D.xml index 029f3642d25..6d230bdab81 100644 --- a/doc/classes/HeightMapShape.xml +++ b/doc/classes/HeightMapShape3D.xml @@ -1,10 +1,10 @@ - + Height map shape for 3D physics (Bullet only). - Height map shape resource, which can be added to a [PhysicsBody] or [Area]. + Height map shape resource, which can be added to a [PhysicsBody3D] or [Area3D]. diff --git a/doc/classes/HingeJoint.xml b/doc/classes/HingeJoint3D.xml similarity index 90% rename from doc/classes/HingeJoint.xml rename to doc/classes/HingeJoint3D.xml index 0d1b6ff0e0c..2d4480cb205 100644 --- a/doc/classes/HingeJoint.xml +++ b/doc/classes/HingeJoint3D.xml @@ -1,10 +1,10 @@ - + A hinge between two 3D bodies. - A HingeJoint normally uses the Z axis of body A as the hinge axis, another axis can be specified when adding it manually though. + A HingeJoint3D normally uses the Z axis of body A as the hinge axis, another axis can be specified when adding it manually though. @@ -12,7 +12,7 @@ - + Returns the value of the specified flag. @@ -21,7 +21,7 @@ - + Returns the value of the specified parameter. @@ -30,7 +30,7 @@ - + @@ -41,7 +41,7 @@ - + diff --git a/doc/classes/ImmediateGeometry.xml b/doc/classes/ImmediateGeometry3D.xml similarity index 97% rename from doc/classes/ImmediateGeometry.xml rename to doc/classes/ImmediateGeometry3D.xml index 710e929d1a9..1c0831c9220 100644 --- a/doc/classes/ImmediateGeometry.xml +++ b/doc/classes/ImmediateGeometry3D.xml @@ -1,5 +1,5 @@ - + Draws simple geometry from code. diff --git a/doc/classes/InputDefault.xml b/doc/classes/InputDefault.xml deleted file mode 100644 index ea4d08c6288..00000000000 --- a/doc/classes/InputDefault.xml +++ /dev/null @@ -1,15 +0,0 @@ - - - - Default implementation of the [Input] class. - - - Default implementation of the [Input] class, used internally by the editor and games for default input management. - - - - - - - - diff --git a/doc/classes/InputEventFromWindow.xml b/doc/classes/InputEventFromWindow.xml new file mode 100644 index 00000000000..7cd5b7d1790 --- /dev/null +++ b/doc/classes/InputEventFromWindow.xml @@ -0,0 +1,17 @@ + + + + + + + + + + + + + + + + + diff --git a/doc/classes/InputEventScreenDrag.xml b/doc/classes/InputEventScreenDrag.xml index d7e0c2454c1..a315e4ddfbb 100644 --- a/doc/classes/InputEventScreenDrag.xml +++ b/doc/classes/InputEventScreenDrag.xml @@ -1,5 +1,5 @@ - + Input event type for screen drag events. Only available on mobile devices. diff --git a/doc/classes/InputEventScreenTouch.xml b/doc/classes/InputEventScreenTouch.xml index 4a5cd36423d..16a3cf83535 100644 --- a/doc/classes/InputEventScreenTouch.xml +++ b/doc/classes/InputEventScreenTouch.xml @@ -1,5 +1,5 @@ - + Input event type for screen touch events. (only available on mobile devices) diff --git a/doc/classes/InputEventWithModifiers.xml b/doc/classes/InputEventWithModifiers.xml index 63465ad28c1..34faf18e249 100644 --- a/doc/classes/InputEventWithModifiers.xml +++ b/doc/classes/InputEventWithModifiers.xml @@ -1,5 +1,5 @@ - + Base class for keys events with modifiers. diff --git a/doc/classes/Input.xml b/doc/classes/InputFilter.xml similarity index 97% rename from doc/classes/Input.xml rename to doc/classes/InputFilter.xml index 0f212e7498f..54184ae8a38 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/InputFilter.xml @@ -1,5 +1,5 @@ - + A singleton that deals with inputs. @@ -68,7 +68,7 @@ - + Returns the currently assigned cursor shape (see [enum CursorShape]). @@ -193,7 +193,7 @@ - + Returns the mouse mode. See the constants for more information. @@ -277,7 +277,7 @@ - Notifies the [Input] singleton that a connection has changed, to update the state for the [code]device[/code] index. + Notifies the [InputFilter] singleton that a connection has changed, to update the state for the [code]device[/code] index. This is used internally and should not have to be called from user scripts. See [signal joy_connection_changed] for the signal emitted when this is triggered internally. @@ -293,7 +293,7 @@ var a = InputEventAction.new() a.action = "ui_cancel" a.pressed = true - Input.parse_input_event(a) + InputFilter.parse_input_event(a) [/codeblock] @@ -311,7 +311,7 @@ - + @@ -326,7 +326,7 @@ - + Sets the default cursor shape to be used in the viewport instead of [constant CURSOR_ARROW]. @@ -337,7 +337,7 @@ - + Sets the mouse mode. See the constants for more information. diff --git a/doc/classes/InterpolatedCamera.xml b/doc/classes/InterpolatedCamera.xml deleted file mode 100644 index 66df7e9531f..00000000000 --- a/doc/classes/InterpolatedCamera.xml +++ /dev/null @@ -1,36 +0,0 @@ - - - - Camera which moves toward another node. - - - InterpolatedCamera is a [Camera] which smoothly moves to match a target node's position and rotation. - If it is not [member enabled] or does not have a valid target set, InterpolatedCamera acts like a normal Camera. - - - - - - - - - - - Sets the node to move toward and orient with. - - - - - - If [code]true[/code], and a target is set, the camera will move automatically. - - - How quickly the camera moves toward its target. Higher values will result in tighter camera motion. - - - The target's [NodePath]. - - - - - diff --git a/doc/classes/Joint.xml b/doc/classes/Joint3D.xml similarity index 96% rename from doc/classes/Joint.xml rename to doc/classes/Joint3D.xml index 34da9972929..15bef960f64 100644 --- a/doc/classes/Joint.xml +++ b/doc/classes/Joint3D.xml @@ -1,5 +1,5 @@ - + Base class for all 3D joints. diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody3D.xml similarity index 87% rename from doc/classes/KinematicBody.xml rename to doc/classes/KinematicBody3D.xml index 4ccbc679bf4..5f9b36f97d9 100644 --- a/doc/classes/KinematicBody.xml +++ b/doc/classes/KinematicBody3D.xml @@ -1,12 +1,12 @@ - + Kinematic body 3D node. Kinematic bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all; to other types of bodies, such as a character or a rigid body, these are the same as a static body. However, they have two main uses: [b]Simulated motion:[/b] When these bodies are moved manually, either from code or from an [AnimationPlayer] (with [member AnimationPlayer.playback_process_mode] set to "physics"), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc). - [b]Kinematic characters:[/b] KinematicBody also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but that don't require advanced physics. + [b]Kinematic characters:[/b] KinematicBody3D also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but that don't require advanced physics. https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html @@ -15,7 +15,7 @@ - + Returns [code]true[/code] if the specified [code]axis[/code] is locked. See also [member move_lock_x], [member move_lock_y] and [member move_lock_z]. @@ -36,12 +36,12 @@ - + - Returns a [KinematicCollision], which contains information about a collision that occurred during the last [method move_and_slide] call. Since the body can collide several times in a single call to [method move_and_slide], you must specify the index of the collision in the range 0 to ([method get_slide_count] - 1). + Returns a [KinematicCollision3D], which contains information about a collision that occurred during the last [method move_and_slide] call. Since the body can collide several times in a single call to [method move_and_slide], you must specify the index of the collision in the range 0 to ([method get_slide_count] - 1). @@ -73,7 +73,7 @@ - + @@ -84,7 +84,7 @@ - Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision], which contains information about the collision. + Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision. If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given. @@ -104,14 +104,14 @@ - Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [KinematicBody] or [RigidBody], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes. + Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [KinematicBody3D] or [RigidBody3D], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. [code]linear_velocity[/code] is the velocity vector (typically meters per second). Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity. [code]up_direction[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector3(0, 0, 0)[/code], everything is considered a wall. If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on slopes if you include gravity in [code]linear_velocity[/code]. If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops. [code]floor_max_angle[/code] is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees. - If [code]infinite_inertia[/code] is [code]true[/code], body will be able to push [RigidBody] nodes, but it won't also detect any collisions with them. If [code]false[/code], it will interact with [RigidBody] nodes like with [StaticBody]. + If [code]infinite_inertia[/code] is [code]true[/code], body will be able to push [RigidBody3D] nodes, but it won't also detect any collisions with them. If [code]false[/code], it will interact with [RigidBody3D] nodes like with [StaticBody3D]. Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a slide collision occurred. To get detailed information about collisions that occurred, use [method get_slide_collision]. @@ -140,7 +140,7 @@ - + diff --git a/doc/classes/KinematicCollision.xml b/doc/classes/KinematicCollision3D.xml similarity index 82% rename from doc/classes/KinematicCollision.xml rename to doc/classes/KinematicCollision3D.xml index 858a1e69c07..f3248a9ca1e 100644 --- a/doc/classes/KinematicCollision.xml +++ b/doc/classes/KinematicCollision3D.xml @@ -1,10 +1,10 @@ - + - Collision data for [KinematicBody] collisions. + Collision data for [KinematicBody3D] collisions. - Contains collision data for [KinematicBody] collisions. When a [KinematicBody] is moved using [method KinematicBody.move_and_collide], it stops if it detects a collision with another body. If a collision is detected, a KinematicCollision object is returned. + Contains collision data for [KinematicBody3D] collisions. When a [KinematicBody3D] is moved using [method KinematicBody3D.move_and_collide], it stops if it detects a collision with another body. If a collision is detected, a KinematicCollision3D object is returned. This object contains information about the collision, including the colliding object, the remaining motion, and the collision position. This information can be used to calculate a collision response. @@ -25,7 +25,7 @@ The colliding body's shape. - The colliding shape's index. See [CollisionObject]. + The colliding shape's index. See [CollisionObject3D]. The colliding object's velocity. diff --git a/doc/classes/Light.xml b/doc/classes/Light3D.xml similarity index 78% rename from doc/classes/Light.xml rename to doc/classes/Light3D.xml index a2867a50d28..4e48a249514 100644 --- a/doc/classes/Light.xml +++ b/doc/classes/Light3D.xml @@ -1,10 +1,10 @@ - + Provides a base class for different kinds of light nodes. - Light is the abstract base class for light nodes, so it shouldn't be used directly (it can't be instanced). Other types of light nodes inherit from it. Light contains the common variables and parameters used for lighting. + Light3D is the abstract base class for light nodes, so it shouldn't be used directly (it can't be instanced). Other types of light nodes inherit from it. Light3D contains the common variables and parameters used for lighting. https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html @@ -13,21 +13,21 @@ - + - Returns the value of the specified [enum Light.Param] parameter. + Returns the value of the specified [enum Light3D.Param] parameter. - + - Sets the value of the specified [enum Light.Param] parameter. + Sets the value of the specified [enum Light3D.Param] parameter. @@ -35,7 +35,7 @@ If [code]true[/code], the light only appears in the editor and will not be visible at runtime. - + The light's bake mode. See [enum BakeMode]. @@ -69,7 +69,7 @@ If [code]true[/code], the light will cast shadows. - If [code]true[/code], reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double-sided shadows with [constant GeometryInstance.SHADOW_CASTING_SETTING_DOUBLE_SIDED]. + If [code]true[/code], reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double-sided shadows with [constant GeometryInstance3D.SHADOW_CASTING_SETTING_DOUBLE_SIDED]. @@ -83,42 +83,42 @@ Constant for accessing [member light_specular]. - Constant for accessing [member OmniLight.omni_range] or [member SpotLight.spot_range]. + Constant for accessing [member OmniLight3D.omni_range] or [member SpotLight3D.spot_range]. - Constant for accessing [member OmniLight.omni_attenuation] or [member SpotLight.spot_attenuation]. + Constant for accessing [member OmniLight3D.omni_attenuation] or [member SpotLight3D.spot_attenuation]. - Constant for accessing [member SpotLight.spot_angle]. + Constant for accessing [member SpotLight3D.spot_angle]. - Constant for accessing [member SpotLight.spot_angle_attenuation]. + Constant for accessing [member SpotLight3D.spot_angle_attenuation]. Constant for accessing [member shadow_contact]. - Constant for accessing [member DirectionalLight.directional_shadow_max_distance]. + Constant for accessing [member DirectionalLight3D.directional_shadow_max_distance]. - Constant for accessing [member DirectionalLight.directional_shadow_split_1]. + Constant for accessing [member DirectionalLight3D.directional_shadow_split_1]. - Constant for accessing [member DirectionalLight.directional_shadow_split_2]. + Constant for accessing [member DirectionalLight3D.directional_shadow_split_2]. - Constant for accessing [member DirectionalLight.directional_shadow_split_3]. + Constant for accessing [member DirectionalLight3D.directional_shadow_split_3]. - Constant for accessing [member DirectionalLight.directional_shadow_normal_bias]. + Constant for accessing [member DirectionalLight3D.directional_shadow_normal_bias]. Constant for accessing [member shadow_bias]. - Constant for accessing [member DirectionalLight.directional_shadow_bias_split_scale]. + Constant for accessing [member DirectionalLight3D.directional_shadow_bias_split_scale]. Represents the size of the [enum Param] enum. diff --git a/doc/classes/Listener.xml b/doc/classes/Listener3D.xml similarity index 85% rename from doc/classes/Listener.xml rename to doc/classes/Listener3D.xml index 72bbfa29d44..998ea757ff3 100644 --- a/doc/classes/Listener.xml +++ b/doc/classes/Listener3D.xml @@ -1,10 +1,10 @@ - + Overrides the location sounds are heard from. - Once added to the scene tree and enabled using [method make_current], this node will override the location sounds are heard from. This can be used to listen from a location different from the [Camera]. + Once added to the scene tree and enabled using [method make_current], this node will override the location sounds are heard from. This can be used to listen from a location different from the [Camera3D]. [b]Note:[/b] There is no 2D equivalent for this node yet. @@ -29,7 +29,7 @@ Returns [code]true[/code] if the listener was made current using [method make_current], [code]false[/code] otherwise. - [b]Note:[/b] There may be more than one Listener marked as "current" in the scene tree, but only the one that was made current last will be used. + [b]Note:[/b] There may be more than one Listener3D marked as "current" in the scene tree, but only the one that was made current last will be used. diff --git a/doc/classes/Material.xml b/doc/classes/Material.xml index a0c19796464..a37c8127f0b 100644 --- a/doc/classes/Material.xml +++ b/doc/classes/Material.xml @@ -4,7 +4,7 @@ Abstract base [Resource] for coloring and shading geometry. - Material is a base [Resource] used for coloring and shading geometry. All materials inherit from it and almost all [VisualInstance] derived nodes carry a Material. A few flags and parameters are shared between all material types and are configured here. + Material is a base [Resource] used for coloring and shading geometry. All materials inherit from it and almost all [VisualInstance3D] derived nodes carry a Material. A few flags and parameters are shared between all material types and are configured here. diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml index dc7ffc89342..6958c815a60 100644 --- a/doc/classes/Mesh.xml +++ b/doc/classes/Mesh.xml @@ -10,10 +10,10 @@ - + - Calculate a [ConvexPolygonShape] from the mesh. + Calculate a [ConvexPolygonShape3D] from the mesh. @@ -27,10 +27,10 @@ - + - Calculate a [ConcavePolygonShape] from the mesh. + Calculate a [ConcavePolygonShape3D] from the mesh. diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml index 2781dd46265..0cfc8deb0a2 100644 --- a/doc/classes/MeshInstance2D.xml +++ b/doc/classes/MeshInstance2D.xml @@ -4,7 +4,7 @@ Node used for displaying a [Mesh] in 2D. - Node used for displaying a [Mesh] in 2D. Can be constructed from an existing [Sprite] via a tool in the editor toolbar. Select "Sprite" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D". + Node used for displaying a [Mesh] in 2D. Can be constructed from an existing [Sprite2D] via a tool in the editor toolbar. Select "Sprite2D" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D". https://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html diff --git a/doc/classes/MeshInstance.xml b/doc/classes/MeshInstance3D.xml similarity index 63% rename from doc/classes/MeshInstance.xml rename to doc/classes/MeshInstance3D.xml index 6123dfa37a0..9276c5dc65b 100644 --- a/doc/classes/MeshInstance.xml +++ b/doc/classes/MeshInstance3D.xml @@ -1,10 +1,10 @@ - + Node that instances meshes into a scenario. - MeshInstance is a node that takes a [Mesh] resource and adds it to the current scenario by creating an instance of it. This is the class most often used to get 3D geometry rendered and can be used to instance a single [Mesh] in many places. This allows to reuse geometry and save on resources. When a [Mesh] has to be instanced more than thousands of times at close proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead. + MeshInstance3D is a node that takes a [Mesh] resource and adds it to the current scenario by creating an instance of it. This is the class most often used to get 3D geometry rendered and can be used to instance a single [Mesh] in many places. This allows to reuse geometry and save on resources. When a [Mesh] has to be instanced more than thousands of times at close proximity, consider using a [MultiMesh] in a [MultiMeshInstance3D] instead. @@ -13,21 +13,21 @@ - This helper creates a [StaticBody] child node with a [ConvexPolygonShape] collision shape calculated from the mesh geometry. It's mainly used for testing. + This helper creates a [StaticBody3D] child node with a [ConvexPolygonShape3D] collision shape calculated from the mesh geometry. It's mainly used for testing. - This helper creates a [MeshInstance] child node with gizmos at every vertex calculated from the mesh geometry. It's mainly used for testing. + This helper creates a [MeshInstance3D] child node with gizmos at every vertex calculated from the mesh geometry. It's mainly used for testing. - This helper creates a [StaticBody] child node with a [ConcavePolygonShape] collision shape calculated from the mesh geometry. It's mainly used for testing. + This helper creates a [StaticBody3D] child node with a [ConcavePolygonShape3D] collision shape calculated from the mesh geometry. It's mainly used for testing. @@ -63,7 +63,7 @@ The [Mesh] resource for the instance. - [NodePath] to the [Skeleton] associated with the instance. + [NodePath] to the [Skeleton3D] associated with the instance. Sets the skin to be used by this instance. diff --git a/doc/classes/MeshLibrary.xml b/doc/classes/MeshLibrary.xml index a96f6d7231f..ccf61720176 100644 --- a/doc/classes/MeshLibrary.xml +++ b/doc/classes/MeshLibrary.xml @@ -94,7 +94,7 @@ Returns an item's collision shapes. - The array consists of each [Shape] followed by its [Transform]. + The array consists of each [Shape3D] followed by its [Transform]. @@ -178,7 +178,7 @@ Sets an item's collision shapes. - The array should consist of [Shape] objects, each followed by a [Transform] that will be applied to it. For shapes that should not have a transform, use [constant Transform.IDENTITY]. + The array should consist of [Shape3D] objects, each followed by a [Transform] that will be applied to it. For shapes that should not have a transform, use [constant Transform.IDENTITY]. diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml index 2a1d2709909..0f56ab4b954 100644 --- a/doc/classes/MultiMesh.xml +++ b/doc/classes/MultiMesh.xml @@ -4,7 +4,7 @@ Provides high-performance mesh instancing. - MultiMesh provides low-level mesh instancing. Drawing thousands of [MeshInstance] nodes can be slow, since each object is submitted to the GPU then drawn individually. + MultiMesh provides low-level mesh instancing. Drawing thousands of [MeshInstance3D] nodes can be slow, since each object is submitted to the GPU then drawn individually. MultiMesh is much faster as it can draw thousands of instances with a single draw call, resulting in less API overhead. As a drawback, if the instances are too far away of each other, performance may be reduced as every single instance will always rendered (they are spatially indexed as one, for the whole object). Since instances may have any behavior, the AABB used for visibility must be provided by the user. diff --git a/doc/classes/MultiMeshInstance2D.xml b/doc/classes/MultiMeshInstance2D.xml index 2fe5447a275..07f21514ef7 100644 --- a/doc/classes/MultiMeshInstance2D.xml +++ b/doc/classes/MultiMeshInstance2D.xml @@ -5,7 +5,7 @@ [MultiMeshInstance2D] is a specialized node to instance a [MultiMesh] resource in 2D. - Usage is the same as [MultiMeshInstance]. + Usage is the same as [MultiMeshInstance3D]. diff --git a/doc/classes/MultiMeshInstance.xml b/doc/classes/MultiMeshInstance3D.xml similarity index 78% rename from doc/classes/MultiMeshInstance.xml rename to doc/classes/MultiMeshInstance3D.xml index 6cbc0a8e040..cab17c952e1 100644 --- a/doc/classes/MultiMeshInstance.xml +++ b/doc/classes/MultiMeshInstance3D.xml @@ -1,10 +1,10 @@ - + Node that instances a [MultiMesh]. - [MultiMeshInstance] is a specialized node to instance [GeometryInstance]s based on a [MultiMesh] resource. + [MultiMeshInstance3D] is a specialized node to instance [GeometryInstance3D]s based on a [MultiMesh] resource. This is useful to optimize the rendering of a high amount of instances of a given mesh (for example trees in a forest or grass strands). @@ -16,7 +16,7 @@ - The [MultiMesh] resource that will be used and shared among all instances of the [MultiMeshInstance]. + The [MultiMesh] resource that will be used and shared among all instances of the [MultiMeshInstance3D]. diff --git a/doc/classes/Navigation.xml b/doc/classes/Navigation3D.xml similarity index 93% rename from doc/classes/Navigation.xml rename to doc/classes/Navigation3D.xml index 93170bca4a8..807f0ad309b 100644 --- a/doc/classes/Navigation.xml +++ b/doc/classes/Navigation3D.xml @@ -1,10 +1,10 @@ - + Mesh-based navigation and pathfinding node. - Provides navigation and pathfinding within a collection of [NavigationMesh]es. These will be automatically collected from child [NavigationRegion] nodes. In addition to basic pathfinding, this class also assists with aligning navigation agents with the meshes they are navigating on. + Provides navigation and pathfinding within a collection of [NavigationMesh]es. These will be automatically collected from child [NavigationRegion3D] nodes. In addition to basic pathfinding, this class also assists with aligning navigation agents with the meshes they are navigating on. diff --git a/doc/classes/NavigationAgent.xml b/doc/classes/NavigationAgent3D.xml similarity index 94% rename from doc/classes/NavigationAgent.xml rename to doc/classes/NavigationAgent3D.xml index c6c9abec132..f9df1d390b6 100644 --- a/doc/classes/NavigationAgent.xml +++ b/doc/classes/NavigationAgent3D.xml @@ -1,10 +1,10 @@ - + 3D Agent used in navigation for collision avoidance. - 3D Agent that is used in navigation to reach a location while avoiding static and dynamic obstacles. The dynamic obstacles are avoided using RVO collision avoidance. The agent needs navigation data to work correctly. This can be done by having the agent as a child of a [Navigation] node, or using [method set_navigation]. [NavigationAgent] is physics safe. + 3D Agent that is used in navigation to reach a location while avoiding static and dynamic obstacles. The dynamic obstacles are avoided using RVO collision avoidance. The agent needs navigation data to work correctly. This can be done by having the agent as a child of a [Navigation3D] node, or using [method set_navigation]. [NavigationAgent3D] is physics safe. @@ -41,7 +41,7 @@ - Returns the [Navigation] node that the agent is using for its navigation system. + Returns the [Navigation3D] node that the agent is using for its navigation system. @@ -85,7 +85,7 @@ - Sets the [Navigation] node used by the agent. Useful when you don't want to make the agent a child of a [Navigation] node. + Sets the [Navigation3D] node used by the agent. Useful when you don't want to make the agent a child of a [Navigation3D] node. diff --git a/doc/classes/NavigationObstacle2D.xml b/doc/classes/NavigationObstacle2D.xml index 4d12b985e07..ddd96975f16 100644 --- a/doc/classes/NavigationObstacle2D.xml +++ b/doc/classes/NavigationObstacle2D.xml @@ -4,7 +4,7 @@ 2D Obstacle used in navigation for collision avoidance. - 2D Obstacle used in navigation for collision avoidance. The obstacle needs navigation data to work correctly. This can be done by having the obstacle as a child of a [Navigation2D] node, or using [method set_navigation]. [NavigationObstacle] is physics safe. + 2D Obstacle used in navigation for collision avoidance. The obstacle needs navigation data to work correctly. This can be done by having the obstacle as a child of a [Navigation2D] node, or using [method set_navigation]. [NavigationObstacle2D] is physics safe. diff --git a/doc/classes/NavigationObstacle.xml b/doc/classes/NavigationObstacle3D.xml similarity index 62% rename from doc/classes/NavigationObstacle.xml rename to doc/classes/NavigationObstacle3D.xml index 31cf01793ad..e01a40ed73a 100644 --- a/doc/classes/NavigationObstacle.xml +++ b/doc/classes/NavigationObstacle3D.xml @@ -1,10 +1,10 @@ - + 3D Obstacle used in navigation for collision avoidance. - 3D Obstacle used in navigation for collision avoidance. The obstacle needs navigation data to work correctly. This can be done by having the obstacle as a child of a [Navigation] node, or using [method set_navigation]. [NavigationObstacle] is physics safe. + 3D Obstacle used in navigation for collision avoidance. The obstacle needs navigation data to work correctly. This can be done by having the obstacle as a child of a [Navigation3D] node, or using [method set_navigation]. [NavigationObstacle3D] is physics safe. @@ -13,7 +13,7 @@ - Returns the [Navigation] node that the obstacle is using for its navigation system. + Returns the [Navigation3D] node that the obstacle is using for its navigation system. @@ -22,7 +22,7 @@ - Sets the [Navigation] node used by the obstacle. Useful when you don't want to make the obstacle a child of a [Navigation] node. + Sets the [Navigation3D] node used by the obstacle. Useful when you don't want to make the obstacle a child of a [Navigation3D] node. diff --git a/doc/classes/NavigationRegion.xml b/doc/classes/NavigationRegion3D.xml similarity index 76% rename from doc/classes/NavigationRegion.xml rename to doc/classes/NavigationRegion3D.xml index a32ded28782..b70bfb6596c 100644 --- a/doc/classes/NavigationRegion.xml +++ b/doc/classes/NavigationRegion3D.xml @@ -1,10 +1,10 @@ - + A region of the navigation map. - A region of the navigation map. It tells the [Navigation] node what can be navigated and what cannot, based on the [NavigationMesh] resource. This should be a child of a [Navigation] node (even not a direct child). + A region of the navigation map. It tells the [Navigation3D] node what can be navigated and what cannot, based on the [NavigationMesh] resource. This should be a child of a [Navigation3D] node (even not a direct child). @@ -19,7 +19,7 @@ - Determines if the [NavigationRegion] is enabled or disabled. + Determines if the [NavigationRegion3D] is enabled or disabled. The [NavigationMesh] resource to use. diff --git a/doc/classes/Navigation2DServer.xml b/doc/classes/NavigationServer2D.xml similarity index 98% rename from doc/classes/Navigation2DServer.xml rename to doc/classes/NavigationServer2D.xml index 110844c492f..1b9099336ca 100644 --- a/doc/classes/Navigation2DServer.xml +++ b/doc/classes/NavigationServer2D.xml @@ -1,10 +1,10 @@ - + Server interface for low-level 2D navigation access - Navigation2DServer is the server responsible for all 2D navigation. It creates the agents, maps, and regions for navigation to work as expected. This keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying. + NavigationServer2D is the server responsible for all 2D navigation. It creates the agents, maps, and regions for navigation to work as expected. This keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying. diff --git a/doc/classes/NavigationServer.xml b/doc/classes/NavigationServer3D.xml similarity index 96% rename from doc/classes/NavigationServer.xml rename to doc/classes/NavigationServer3D.xml index 1b534b8458f..1f621c3c816 100644 --- a/doc/classes/NavigationServer.xml +++ b/doc/classes/NavigationServer3D.xml @@ -1,10 +1,10 @@ - + Server interface for low-level 3D navigation access - NavigationServer is the server responsible for all 3D navigation. It creates the agents, maps, and regions for navigation to work as expected. This keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying. + NavigationServer3D is the server responsible for all 3D navigation. It creates the agents, maps, and regions for navigation to work as expected. This keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying. diff --git a/doc/classes/Spatial.xml b/doc/classes/Node3D.xml similarity index 87% rename from doc/classes/Spatial.xml rename to doc/classes/Node3D.xml index d057db8519e..ef24f638fb3 100644 --- a/doc/classes/Spatial.xml +++ b/doc/classes/Node3D.xml @@ -1,11 +1,11 @@ - + Most basic 3D game object, parent of all 3D-related nodes. - Most basic 3D game object, with a 3D [Transform] and visibility settings. All other 3D game objects inherit from Spatial. Use [Spatial] as a parent node to move, scale, rotate and show/hide children in a 3D project. - Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the [Spatial] object is set as top-level. Affine operations in this coordinate system correspond to direct affine operations on the [Spatial]'s transform. The word local below refers to this coordinate system. The coordinate system that is attached to the [Spatial] object itself is referred to as object-local coordinate system. + Most basic 3D game object, with a 3D [Transform] and visibility settings. All other 3D game objects inherit from Node3D. Use [Node3D] as a parent node to move, scale, rotate and show/hide children in a 3D project. + Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the [Node3D] object is set as top-level. Affine operations in this coordinate system correspond to direct affine operations on the [Node3D]'s transform. The word local below refers to this coordinate system. The coordinate system that is attached to the [Node3D] object itself is referred to as object-local coordinate system. https://docs.godotengine.org/en/latest/tutorials/3d/introduction_to_3d.html @@ -19,17 +19,17 @@ - + - Returns the parent [Spatial], or an empty [Object] if no parent exists or parent is not of type [Spatial]. + Returns the parent [Node3D], or an empty [Object] if no parent exists or parent is not of type [Node3D]. - + - Returns the current [World] resource this [Spatial] node is registered to. + Returns the current [World3D] resource this [Node3D] node is registered to. @@ -72,7 +72,7 @@ - Returns whether node notifies about its local transformation changes. [Spatial] will not propagate this by default. + Returns whether node notifies about its local transformation changes. [Node3D] will not propagate this by default. @@ -93,7 +93,7 @@ - Returns whether the node notifies about its global and local transformation changes. [Spatial] will not propagate this by default. + Returns whether the node notifies about its global and local transformation changes. [Node3D] will not propagate this by default. @@ -234,7 +234,7 @@ - Sets whether the node notifies about its local transformation changes. [Spatial] will not propagate this by default. + Sets whether the node notifies about its local transformation changes. [Node3D] will not propagate this by default. @@ -243,7 +243,7 @@ - Sets whether the node notifies about its global and local transformation changes. [Spatial] will not propagate this by default. + Sets whether the node notifies about its global and local transformation changes. [Node3D] will not propagate this by default. @@ -294,16 +294,16 @@ - Updates the [SpatialGizmo] of this node. + Updates the [Node3DGizmo] of this node. - - The [SpatialGizmo] for this node. Used for example in [EditorSpatialGizmo] as custom visualization and editing handles in Editor. + + The [Node3DGizmo] for this node. Used for example in [EditorNode3DGizmo] as custom visualization and editing handles in Editor. - World space (global) [Transform] of this node. + World3D space (global) [Transform] of this node. Rotation part of the local transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle). @@ -334,17 +334,17 @@ - Spatial nodes receives this notification when their global transform changes. This means that either the current or a parent node changed its transform. + Node3D nodes receives this notification when their global transform changes. This means that either the current or a parent node changed its transform. In order for [constant NOTIFICATION_TRANSFORM_CHANGED] to work, users first need to ask for it, with [method set_notify_transform]. - Spatial nodes receives this notification when they are registered to new [World] resource. + Node3D nodes receives this notification when they are registered to new [World3D] resource. - Spatial nodes receives this notification when they are unregistered from current [World] resource. + Node3D nodes receives this notification when they are unregistered from current [World3D] resource. - Spatial nodes receives this notification when their visibility changes. + Node3D nodes receives this notification when their visibility changes. diff --git a/doc/classes/SpatialGizmo.xml b/doc/classes/Node3DGizmo.xml similarity index 76% rename from doc/classes/SpatialGizmo.xml rename to doc/classes/Node3DGizmo.xml index 5260eaa8a35..55080614fca 100644 --- a/doc/classes/SpatialGizmo.xml +++ b/doc/classes/Node3DGizmo.xml @@ -1,5 +1,5 @@ - + diff --git a/doc/classes/NodePath.xml b/doc/classes/NodePath.xml index e8ab3e536ea..dc7fd1be3f6 100644 --- a/doc/classes/NodePath.xml +++ b/doc/classes/NodePath.xml @@ -4,7 +4,7 @@ Pre-parsed scene tree path. - A pre-parsed relative or absolute path in a scene tree, for use with [method Node.get_node] and similar functions. It can reference a node, a resource within a node, or a property of a node or resource. For instance, [code]"Path2D/PathFollow2D/Sprite:texture:size"[/code] would refer to the [code]size[/code] property of the [code]texture[/code] resource on the node named [code]"Sprite"[/code] which is a child of the other named nodes in the path. + A pre-parsed relative or absolute path in a scene tree, for use with [method Node.get_node] and similar functions. It can reference a node, a resource within a node, or a property of a node or resource. For instance, [code]"Path2D/PathFollow2D/Sprite2D:texture:size"[/code] would refer to the [code]size[/code] property of the [code]texture[/code] resource on the node named [code]"Sprite2D"[/code] which is a child of the other named nodes in the path. You will usually just pass a string to [method Node.get_node] and it will be automatically converted, but you may occasionally want to parse a path ahead of time with [NodePath] or the literal syntax [code]@"path"[/code]. Exporting a [NodePath] variable will give you a node selection widget in the properties panel of the editor, which can often be useful. A [NodePath] is composed of a list of slash-separated node names (like a filesystem path) and an optional colon-separated list of "subnames" which can be resources or properties. Some examples of NodePaths include the following: @@ -30,20 +30,20 @@ - Creates a NodePath from a string, e.g. [code]"Path2D/PathFollow2D/Sprite:texture:size"[/code]. A path is absolute if it starts with a slash. Absolute paths are only valid in the global scene tree, not within individual scenes. In a relative path, [code]"."[/code] and [code]".."[/code] indicate the current node and its parent. + Creates a NodePath from a string, e.g. [code]"Path2D/PathFollow2D/Sprite2D:texture:size"[/code]. A path is absolute if it starts with a slash. Absolute paths are only valid in the global scene tree, not within individual scenes. In a relative path, [code]"."[/code] and [code]".."[/code] indicate the current node and its parent. The "subnames" optionally included after the path to the target node can point to resources or properties, and can also be nested. Examples of valid NodePaths (assuming that those nodes exist and have the referenced resources or properties): [codeblock] - # Points to the Sprite node - "Path2D/PathFollow2D/Sprite" - # Points to the Sprite node and its "texture" resource. - # get_node() would retrieve "Sprite", while get_node_and_resource() - # would retrieve both the Sprite node and the "texture" resource. - "Path2D/PathFollow2D/Sprite:texture" - # Points to the Sprite node and its "position" property. - "Path2D/PathFollow2D/Sprite:position" - # Points to the Sprite node and the "x" component of its "position" property. - "Path2D/PathFollow2D/Sprite:position:x" + # Points to the Sprite2D node + "Path2D/PathFollow2D/Sprite2D" + # Points to the Sprite2D node and its "texture" resource. + # get_node() would retrieve "Sprite2D", while get_node_and_resource() + # would retrieve both the Sprite2D node and the "texture" resource. + "Path2D/PathFollow2D/Sprite2D:texture" + # Points to the Sprite2D node and its "position" property. + "Path2D/PathFollow2D/Sprite2D:position" + # Points to the Sprite2D node and the "x" component of its "position" property. + "Path2D/PathFollow2D/Sprite2D:position:x" # Absolute path (from "root") "/root/Level/Path2D" [/codeblock] @@ -69,7 +69,7 @@ Returns all subnames concatenated with a colon character ([code]:[/code]) as separator, i.e. the right side of the first colon in a node path. [codeblock] - var nodepath = NodePath("Path2D/PathFollow2D/Sprite:texture:load_path") + var nodepath = NodePath("Path2D/PathFollow2D/Sprite2D:texture:load_path") print(nodepath.get_concatenated_subnames()) # texture:load_path [/codeblock] @@ -82,7 +82,7 @@ Gets the node name indicated by [code]idx[/code] (0 to [method get_name_count]). [codeblock] - var node_path = NodePath("Path2D/PathFollow2D/Sprite") + var node_path = NodePath("Path2D/PathFollow2D/Sprite2D") print(node_path.get_name(0)) # Path2D print(node_path.get_name(1)) # PathFollow2D print(node_path.get_name(2)) # Sprite @@ -94,7 +94,7 @@ Gets the number of node names which make up the path. Subnames (see [method get_subname_count]) are not included. - For example, [code]"Path2D/PathFollow2D/Sprite"[/code] has 3 names. + For example, [code]"Path2D/PathFollow2D/Sprite2D"[/code] has 3 names. @@ -105,7 +105,7 @@ Gets the resource or property name indicated by [code]idx[/code] (0 to [method get_subname_count]). [codeblock] - var node_path = NodePath("Path2D/PathFollow2D/Sprite:texture:load_path") + var node_path = NodePath("Path2D/PathFollow2D/Sprite2D:texture:load_path") print(node_path.get_subname(0)) # texture print(node_path.get_subname(1)) # load_path [/codeblock] @@ -116,7 +116,7 @@ Gets the number of resource or property names ("subnames") in the path. Each subname is listed after a colon character ([code]:[/code]) in the node path. - For example, [code]"Path2D/PathFollow2D/Sprite:texture:load_path"[/code] has 2 subnames. + For example, [code]"Path2D/PathFollow2D/Sprite2D:texture:load_path"[/code] has 2 subnames. diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index 33f5fc0f35e..35e87d1a2a7 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -314,7 +314,7 @@ - + Returns [code]true[/code] if the given [code]signal[/code] exists. diff --git a/doc/classes/OmniLight.xml b/doc/classes/OmniLight3D.xml similarity index 77% rename from doc/classes/OmniLight.xml rename to doc/classes/OmniLight3D.xml index dc57efd3f9b..0bbc987156c 100644 --- a/doc/classes/OmniLight.xml +++ b/doc/classes/OmniLight3D.xml @@ -1,10 +1,10 @@ - + Omnidirectional light, such as a light bulb or a candle. - An Omnidirectional light is a type of [Light] that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters. + An Omnidirectional light is a type of [Light3D] that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters. https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html @@ -18,7 +18,7 @@ The light's radius. - + See [enum ShadowMode]. diff --git a/doc/classes/ParticlesMaterial.xml b/doc/classes/ParticlesMaterial.xml index 1e90214e476..d04ac5bdcea 100644 --- a/doc/classes/ParticlesMaterial.xml +++ b/doc/classes/ParticlesMaterial.xml @@ -1,10 +1,10 @@ - Particle properties for [Particles] and [Particles2D] nodes. + Particle properties for [GPUParticles3D] and [GPUParticles2D] nodes. - ParticlesMaterial defines particle properties and behavior. It is used in the [code]process_material[/code] of [Particles] and [Particles2D] emitter nodes. + ParticlesMaterial defines particle properties and behavior. It is used in the [code]process_material[/code] of [GPUParticles3D] and [GPUParticles2D] emitter nodes. Some of this material's properties are applied to each particle when emitted, while others can have a [CurveTexture] applied to vary values over the lifetime of the particle. When a randomness ratio is applied to a property it is used to scale that property by a random amount. The random ratio is used to interpolate between [code]1.0[/code] and a random number less than one, the result is multiplied by the property to obtain the randomized property. For example a random ratio of [code]0.4[/code] would scale the original property between [code]0.4-1.0[/code] of its original value. @@ -132,7 +132,7 @@ Animation speed randomness ratio. - Each particle's initial color. If the [Particles2D]'s [code]texture[/code] is defined, it will be multiplied by this color. To have particle display color in a [BaseMaterial3D] make sure to set [member BaseMaterial3D.vertex_color_use_as_albedo] to [code]true[/code]. + Each particle's initial color. If the [GPUParticles2D]'s [code]texture[/code] is defined, it will be multiplied by this color. To have particle display color in a [BaseMaterial3D] make sure to set [member BaseMaterial3D.vertex_color_use_as_albedo] to [code]true[/code]. Each particle's color will vary along this [GradientTexture]. diff --git a/doc/classes/Path.xml b/doc/classes/Path3D.xml similarity index 61% rename from doc/classes/Path.xml rename to doc/classes/Path3D.xml index 801e86ff9ed..b97e7efd5d7 100644 --- a/doc/classes/Path.xml +++ b/doc/classes/Path3D.xml @@ -1,11 +1,11 @@ - + - Contains a [Curve3D] path for [PathFollow] nodes to follow. + Contains a [Curve3D] path for [PathFollow3D] nodes to follow. - Can have [PathFollow] child nodes moving along the [Curve3D]. See [PathFollow] for more information on the usage. - Note that the path is considered as relative to the moved nodes (children of [PathFollow]). As such, the curve should usually start with a zero vector [code](0, 0, 0)[/code]. + Can have [PathFollow3D] child nodes moving along the [Curve3D]. See [PathFollow3D] for more information on the usage. + Note that the path is considered as relative to the moved nodes (children of [PathFollow3D]). As such, the curve should usually start with a zero vector [code](0, 0, 0)[/code]. diff --git a/doc/classes/PathFollow.xml b/doc/classes/PathFollow3D.xml similarity index 73% rename from doc/classes/PathFollow.xml rename to doc/classes/PathFollow3D.xml index 85ca5b787f6..f405bdedfc7 100644 --- a/doc/classes/PathFollow.xml +++ b/doc/classes/PathFollow3D.xml @@ -1,10 +1,10 @@ - + - Point sampler for a [Path]. + Point sampler for a [Path3D]. - This node takes its parent [Path], and returns the coordinates of a point within it, given a distance from the first vertex. + This node takes its parent [Path3D], and returns the coordinates of a point within it, given a distance from the first vertex. It is useful for making other nodes follow a path, without coding the movement pattern. For that, the nodes must be children of this node. The descendant nodes will then move accordingly when setting an offset in this node. @@ -14,7 +14,7 @@ If [code]true[/code], the position between two cached points is interpolated cubically, and linearly otherwise. - The points along the [Curve3D] of the [Path] are precomputed before use, for faster calculations. The point at the requested offset is then calculated interpolating between two adjacent cached points. This may present a problem if the curve makes sharp turns, as the cached points may not follow the curve closely enough. + The points along the [Curve3D] of the [Path3D] are precomputed before use, for faster calculations. The point at the requested offset is then calculated interpolating between two adjacent cached points. This may present a problem if the curve makes sharp turns, as the cached points may not follow the curve closely enough. There are two answers to this problem: either increase the number of cached points and increase memory consumption, or make a cubic interpolation between two points at the cost of (slightly) slower calculations. @@ -26,7 +26,7 @@ The distance from the first vertex, measured in 3D units along the path. This sets this node's position to a point within the path. - + Allows or forbids rotation on one or more axes, depending on the [enum RotationMode] constants being used. @@ -38,19 +38,19 @@ - Forbids the PathFollow to rotate. + Forbids the PathFollow3D to rotate. - Allows the PathFollow to rotate in the Y axis only. + Allows the PathFollow3D to rotate in the Y axis only. - Allows the PathFollow to rotate in both the X, and Y axes. + Allows the PathFollow3D to rotate in both the X, and Y axes. - Allows the PathFollow to rotate in any axis. + Allows the PathFollow3D to rotate in any axis. - Uses the up vector information in a [Curve3D] to enforce orientation. This rotation mode requires the [Path]'s [member Curve3D.up_vector_enabled] property to be set to [code]true[/code]. + Uses the up vector information in a [Curve3D] to enforce orientation. This rotation mode requires the [Path3D]'s [member Curve3D.up_vector_enabled] property to be set to [code]true[/code]. diff --git a/doc/classes/Performance.xml b/doc/classes/Performance.xml index 378b165644c..2a0c1532670 100644 --- a/doc/classes/Performance.xml +++ b/doc/classes/Performance.xml @@ -95,7 +95,7 @@ Number of islands in the 2D physics engine. - Number of active [RigidBody] and [VehicleBody] nodes in the game. + Number of active [RigidBody3D] and [VehicleBody3D] nodes in the game. Number of collision pairs in the 3D physics engine. diff --git a/doc/classes/PhysicalBone.xml b/doc/classes/PhysicalBone3D.xml similarity index 94% rename from doc/classes/PhysicalBone.xml rename to doc/classes/PhysicalBone3D.xml index bb31f03c18d..d45c72ee877 100644 --- a/doc/classes/PhysicalBone.xml +++ b/doc/classes/PhysicalBone3D.xml @@ -1,5 +1,5 @@ - + @@ -55,7 +55,7 @@ - + diff --git a/doc/classes/PhysicalSkyMaterial.xml b/doc/classes/PhysicalSkyMaterial.xml index 705c063257b..89b43158dca 100644 --- a/doc/classes/PhysicalSkyMaterial.xml +++ b/doc/classes/PhysicalSkyMaterial.xml @@ -5,7 +5,7 @@ The [PhysicalSkyMaterial] uses the Preetham analytic daylight model to draw a sky based on physical properties. This results in a substantially more realistic sky than the [ProceduralSkyMaterial], but it is slightly slower and less flexible. - The [PhysicalSkyMaterial] only supports one sun. The color, energy, and direction of the sun are taken from the first [DirectionalLight] in the scene tree. + The [PhysicalSkyMaterial] only supports one sun. The color, energy, and direction of the sun are taken from the first [DirectionalLight3D] in the scene tree. As it is based on a daylight model, the sky fades to black as the sunset ends. If you want a full day/night cycle, you will have to add a night sky by converting this to a [ShaderMaterial] and adding a night sky directly into the resulting shader. diff --git a/doc/classes/Physics2DDirectBodyStateSW.xml b/doc/classes/Physics2DDirectBodyStateSW.xml deleted file mode 100644 index 11f1140ca8f..00000000000 --- a/doc/classes/Physics2DDirectBodyStateSW.xml +++ /dev/null @@ -1,15 +0,0 @@ - - - - Software implementation of [Physics2DDirectBodyState]. - - - Software implementation of [Physics2DDirectBodyState]. This object exposes no new methods or properties and should not be used, as [Physics2DDirectBodyState] selects the best implementation available. - - - - - - - - diff --git a/doc/classes/PhysicsBody.xml b/doc/classes/PhysicsBody3D.xml similarity index 94% rename from doc/classes/PhysicsBody.xml rename to doc/classes/PhysicsBody3D.xml index c0927a5b53c..f0ba2a7f5f0 100644 --- a/doc/classes/PhysicsBody.xml +++ b/doc/classes/PhysicsBody3D.xml @@ -1,10 +1,10 @@ - + Base class for all objects affected by physics in 3D space. - PhysicsBody is an abstract base class for implementing a physics body. All *Body types inherit from it. + PhysicsBody3D is an abstract base class for implementing a physics body. All *Body types inherit from it. https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html diff --git a/doc/classes/Physics2DDirectBodyState.xml b/doc/classes/PhysicsDirectBodyState2D.xml similarity index 95% rename from doc/classes/Physics2DDirectBodyState.xml rename to doc/classes/PhysicsDirectBodyState2D.xml index d9d402ac9a0..46205fecd1e 100644 --- a/doc/classes/Physics2DDirectBodyState.xml +++ b/doc/classes/PhysicsDirectBodyState2D.xml @@ -1,10 +1,10 @@ - + - Direct access object to a physics body in the [Physics2DServer]. + Direct access object to a physics body in the [PhysicsServer2D]. - Provides direct access to a physics body in the [Physics2DServer], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces]. + Provides direct access to a physics body in the [PhysicsServer2D], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces]. https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html @@ -119,7 +119,7 @@ - Returns the collided shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data]. + Returns the collided shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method PhysicsServer2D.shape_set_data]. @@ -167,7 +167,7 @@ - + Returns the current state of the space, useful for queries. diff --git a/doc/classes/PhysicsDirectBodyState2DSW.xml b/doc/classes/PhysicsDirectBodyState2DSW.xml new file mode 100644 index 00000000000..94fc4213b7c --- /dev/null +++ b/doc/classes/PhysicsDirectBodyState2DSW.xml @@ -0,0 +1,15 @@ + + + + Software implementation of [PhysicsDirectBodyState2D]. + + + Software implementation of [PhysicsDirectBodyState2D]. This object exposes no new methods or properties and should not be used, as [PhysicsDirectBodyState2D] selects the best implementation available. + + + + + + + + diff --git a/doc/classes/PhysicsDirectBodyState.xml b/doc/classes/PhysicsDirectBodyState3D.xml similarity index 93% rename from doc/classes/PhysicsDirectBodyState.xml rename to doc/classes/PhysicsDirectBodyState3D.xml index 24cf4961be7..1ee520fe5f1 100644 --- a/doc/classes/PhysicsDirectBodyState.xml +++ b/doc/classes/PhysicsDirectBodyState3D.xml @@ -1,10 +1,10 @@ - + - Direct access object to a physics body in the [PhysicsServer]. + Direct access object to a physics body in the [PhysicsServer3D]. - Provides direct access to a physics body in the [PhysicsServer], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody._integrate_forces]. + Provides direct access to a physics body in the [PhysicsServer3D], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody3D._integrate_forces]. @@ -128,7 +128,7 @@ Returns the number of contacts this body has with other bodies. - [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody.contact_monitor]. + [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody3D.contact_monitor]. @@ -168,7 +168,7 @@ - + Returns the current state of the space, useful for queries. diff --git a/doc/classes/Physics2DDirectSpaceState.xml b/doc/classes/PhysicsDirectSpaceState2D.xml similarity index 87% rename from doc/classes/Physics2DDirectSpaceState.xml rename to doc/classes/PhysicsDirectSpaceState2D.xml index 662a823d848..d85d7794dd8 100644 --- a/doc/classes/Physics2DDirectSpaceState.xml +++ b/doc/classes/PhysicsDirectSpaceState2D.xml @@ -1,10 +1,10 @@ - + - Direct access object to a space in the [Physics2DServer]. + Direct access object to a space in the [PhysicsServer2D]. - Direct access object to a space in the [Physics2DServer]. It's used mainly to do queries against objects and areas residing in a given space. + Direct access object to a space in the [PhysicsServer2D]. It's used mainly to do queries against objects and areas residing in a given space. https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html @@ -13,35 +13,35 @@ - + Checks how far the shape can travel toward a point. If the shape can not move, the array will be empty. - [b]Note:[/b] Both the shape and the motion are supplied through a [Physics2DShapeQueryParameters] object. 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]. + [b]Note:[/b] Both the shape and the motion are supplied through a [PhysicsShapeQueryParameters2D] object. 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]. - + - Checks the intersections of a shape, given through a [Physics2DShapeQueryParameters] object, against the space. The resulting array contains a list of points where the shape intersects another. Like with [method intersect_shape], the number of returned results can be limited to save processing time. + Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters2D] object, against the space. The resulting array contains a list of points where the shape intersects another. Like with [method intersect_shape], the number of returned results can be limited to save processing time. - + - Checks the intersections of a shape, given through a [Physics2DShapeQueryParameters] object, against the space. If it collides with more than one shape, the nearest one is selected. If the shape did not intersect anything, then an empty dictionary is returned instead. + Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters2D] object, against the space. If it collides with more than one shape, the nearest one is selected. If the shape did not intersect anything, then an empty dictionary is returned instead. [b]Note:[/b] This method does not take into account the [code]motion[/code] property of the object. The returned object is a dictionary containing the following fields: [code]collider_id[/code]: The colliding object's ID. [code]linear_velocity[/code]: The colliding object's velocity [Vector2]. If the object is an [Area2D], the result is [code](0, 0)[/code]. - [code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data]. + [code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method PhysicsServer2D.shape_set_data]. [code]normal[/code]: The object's surface normal at the intersection point. [code]point[/code]: The intersection point. [code]rid[/code]: The intersecting object's [RID]. @@ -67,10 +67,10 @@ Checks whether a point is inside any shape. The shapes the point is inside of are returned in an array containing dictionaries with the following fields: [code]collider[/code]: The colliding object. [code]collider_id[/code]: The colliding object's ID. - [code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data]. + [code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method PhysicsServer2D.shape_set_data]. [code]rid[/code]: The intersecting object's [RID]. [code]shape[/code]: The shape index of the colliding shape. - Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody]s or [Area]s, respectively. + Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively. @@ -112,28 +112,28 @@ Intersects a ray in a given space. The returned object is a dictionary with the following fields: [code]collider[/code]: The colliding object. [code]collider_id[/code]: The colliding object's ID. - [code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data]. + [code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method PhysicsServer2D.shape_set_data]. [code]normal[/code]: The object's surface normal at the intersection point. [code]position[/code]: The intersection point. [code]rid[/code]: The intersecting object's [RID]. [code]shape[/code]: The shape index of the colliding shape. If the ray did not intersect anything, then an empty dictionary is returned instead. - Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody]s or [Area]s, respectively. + Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively. - + - Checks the intersections of a shape, given through a [Physics2DShapeQueryParameters] object, against the space. + Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters2D] object, against the space. [b]Note:[/b] This method does not take into account the [code]motion[/code] property of the object. The intersected shapes are returned in an array containing dictionaries with the following fields: [code]collider[/code]: The colliding object. [code]collider_id[/code]: The colliding object's ID. - [code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data]. + [code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method PhysicsServer2D.shape_set_data]. [code]rid[/code]: The intersecting object's [RID]. [code]shape[/code]: The shape index of the colliding shape. The number of intersections can be limited with the [code]max_results[/code] parameter, to reduce the processing time. diff --git a/doc/classes/PhysicsDirectSpaceState.xml b/doc/classes/PhysicsDirectSpaceState3D.xml similarity index 80% rename from doc/classes/PhysicsDirectSpaceState.xml rename to doc/classes/PhysicsDirectSpaceState3D.xml index a6172805e9f..09ee93732db 100644 --- a/doc/classes/PhysicsDirectSpaceState.xml +++ b/doc/classes/PhysicsDirectSpaceState3D.xml @@ -1,10 +1,10 @@ - + - Direct access object to a space in the [PhysicsServer]. + Direct access object to a space in the [PhysicsServer3D]. - Direct access object to a space in the [PhysicsServer]. It's used mainly to do queries against objects and areas residing in a given space. + Direct access object to a space in the [PhysicsServer3D]. It's used mainly to do queries against objects and areas residing in a given space. https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html @@ -13,7 +13,7 @@ - + @@ -25,23 +25,23 @@ - + - Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters] object, against the space. The resulting array contains a list of points where the shape intersects another. Like with [method intersect_shape], the number of returned results can be limited to save processing time. + Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters3D] object, against the space. The resulting array contains a list of points where the shape intersects another. Like with [method intersect_shape], the number of returned results can be limited to save processing time. - + - Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters] object, against the space. If it collides with more than one shape, the nearest one is selected. The returned object is a dictionary containing the following fields: + Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters3D] object, against the space. If it collides with more than one shape, the nearest one is selected. The returned object is a dictionary containing the following fields: [code]collider_id[/code]: The colliding object's ID. - [code]linear_velocity[/code]: The colliding object's velocity [Vector3]. If the object is an [Area], the result is [code](0, 0, 0)[/code]. + [code]linear_velocity[/code]: The colliding object's velocity [Vector3]. If the object is an [Area3D], the result is [code](0, 0, 0)[/code]. [code]normal[/code]: The object's surface normal at the intersection point. [code]point[/code]: The intersection point. [code]rid[/code]: The intersecting object's [RID]. @@ -73,18 +73,18 @@ [code]rid[/code]: The intersecting object's [RID]. [code]shape[/code]: The shape index of the colliding shape. If the ray did not intersect anything, then an empty dictionary is returned instead. - Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody]s or [Area]s, respectively. + Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody3D]s or [Area3D]s, respectively. - + - Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters] object, against the space. The intersected shapes are returned in an array containing dictionaries with the following fields: + Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters3D] object, against the space. The intersected shapes are returned in an array containing dictionaries with the following fields: [code]collider[/code]: The colliding object. [code]collider_id[/code]: The colliding object's ID. [code]rid[/code]: The intersecting object's [RID]. diff --git a/doc/classes/PhysicsMaterial.xml b/doc/classes/PhysicsMaterial.xml index 84e7f2b275c..64106264968 100644 --- a/doc/classes/PhysicsMaterial.xml +++ b/doc/classes/PhysicsMaterial.xml @@ -4,7 +4,7 @@ A material for physics properties. - Provides a means of modifying the collision properties of a [PhysicsBody]. + Provides a means of modifying the collision properties of a [PhysicsBody3D]. diff --git a/doc/classes/Physics2DServer.xml b/doc/classes/PhysicsServer2D.xml similarity index 95% rename from doc/classes/Physics2DServer.xml rename to doc/classes/PhysicsServer2D.xml index 45215253be3..9da739e57a4 100644 --- a/doc/classes/Physics2DServer.xml +++ b/doc/classes/PhysicsServer2D.xml @@ -1,10 +1,10 @@ - + Server interface for low-level 2D physics access. - Physics2DServer is the server responsible for all 2D physics. It can create many kinds of physics objects, but does not insert them on the node tree. + PhysicsServer2D is the server responsible for all 2D physics. It can create many kinds of physics objects, but does not insert them on the node tree. @@ -83,7 +83,7 @@ - + Returns an area parameter value. See [enum AreaParameter] for a list of available parameters. @@ -130,7 +130,7 @@ - + @@ -225,7 +225,7 @@ - + @@ -288,7 +288,7 @@ - + Sets the space override mode for the area. See [enum AreaSpaceOverrideMode] for a list of available modes. @@ -461,7 +461,7 @@ - + @@ -470,12 +470,12 @@ - + - Returns the [Physics2DDirectBodyState] of the body. + Returns the [PhysicsDirectBodyState2D] of the body. @@ -488,7 +488,7 @@ - + @@ -510,7 +510,7 @@ - + Returns the value of a body parameter. See [enum BodyParameter] for a list of available parameters. @@ -572,7 +572,7 @@ - + Returns a body state. @@ -647,7 +647,7 @@ - + Sets the continuous collision detection mode using one of the [enum CCDMode] constants. @@ -685,7 +685,7 @@ - + Sets the body mode using one of the [enum BodyMode] constants. @@ -707,7 +707,7 @@ - + @@ -798,7 +798,7 @@ - + @@ -819,10 +819,10 @@ - + - Returns [code]true[/code] if a collision would result from moving in the given direction from a given point in space. Margin increases the size of the shapes involved in the collision detection. [Physics2DTestMotionResult] can be passed to return additional information in. + Returns [code]true[/code] if a collision would result from moving in the given direction from a given point in space. Margin increases the size of the shapes involved in the collision detection. [PhysicsTestMotionResult2D] can be passed to return additional information in. @@ -869,7 +869,7 @@ - + Returns the value of a damped spring joint parameter. @@ -880,7 +880,7 @@ - + @@ -894,13 +894,13 @@ - Destroys any of the objects created by Physics2DServer. If the [RID] passed is not one of the objects that can be created by Physics2DServer, an error will be sent to the console. + Destroys any of the objects created by PhysicsServer2D. If the [RID] passed is not one of the objects that can be created by PhysicsServer2D, an error will be sent to the console. - + Returns information about the current state of the 2D physics engine. See [enum ProcessInfo] for a list of available states. @@ -928,14 +928,14 @@ - + Returns the value of a joint parameter. - + @@ -948,7 +948,7 @@ - + @@ -1012,7 +1012,7 @@ - + @@ -1039,12 +1039,12 @@ - + - Returns the state of a space, a [Physics2DDirectSpaceState]. This object can be used to make collision/intersection queries. + Returns the state of a space, a [PhysicsDirectSpaceState2D]. This object can be used to make collision/intersection queries. @@ -1052,7 +1052,7 @@ - + Returns the value of a space parameter. @@ -1083,7 +1083,7 @@ - + diff --git a/doc/classes/Physics2DServerSW.xml b/doc/classes/PhysicsServer2DSW.xml similarity index 62% rename from doc/classes/Physics2DServerSW.xml rename to doc/classes/PhysicsServer2DSW.xml index 1e4531ed660..dac5e360f0d 100644 --- a/doc/classes/Physics2DServerSW.xml +++ b/doc/classes/PhysicsServer2DSW.xml @@ -1,10 +1,10 @@ - + - Software implementation of [Physics2DServer]. + Software implementation of [PhysicsServer2D]. - This class exposes no new methods or properties and should not be used, as [Physics2DServer] automatically selects the best implementation available. + This class exposes no new methods or properties and should not be used, as [PhysicsServer2D] automatically selects the best implementation available. diff --git a/doc/classes/PhysicsServer.xml b/doc/classes/PhysicsServer3D.xml similarity index 95% rename from doc/classes/PhysicsServer.xml rename to doc/classes/PhysicsServer3D.xml index 1b9ce80a1ba..e9e1552c92d 100644 --- a/doc/classes/PhysicsServer.xml +++ b/doc/classes/PhysicsServer3D.xml @@ -1,10 +1,10 @@ - + Server interface for low-level physics access. - PhysicsServer is the server responsible for all 3D physics. It can create many kinds of physics objects, but does not insert them on the node tree. + PhysicsServer3D is the server responsible for all 3D physics. It can create many kinds of physics objects, but does not insert them on the node tree. @@ -48,7 +48,7 @@ - Creates an [Area]. + Creates an [Area3D]. @@ -65,7 +65,7 @@ - + Returns an area parameter value. A list of available parameters is on the [enum AreaParameter] constants. @@ -112,7 +112,7 @@ - + @@ -216,7 +216,7 @@ - + @@ -289,7 +289,7 @@ - + Sets the space override mode for the area. The modes are described in the [enum AreaSpaceOverrideMode] constants. @@ -421,7 +421,7 @@ - + @@ -449,12 +449,12 @@ - + - Returns the [PhysicsDirectBodyState] of the body. + Returns the [PhysicsDirectBodyState3D] of the body. @@ -475,7 +475,7 @@ - + @@ -497,7 +497,7 @@ - + Returns the value of a body parameter. A list of available parameters is on the [enum BodyParameter] constants. @@ -548,7 +548,7 @@ - + Returns a body state. @@ -559,7 +559,7 @@ - + @@ -619,7 +619,7 @@ - + @@ -712,7 +712,7 @@ - + Sets the body mode, from one of the [enum BodyMode] constants. @@ -734,7 +734,7 @@ - + @@ -807,7 +807,7 @@ - + @@ -820,7 +820,7 @@ - + Gets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants). @@ -831,7 +831,7 @@ - + @@ -845,7 +845,7 @@ - Destroys any of the objects created by PhysicsServer. If the [RID] passed is not one of the objects that can be created by PhysicsServer, an error will be sent to the console. + Destroys any of the objects created by PhysicsServer3D. If the [RID] passed is not one of the objects that can be created by PhysicsServer3D, an error will be sent to the console. @@ -855,7 +855,7 @@ - + Gets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants). @@ -868,7 +868,7 @@ - + Gets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] constants). @@ -881,7 +881,7 @@ - + @@ -896,7 +896,7 @@ - + @@ -907,7 +907,7 @@ - + Returns an Info defined by the [enum ProcessInfo] input given. @@ -918,7 +918,7 @@ - + Gets a hinge_joint flag (see [enum HingeJointFlag] constants). @@ -929,7 +929,7 @@ - + Gets a hinge_joint parameter (see [enum HingeJointParam]). @@ -940,7 +940,7 @@ - + @@ -953,7 +953,7 @@ - + @@ -973,7 +973,7 @@ - Creates a [ConeTwistJoint]. + Creates a [ConeTwistJoint3D]. @@ -988,7 +988,7 @@ - Creates a [Generic6DOFJoint]. + Creates a [Generic6DOFJoint3D]. @@ -1003,7 +1003,7 @@ - Creates a [HingeJoint]. + Creates a [HingeJoint3D]. @@ -1018,7 +1018,7 @@ - Creates a [PinJoint]. + Creates a [PinJoint3D]. @@ -1033,7 +1033,7 @@ - Creates a [SliderJoint]. + Creates a [SliderJoint3D]. @@ -1042,16 +1042,16 @@ - Gets the priority value of the Joint. + Gets the priority value of the Joint3D. - + - Returns the type of the Joint. + Returns the type of the Joint3D. @@ -1062,7 +1062,7 @@ - Sets the priority value of the Joint. + Sets the priority value of the Joint3D. @@ -1088,7 +1088,7 @@ - + Gets a pin_joint parameter (see [enum PinJointParam] constants). @@ -1121,7 +1121,7 @@ - + @@ -1141,7 +1141,7 @@ - + Creates a shape of a type from [enum ShapeType]. Does not assign it to a body or an area. To do so, you must use [method area_set_shape] or [method body_set_shape]. @@ -1157,7 +1157,7 @@ - + @@ -1181,7 +1181,7 @@ - + Gets a slider_joint parameter (see [enum SliderJointParam] constants). @@ -1192,7 +1192,7 @@ - + @@ -1208,12 +1208,12 @@ - + - Returns the state of a space, a [PhysicsDirectSpaceState]. This object can be used to make collision/intersection queries. + Returns the state of a space, a [PhysicsDirectSpaceState3D]. This object can be used to make collision/intersection queries. @@ -1221,7 +1221,7 @@ - + Returns the value of a space parameter. @@ -1252,7 +1252,7 @@ - + @@ -1263,19 +1263,19 @@ - The [Joint] is a [PinJoint]. + The [Joint3D] is a [PinJoint3D]. - The [Joint] is a [HingeJoint]. + The [Joint3D] is a [HingeJoint3D]. - The [Joint] is a [SliderJoint]. + The [Joint3D] is a [SliderJoint3D]. - The [Joint] is a [ConeTwistJoint]. + The [Joint3D] is a [ConeTwistJoint3D]. - The [Joint] is a [Generic6DOFJoint]. + The [Joint3D] is a [Generic6DOFJoint3D]. The strength with which the pinned objects try to stay in positional relation to each other. @@ -1286,7 +1286,7 @@ The higher, the stronger. - If above 0, this value is the maximum value for an impulse that this Joint puts on its ends. + If above 0, this value is the maximum value for an impulse that this Joint3D puts on its ends. The speed with which the two bodies get pulled together when they move in different directions. @@ -1389,7 +1389,7 @@ Swing is rotation from side to side, around the axis perpendicular to the twist axis. The swing span defines, how much rotation will not get corrected along the swing axis. - Could be defined as looseness in the [ConeTwistJoint]. + Could be defined as looseness in the [ConeTwistJoint3D]. If below 0.05, this behavior is locked. @@ -1401,7 +1401,7 @@ The higher, the faster. - The ease with which the Joint twists, if it's too low, it takes more force to twist the joint. + The ease with which the Joint3D twists, if it's too low, it takes more force to twist the joint. Defines, how fast the swing- and twist-speed-difference on both sides gets synced. @@ -1467,31 +1467,31 @@ If [code]set[/code] there is a linear motor on this axis that targets a specific velocity. - The [Shape] is a [WorldMarginShape]. + The [Shape3D] is a [WorldMarginShape3D]. - The [Shape] is a [RayShape]. + The [Shape3D] is a [RayShape3D]. - The [Shape] is a [SphereShape]. + The [Shape3D] is a [SphereShape3D]. - The [Shape] is a [BoxShape]. + The [Shape3D] is a [BoxShape3D]. - The [Shape] is a [CapsuleShape]. + The [Shape3D] is a [CapsuleShape3D]. - The [Shape] is a [CylinderShape]. + The [Shape3D] is a [CylinderShape3D]. - The [Shape] is a [ConvexPolygonShape]. + The [Shape3D] is a [ConvexPolygonShape3D]. - The [Shape] is a [ConcavePolygonShape]. + The [Shape3D] is a [ConcavePolygonShape3D]. - The [Shape] is a [HeightMapShape]. + The [Shape3D] is a [HeightMapShape3D]. This constant is used internally by the engine. Any attempt to create this kind of shape results in an error. diff --git a/doc/classes/Physics2DShapeQueryParameters.xml b/doc/classes/PhysicsShapeQueryParameters2D.xml similarity index 94% rename from doc/classes/Physics2DShapeQueryParameters.xml rename to doc/classes/PhysicsShapeQueryParameters2D.xml index 392ccbd10ab..9a162dabbb8 100644 --- a/doc/classes/Physics2DShapeQueryParameters.xml +++ b/doc/classes/PhysicsShapeQueryParameters2D.xml @@ -1,10 +1,10 @@ - + Parameters to be sent to a 2D shape physics query. - This class contains the shape and other parameters for 2D intersection/collision queries. See also [Physics2DShapeQueryResult]. + This class contains the shape and other parameters for 2D intersection/collision queries. See also [PhysicsShapeQueryResult2D]. diff --git a/doc/classes/PhysicsShapeQueryParameters.xml b/doc/classes/PhysicsShapeQueryParameters3D.xml similarity index 82% rename from doc/classes/PhysicsShapeQueryParameters.xml rename to doc/classes/PhysicsShapeQueryParameters3D.xml index 829a1d1bf05..6606cfbc596 100644 --- a/doc/classes/PhysicsShapeQueryParameters.xml +++ b/doc/classes/PhysicsShapeQueryParameters3D.xml @@ -1,10 +1,10 @@ - + Parameters to be sent to a 3D shape physics query. - This class contains the shape and other parameters for 3D intersection/collision queries. See also [PhysicsShapeQueryResult]. + This class contains the shape and other parameters for 3D intersection/collision queries. See also [PhysicsShapeQueryResult3D]. @@ -15,16 +15,16 @@ - Sets the [Shape] that will be used for collision/intersection queries. + Sets the [Shape3D] that will be used for collision/intersection queries. - If [code]true[/code], the query will take [Area]s into account. + If [code]true[/code], the query will take [Area3D]s into account. - If [code]true[/code], the query will take [PhysicsBody]s into account. + If [code]true[/code], the query will take [PhysicsBody3D]s into account. The physics layer(s) the query will take into account (as a bitmask). diff --git a/doc/classes/Physics2DShapeQueryResult.xml b/doc/classes/PhysicsShapeQueryResult2D.xml similarity index 82% rename from doc/classes/Physics2DShapeQueryResult.xml rename to doc/classes/PhysicsShapeQueryResult2D.xml index 359a716bee4..227683cc33d 100644 --- a/doc/classes/Physics2DShapeQueryResult.xml +++ b/doc/classes/PhysicsShapeQueryResult2D.xml @@ -1,10 +1,10 @@ - + - Result of a 2D shape query in [Physics2DServer]. + Result of a 2D shape query in [PhysicsServer2D]. - The result of a 2D shape query in [Physics2DServer]. See also [Physics2DShapeQueryParameters]. + The result of a 2D shape query in [PhysicsServer2D]. See also [PhysicsShapeQueryParameters2D]. @@ -40,7 +40,7 @@ - Returns the child index of the object's [Shape] that intersected with the shape at index [code]idx[/code]. + Returns the child index of the object's [Shape2D] that intersected with the shape at index [code]idx[/code]. diff --git a/doc/classes/PhysicsShapeQueryResult.xml b/doc/classes/PhysicsShapeQueryResult3D.xml similarity index 81% rename from doc/classes/PhysicsShapeQueryResult.xml rename to doc/classes/PhysicsShapeQueryResult3D.xml index ea6dc2c39ee..4555c4e242c 100644 --- a/doc/classes/PhysicsShapeQueryResult.xml +++ b/doc/classes/PhysicsShapeQueryResult3D.xml @@ -1,10 +1,10 @@ - + - Result of a 3D shape query in [PhysicsServer]. + Result of a 3D shape query in [PhysicsServer3D]. - The result of a 3D shape query in [PhysicsServer]. See also [PhysicsShapeQueryParameters]. + The result of a 3D shape query in [PhysicsServer3D]. See also [PhysicsShapeQueryParameters3D]. @@ -40,7 +40,7 @@ - Returns the child index of the object's [Shape] that intersected with the shape at index [code]idx[/code]. + Returns the child index of the object's [Shape3D] that intersected with the shape at index [code]idx[/code]. diff --git a/doc/classes/Physics2DTestMotionResult.xml b/doc/classes/PhysicsTestMotionResult2D.xml similarity index 95% rename from doc/classes/Physics2DTestMotionResult.xml rename to doc/classes/PhysicsTestMotionResult2D.xml index 9e8c03580fe..301cff28853 100644 --- a/doc/classes/Physics2DTestMotionResult.xml +++ b/doc/classes/PhysicsTestMotionResult2D.xml @@ -1,5 +1,5 @@ - + diff --git a/doc/classes/PinJoint2D.xml b/doc/classes/PinJoint2D.xml index 020babdf40d..42155a7f253 100644 --- a/doc/classes/PinJoint2D.xml +++ b/doc/classes/PinJoint2D.xml @@ -1,10 +1,10 @@ - Pin Joint for 2D shapes. + Pin joint for 2D shapes. - Pin Joint for 2D rigid bodies. It pins two bodies (rigid or static) together. + Pin joint for 2D rigid bodies. It pins two bodies (rigid or static) together. diff --git a/doc/classes/PinJoint.xml b/doc/classes/PinJoint3D.xml similarity index 88% rename from doc/classes/PinJoint.xml rename to doc/classes/PinJoint3D.xml index 78cab4805e3..0af1e60839e 100644 --- a/doc/classes/PinJoint.xml +++ b/doc/classes/PinJoint3D.xml @@ -1,5 +1,5 @@ - + Pin joint for 3D shapes. @@ -12,7 +12,7 @@ - + Returns the value of the specified parameter. @@ -21,7 +21,7 @@ - + @@ -38,7 +38,7 @@ The force with which the pinned objects stay in velocity relation to each other. The higher, the stronger. - If above 0, this value is the maximum value for an impulse that this Joint produces. + If above 0, this value is the maximum value for an impulse that this Joint3D produces. @@ -49,7 +49,7 @@ The force with which the pinned objects stay in velocity relation to each other. The higher, the stronger. - If above 0, this value is the maximum value for an impulse that this Joint produces. + If above 0, this value is the maximum value for an impulse that this Joint3D produces. diff --git a/doc/classes/Position3D.xml b/doc/classes/Position3D.xml index 6dce8a91c63..ca61a574832 100644 --- a/doc/classes/Position3D.xml +++ b/doc/classes/Position3D.xml @@ -1,10 +1,10 @@ - + Generic 3D position hint for editing. - Generic 3D position hint for editing. It's just like a plain [Spatial], but it displays as a cross in the 3D editor at all times. + Generic 3D position hint for editing. It's just like a plain [Node3D], but it displays as a cross in the 3D editor at all times. diff --git a/doc/classes/ProceduralSkyMaterial.xml b/doc/classes/ProceduralSkyMaterial.xml index dec0cbc1205..70e82d248c4 100644 --- a/doc/classes/ProceduralSkyMaterial.xml +++ b/doc/classes/ProceduralSkyMaterial.xml @@ -1,12 +1,12 @@ - A [Material] used with [Sky] to generate a background based on user input parameters. + A [Material] used with [Sky] to generate a background based on user input parameters. ProceduralSkyMaterial provides a way to create an effective background quickly by defining procedural parameters for the sun, the sky and the ground. The sky and ground are very similar, they are defined by a color at the horizon, another color, and finally an easing curve to interpolate between these two colors. Similarly, the sun is described by a position in the sky, a color, and an easing curve. However, the sun also defines a minimum and maximum angle, these two values define at what distance the easing curve begins and ends from the sun, and thus end up defining the size of the sun in the sky. The [ProceduralSkyMaterial] uses a lightweight shader to draw the sky and is thus suited for real time updates. When you do not need a quick sky that is not realistic, this is a good option. - The [ProceduralSkyMaterial] supports up to 4 suns. Each sun takes its color, energy, and direction from the corresponding [DirectionalLight] in the scene. + The [ProceduralSkyMaterial] supports up to 4 suns. Each sun takes its color, energy, and direction from the corresponding [DirectionalLight3D] in the scene. diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 79d5ffa2e74..121e55c87ee 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -898,7 +898,7 @@ [b]Note:[/b] This property is only read when the project starts. To change the default gravity at runtime, use the following code sample: [codeblock] # Set the default gravity strength to 98. - Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), Physics2DServer.AREA_PARAM_GRAVITY, 98) + PhysicsServer2D.area_set_param(get_viewport().find_world_2d().get_space(), PhysicsServer2D.AREA_PARAM_GRAVITY, 98) [/codeblock] @@ -906,7 +906,7 @@ [b]Note:[/b] This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample: [codeblock] # Set the default gravity direction to `Vector2(0, 1)`. - Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), Physics2DServer.AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1)) + PhysicsServer2D.area_set_param(get_viewport().find_world_2d().get_space(), PhysicsServer2D.AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1)) [/codeblock] @@ -920,20 +920,20 @@ "DEFAULT" and "GodotPhysics" 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 Physics2DServer.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]. + Threshold angular velocity under which a 2D physics body will be considered inactive. See [constant PhysicsServer2D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]. - Threshold linear velocity under which a 2D physics body will be considered inactive. See [constant Physics2DServer.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]. + Threshold linear velocity under which a 2D physics body will be considered inactive. See [constant PhysicsServer2D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]. Sets whether physics is run on the main thread or a separate one. Running the server on a thread increases performance, but restricts API access to only physics process. [b]Warning:[/b] As of Godot 3.2, there are mixed reports about the use of a Multi-Threaded thread model for physics. Be sure to assess whether it does give you extra performance and no regressions when using it. - Time (in seconds) of inactivity before which a 2D physics body will put to sleep. See [constant Physics2DServer.SPACE_PARAM_BODY_TIME_TO_SLEEP]. + Time (in seconds) of inactivity before which a 2D physics body will put to sleep. See [constant PhysicsServer2D.SPACE_PARAM_BODY_TIME_TO_SLEEP]. - Sets whether the 3D physics world will be created with support for [SoftBody] physics. Only applies to the Bullet physics engine. + Sets whether the 3D physics world will be created with support for [SoftBody3D] physics. Only applies to the Bullet physics engine. The default angular damp in 3D. @@ -943,7 +943,7 @@ [b]Note:[/b] This property is only read when the project starts. To change the default gravity at runtime, use the following code sample: [codeblock] # Set the default gravity strength to 9.8. - PhysicsServer.area_set_param(get_viewport().find_world().get_space(), PhysicsServer.AREA_PARAM_GRAVITY, 9.8) + PhysicsServer3D.area_set_param(get_viewport().find_world().get_space(), PhysicsServer3D.AREA_PARAM_GRAVITY, 9.8) [/codeblock] @@ -951,7 +951,7 @@ [b]Note:[/b] This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample: [codeblock] # Set the default gravity direction to `Vector3(0, -1, 0)`. - PhysicsServer.area_set_param(get_viewport().find_world().get_space(), PhysicsServer.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0)) + PhysicsServer3D.area_set_param(get_viewport().find_world().get_space(), PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0)) [/codeblock] @@ -973,7 +973,7 @@ [b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead. - Default background clear color. Overridable per [Viewport] using its [Environment]. See [member Environment.background_mode] and [member Environment.background_color] in particular. To change this default color programmatically, use [method VisualServer.set_default_clear_color]. + Default background clear color. Overridable per [Viewport] using its [Environment]. See [member Environment.background_mode] and [member Environment.background_color] in particular. To change this default color programmatically, use [method RenderingServer.set_default_clear_color]. [Environment] that will be used as a fallback environment in case a scene does not specify its own environment. The default environment is loaded in at scene load time regardless of whether you have set an environment or not. If you do not rely on the fallback environment, it is best to delete [code]default_env.tres[/code], or to specify a different default environment here. diff --git a/doc/classes/ProximityGroup.xml b/doc/classes/ProximityGroup3D.xml similarity index 89% rename from doc/classes/ProximityGroup.xml rename to doc/classes/ProximityGroup3D.xml index dee1a3daf01..1714c1ec8d0 100644 --- a/doc/classes/ProximityGroup.xml +++ b/doc/classes/ProximityGroup3D.xml @@ -1,5 +1,5 @@ - + General-purpose proximity detection node. @@ -21,7 +21,7 @@ - + diff --git a/doc/classes/RID.xml b/doc/classes/RID.xml index 77c608fccb0..644c4271208 100644 --- a/doc/classes/RID.xml +++ b/doc/classes/RID.xml @@ -4,7 +4,7 @@ Handle for a [Resource]'s unique ID. - The RID type is used to access the unique integer ID of a resource. They are opaque, which means they do not grant access to the associated resource by themselves. They are used by and with the low-level Server classes such as [VisualServer]. + The RID type is used to access the unique integer ID of a resource. They are opaque, which means they do not grant access to the associated resource by themselves. They are used by and with the low-level Server classes such as [RenderingServer]. diff --git a/doc/classes/RayCast.xml b/doc/classes/RayCast3D.xml similarity index 86% rename from doc/classes/RayCast.xml rename to doc/classes/RayCast3D.xml index 65f632ba743..08c6d6f40cf 100644 --- a/doc/classes/RayCast.xml +++ b/doc/classes/RayCast3D.xml @@ -1,14 +1,14 @@ - + Query the closest object intersecting a ray. A RayCast represents a line from its origin to its destination position, [code]cast_to[/code]. It is used to query the 3D space in order to find the closest object along the path of the ray. - RayCast can ignore some objects by adding them to the exception list via [code]add_exception[/code] or by setting proper filtering with collision layers and masks. - RayCast can be configured to report collisions with [Area]s ([member collide_with_areas]) and/or [PhysicsBody]s ([member collide_with_bodies]). + RayCast3D can ignore some objects by adding them to the exception list via [code]add_exception[/code] or by setting proper filtering with collision layers and masks. + RayCast3D can be configured to report collisions with [Area3D]s ([member collide_with_areas]) and/or [PhysicsBody3D]s ([member collide_with_bodies]). Only enabled raycasts will be able to query the space and report collisions. - RayCast calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame), use [method force_raycast_update] after adjusting the raycast. + RayCast3D calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame), use [method force_raycast_update] after adjusting the raycast. https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html @@ -130,10 +130,10 @@ The ray's destination point, relative to the RayCast's [code]position[/code]. - If [code]true[/code], collision with [Area]s will be reported. + If [code]true[/code], collision with [Area3D]s will be reported. - If [code]true[/code], collision with [PhysicsBody]s will be reported. + If [code]true[/code], collision with [PhysicsBody3D]s will be reported. The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. @@ -142,7 +142,7 @@ If [code]true[/code], collisions will be reported. - If [code]true[/code], collisions will be ignored for this RayCast's immediate parent. + If [code]true[/code], collisions will be ignored for this RayCast3D's immediate parent. diff --git a/doc/classes/RayShape.xml b/doc/classes/RayShape3D.xml similarity index 73% rename from doc/classes/RayShape.xml rename to doc/classes/RayShape3D.xml index 87a642f7799..9839044c30c 100644 --- a/doc/classes/RayShape.xml +++ b/doc/classes/RayShape3D.xml @@ -1,10 +1,10 @@ - + Ray shape for 3D collisions. - Ray shape for 3D collisions, which can be set into a [PhysicsBody] or [Area]. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters. + Ray shape for 3D collisions, which can be set into a [PhysicsBody3D] or [Area3D]. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters. diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml index e138af6841a..84f87c3e714 100644 --- a/doc/classes/ReflectionProbe.xml +++ b/doc/classes/ReflectionProbe.xml @@ -1,5 +1,5 @@ - + Captures its surroundings to create reflections. @@ -17,7 +17,7 @@ If [code]true[/code], enables box projection. This makes reflections look more correct in rectangle-shaped rooms by offsetting the reflection center depending on the camera's location. - Sets the cull mask which determines what objects are drawn by this probe. Every [VisualInstance] with a layer included in this cull mask will be rendered by the probe. It is best to only include large objects which are likely to take up a lot of space in the reflection in order to save on rendering cost. + Sets the cull mask which determines what objects are drawn by this probe. Every [VisualInstance3D] with a layer included in this cull mask will be rendered by the probe. It is best to only include large objects which are likely to take up a lot of space in the reflection in order to save on rendering cost. If [code]true[/code], computes shadows in the reflection probe. This makes the reflection probe slower to render; you may want to disable this if using the [constant UPDATE_ALWAYS] [member update_mode]. diff --git a/doc/classes/RemoteTransform.xml b/doc/classes/RemoteTransform3D.xml similarity index 76% rename from doc/classes/RemoteTransform.xml rename to doc/classes/RemoteTransform3D.xml index feb6ac18416..bd3da2aea95 100644 --- a/doc/classes/RemoteTransform.xml +++ b/doc/classes/RemoteTransform3D.xml @@ -1,10 +1,10 @@ - + - RemoteTransform pushes its own [Transform] to another [Spatial] derived Node in the scene. + RemoteTransform3D pushes its own [Transform] to another [Node3D] derived Node in the scene. - RemoteTransform pushes its own [Transform] to another [Spatial] derived Node (called the remote node) in the scene. + RemoteTransform3D pushes its own [Transform] to another [Node3D] derived Node (called the remote node) in the scene. It can be set to update another Node's position, rotation and/or scale. It can use either global or local coordinates. @@ -14,13 +14,13 @@ - [RemoteTransform] caches the remote node. It may not notice if the remote node disappears; [method force_update_cache] forces it to update the cache again. + [RemoteTransform3D] caches the remote node. It may not notice if the remote node disappears; [method force_update_cache] forces it to update the cache again. - The [NodePath] to the remote node, relative to the RemoteTransform's position in the scene. + The [NodePath] to the remote node, relative to the RemoteTransform3D's position in the scene. If [code]true[/code], the remote node's position is updated. diff --git a/doc/classes/VisualServer.xml b/doc/classes/RenderingServer.xml similarity index 91% rename from doc/classes/VisualServer.xml rename to doc/classes/RenderingServer.xml index 00e0b7cdc98..7127ba8b717 100644 --- a/doc/classes/VisualServer.xml +++ b/doc/classes/RenderingServer.xml @@ -1,5 +1,5 @@ - + Server for anything visible. @@ -9,7 +9,7 @@ The visual server can be used to bypass the scene system entirely. Resources are created using the [code]*_create[/code] functions. All objects are drawn to a viewport. You can use the [Viewport] attached to the [SceneTree] or you can create one yourself with [method viewport_create]. When using a custom scenario or canvas, the scenario or canvas needs to be attached to the viewport using [method viewport_set_scenario] or [method viewport_attach_canvas]. - In 3D, all visual objects must be associated with a scenario. The scenario is a visual representation of the world. If accessing the visual server from a running game, the scenario can be accessed from the scene tree from any [Spatial] node with [method Spatial.get_world]. Otherwise, a scenario can be created with [method scenario_create]. + In 3D, all visual objects must be associated with a scenario. The scenario is a visual representation of the world. If accessing the visual server from a running game, the scenario can be accessed from the scene tree from any [Node3D] node with [method Node3D.get_world]. Otherwise, a scenario can be created with [method scenario_create]. Similarly in 2D, a canvas is needed to draw all canvas items. In 3D, all visible objects are comprised of a resource and an instance. A resource can be a mesh, a particle system, a light, or any other 3D object. In order to be visible resources must be attached to an instance using [method instance_set_base]. The instance must also be attached to the scenario using [method instance_set_scenario] in order to be visible. In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas. @@ -52,8 +52,8 @@ - Creates a camera and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]camera_*[/code] VisualServer functions. - Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method. + Creates a camera and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]camera_*[/code] RenderingServer functions. + Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. @@ -64,7 +64,7 @@ - Sets the cull mask associated with this camera. The cull mask describes which 3D layers are rendered by this camera. Equivalent to [member Camera.cull_mask]. + Sets the cull mask associated with this camera. The cull mask describes which 3D layers are rendered by this camera. Equivalent to [member Camera3D.cull_mask]. @@ -75,7 +75,7 @@ - Sets the environment used by this camera. Equivalent to [member Camera.environment]. + Sets the environment used by this camera. Equivalent to [member Camera3D.environment]. @@ -144,15 +144,15 @@ - If [code]true[/code], preserves the horizontal aspect ratio which is equivalent to [constant Camera.KEEP_WIDTH]. If [code]false[/code], preserves the vertical aspect ratio which is equivalent to [constant Camera.KEEP_HEIGHT]. + If [code]true[/code], preserves the horizontal aspect ratio which is equivalent to [constant Camera3D.KEEP_WIDTH]. If [code]false[/code], preserves the vertical aspect ratio which is equivalent to [constant Camera3D.KEEP_HEIGHT]. - Creates a canvas and returns the assigned [RID]. It can be accessed with the RID that is returned. This RID will be used in all [code]canvas_*[/code] VisualServer functions. - Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method. + Creates a canvas and returns the assigned [RID]. It can be accessed with the RID that is returned. This RID will be used in all [code]canvas_*[/code] RenderingServer functions. + Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. @@ -247,8 +247,8 @@ - Creates a canvas light and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]canvas_light_*[/code] VisualServer functions. - Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method. + Creates a canvas light and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]canvas_light_*[/code] RenderingServer functions. + Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. @@ -266,8 +266,8 @@ - Creates a light occluder and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]canvas_light_ocluder_*[/code] VisualServer functions. - Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method. + Creates a light occluder and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]canvas_light_ocluder_*[/code] RenderingServer functions. + Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. @@ -398,7 +398,7 @@ - + The mode of the light, see [enum CanvasLightMode] constants. @@ -453,7 +453,7 @@ - + Sets the canvas light's shadow's filter, see [enum CanvasLightShadowFilter] constants. @@ -520,8 +520,8 @@ - Creates a new light occluder polygon and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]canvas_occluder_polygon_*[/code] VisualServer functions. - Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method. + Creates a new light occluder polygon and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]canvas_occluder_polygon_*[/code] RenderingServer functions. + Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. @@ -529,7 +529,7 @@ - + Sets an occluder polygons cull mode. See [enum CanvasOccluderPolygonCullMode] constants. @@ -587,8 +587,8 @@ - Creates a directional light and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID can be used in most [code]light_*[/code] VisualServer functions. - Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method. + Creates a directional light and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID can be used in most [code]light_*[/code] RenderingServer functions. + Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. To place in a scene, attach this directional light to an instance using [method instance_set_base] using the returned RID. @@ -596,8 +596,8 @@ - Creates an environment and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]environment_*[/code] VisualServer functions. - Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method. + Creates an environment and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]environment_*[/code] RenderingServer functions. + Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. @@ -626,13 +626,13 @@ - + - + @@ -644,7 +644,7 @@ - + Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment.background_mode]. @@ -755,7 +755,7 @@ - + @@ -818,7 +818,7 @@ - + @@ -851,7 +851,7 @@ - + @@ -902,13 +902,13 @@ - Tries to free an object in the VisualServer. + Tries to free an object in the RenderingServer. - + Returns a certain information, see [enum RenderInfo] for options. @@ -955,13 +955,13 @@ - Returns [code]true[/code] if changes have been made to the VisualServer's data. [method force_draw] is usually called if this happens. + Returns [code]true[/code] if changes have been made to the RenderingServer's data. [method force_draw] is usually called if this happens. - + Not yet implemented. Always returns [code]false[/code]. @@ -981,12 +981,12 @@ - + - Sets up [ImmediateGeometry] internals to prepare for drawing. Equivalent to [method ImmediateGeometry.begin]. + Sets up [ImmediateGeometry3D] internals to prepare for drawing. Equivalent to [method ImmediateGeometry3D.begin]. @@ -995,7 +995,7 @@ - Clears everything that was set up between [method immediate_begin] and [method immediate_end]. Equivalent to [method ImmediateGeometry.clear]. + Clears everything that was set up between [method immediate_begin] and [method immediate_end]. Equivalent to [method ImmediateGeometry3D.clear]. @@ -1006,15 +1006,15 @@ - Sets the color to be used with next vertex. Equivalent to [method ImmediateGeometry.set_color]. + Sets the color to be used with next vertex. Equivalent to [method ImmediateGeometry3D.set_color]. - Creates an immediate geometry and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]immediate_*[/code] VisualServer functions. - Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method. + Creates an immediate geometry and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]immediate_*[/code] RenderingServer functions. + Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. To place in a scene, attach this immediate geometry to an instance using [method instance_set_base] using the returned RID. @@ -1024,7 +1024,7 @@ - Ends drawing the [ImmediateGeometry] and displays it. Equivalent to [method ImmediateGeometry.end]. + Ends drawing the [ImmediateGeometry3D] and displays it. Equivalent to [method ImmediateGeometry3D.end]. @@ -1033,7 +1033,7 @@ - Returns the material assigned to the [ImmediateGeometry]. + Returns the material assigned to the [ImmediateGeometry3D]. @@ -1044,7 +1044,7 @@ - Sets the normal to be used with next vertex. Equivalent to [method ImmediateGeometry.set_normal]. + Sets the normal to be used with next vertex. Equivalent to [method ImmediateGeometry3D.set_normal]. @@ -1055,7 +1055,7 @@ - Sets the material to be used to draw the [ImmediateGeometry]. + Sets the material to be used to draw the [ImmediateGeometry3D]. @@ -1066,7 +1066,7 @@ - Sets the tangent to be used with next vertex. Equivalent to [method ImmediateGeometry.set_tangent]. + Sets the tangent to be used with next vertex. Equivalent to [method ImmediateGeometry3D.set_tangent]. @@ -1077,7 +1077,7 @@ - Sets the UV to be used with next vertex. Equivalent to [method ImmediateGeometry.set_uv]. + Sets the UV to be used with next vertex. Equivalent to [method ImmediateGeometry3D.set_uv]. @@ -1088,7 +1088,7 @@ - Sets the UV2 to be used with next vertex. Equivalent to [method ImmediateGeometry.set_uv2]. + Sets the UV2 to be used with next vertex. Equivalent to [method ImmediateGeometry3D.set_uv2]. @@ -1099,7 +1099,7 @@ - Adds the next vertex using the information provided in advance. Equivalent to [method ImmediateGeometry.add_vertex]. + Adds the next vertex using the information provided in advance. Equivalent to [method ImmediateGeometry3D.add_vertex]. @@ -1110,7 +1110,7 @@ - Adds the next vertex using the information provided in advance. This is a helper class that calls [method immediate_vertex] under the hood. Equivalent to [method ImmediateGeometry.add_vertex]. + Adds the next vertex using the information provided in advance. This is a helper class that calls [method immediate_vertex] under the hood. Equivalent to [method ImmediateGeometry3D.add_vertex]. @@ -1146,8 +1146,8 @@ - Creates a visual instance and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]instance_*[/code] VisualServer functions. - Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method. + Creates a visual instance and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]instance_*[/code] RenderingServer functions. + Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. An instance is a way of placing a 3D object in the scenario. Objects like particles, meshes, and reflection probes need to be associated with an instance to be visible in the scenario using [method instance_set_base]. @@ -1159,8 +1159,8 @@ - Creates a visual instance, adds it to the VisualServer, and sets both base and scenario. It can be accessed with the RID that is returned. This RID will be used in all [code]instance_*[/code] VisualServer functions. - Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method. + Creates a visual instance, adds it to the RenderingServer, and sets both base and scenario. It can be accessed with the RID that is returned. This RID will be used in all [code]instance_*[/code] RenderingServer functions. + Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. @@ -1179,10 +1179,10 @@ - + - Sets the shadow casting setting to one of [enum ShadowCastingSetting]. Equivalent to [member GeometryInstance.cast_shadow]. + Sets the shadow casting setting to one of [enum ShadowCastingSetting]. Equivalent to [member GeometryInstance3D.cast_shadow]. @@ -1207,7 +1207,7 @@ - + @@ -1223,7 +1223,7 @@ - Sets a material that will override the material for all surfaces on the mesh associated with this instance. Equivalent to [member GeometryInstance.material_override]. + Sets a material that will override the material for all surfaces on the mesh associated with this instance. Equivalent to [member GeometryInstance3D.material_override]. @@ -1234,7 +1234,7 @@ - Sets the base of the instance. A base can be any of the 3D objects that are created in the VisualServer that can be displayed. For example, any of the light types, mesh, multimesh, immediate geometry, particle system, reflection probe, lightmap capture, and the GI probe are all types that can be set as the base of an instance in order to be displayed in the scenario. + Sets the base of the instance. A base can be any of the 3D objects that are created in the RenderingServer that can be displayed. For example, any of the light types, mesh, multimesh, immediate geometry, particle system, reflection probe, lightmap capture, and the GI probe are all types that can be set as the base of an instance in order to be displayed in the scenario. @@ -1258,7 +1258,7 @@ - Sets a custom AABB to use when culling objects from the view frustum. Equivalent to [method GeometryInstance.set_custom_aabb]. + Sets a custom AABB to use when culling objects from the view frustum. Equivalent to [method GeometryInstance3D.set_custom_aabb]. @@ -1280,7 +1280,7 @@ - Sets a margin to increase the size of the AABB when culling objects from the view frustum. This allows you avoid culling objects that fall outside the view frustum. Equivalent to [member GeometryInstance.extra_cull_margin]. + Sets a margin to increase the size of the AABB when culling objects from the view frustum. This allows you avoid culling objects that fall outside the view frustum. Equivalent to [member GeometryInstance3D.extra_cull_margin]. @@ -1291,7 +1291,7 @@ - Sets the render layers that this instance will be drawn to. Equivalent to [member VisualInstance.layers]. + Sets the render layers that this instance will be drawn to. Equivalent to [member VisualInstance3D.layers]. @@ -1315,7 +1315,7 @@ - Sets the material of a specific surface. Equivalent to [method MeshInstance.set_surface_material]. + Sets the material of a specific surface. Equivalent to [method MeshInstance3D.set_surface_material]. @@ -1326,7 +1326,7 @@ - Sets the world space transform of the instance. Equivalent to [member Spatial.transform]. + Sets the world space transform of the instance. Equivalent to [member Node3D.transform]. @@ -1350,7 +1350,7 @@ - Sets whether an instance is drawn or not. Equivalent to [member Spatial.visible]. + Sets whether an instance is drawn or not. Equivalent to [member Node3D.visible]. @@ -1361,7 +1361,7 @@ - Returns an array of object IDs intersecting with the provided AABB. Only visual 3D nodes are considered, such as [MeshInstance] or [DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World] you want to query. This forces an update for all resources queued to update. + Returns an array of object IDs intersecting with the provided AABB. Only visual 3D nodes are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GDScript.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update. [b]Warning:[/b] This function is primarily intended for editor usage. For in-game use cases, prefer physics collision. @@ -1373,7 +1373,7 @@ - Returns an array of object IDs intersecting with the provided convex shape. Only visual 3D nodes are considered, such as [MeshInstance] or [DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World] you want to query. This forces an update for all resources queued to update. + Returns an array of object IDs intersecting with the provided convex shape. Only visual 3D nodes are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GDScript.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update. [b]Warning:[/b] This function is primarily intended for editor usage. For in-game use cases, prefer physics collision. @@ -1387,7 +1387,7 @@ - Returns an array of object IDs intersecting with the provided 3D ray. Only visual 3D nodes are considered, such as [MeshInstance] or [DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World] you want to query. This forces an update for all resources queued to update. + Returns an array of object IDs intersecting with the provided 3D ray. Only visual 3D nodes are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GDScript.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update. [b]Warning:[/b] This function is primarily intended for editor usage. For in-game use cases, prefer physics collision. @@ -1399,7 +1399,7 @@ - If [code]true[/code], this directional light will blend between shadow map splits resulting in a smoother transition between them. Equivalent to [member DirectionalLight.directional_shadow_blend_splits]. + If [code]true[/code], this directional light will blend between shadow map splits resulting in a smoother transition between them. Equivalent to [member DirectionalLight3D.directional_shadow_blend_splits]. @@ -1407,10 +1407,10 @@ - + - Sets the shadow depth range mode for this directional light. Equivalent to [member DirectionalLight.directional_shadow_depth_range]. See [enum LightDirectionalShadowDepthRangeMode] for options. + Sets the shadow depth range mode for this directional light. Equivalent to [member DirectionalLight3D.directional_shadow_depth_range]. See [enum LightDirectionalShadowDepthRangeMode] for options. @@ -1418,10 +1418,10 @@ - + - Sets the shadow mode for this directional light. Equivalent to [member DirectionalLight.directional_shadow_mode]. See [enum LightDirectionalShadowMode] for options. + Sets the shadow mode for this directional light. Equivalent to [member DirectionalLight3D.directional_shadow_mode]. See [enum LightDirectionalShadowMode] for options. @@ -1429,10 +1429,10 @@ - + - Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual paraboloid is faster but may suffer from artifacts. Equivalent to [member OmniLight.omni_shadow_mode]. + Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual paraboloid is faster but may suffer from artifacts. Equivalent to [member OmniLight3D.omni_shadow_mode]. @@ -1443,7 +1443,7 @@ - Sets the color of the light. Equivalent to [member Light.light_color]. + Sets the color of the light. Equivalent to [member Light3D.light_color]. @@ -1454,7 +1454,7 @@ - Sets the cull mask for this Light. Lights only affect objects in the selected layers. Equivalent to [member Light.light_cull_mask]. + Sets the cull mask for this Light3D. Lights only affect objects in the selected layers. Equivalent to [member Light3D.light_cull_mask]. @@ -1465,7 +1465,7 @@ - If [code]true[/code], light will subtract light instead of adding light. Equivalent to [member Light.light_negative]. + If [code]true[/code], light will subtract light instead of adding light. Equivalent to [member Light3D.light_negative]. @@ -1473,12 +1473,12 @@ - + - Sets the specified light parameter. See [enum LightParam] for options. Equivalent to [method Light.set_param]. + Sets the specified light parameter. See [enum LightParam] for options. Equivalent to [method Light3D.set_param]. @@ -1500,7 +1500,7 @@ - If [code]true[/code], reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double sided shadows with [method instance_geometry_set_cast_shadows_setting]. Equivalent to [member Light.shadow_reverse_cull_face]. + If [code]true[/code], reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double sided shadows with [method instance_geometry_set_cast_shadows_setting]. Equivalent to [member Light3D.shadow_reverse_cull_face]. @@ -1511,7 +1511,7 @@ - If [code]true[/code], light will cast shadows. Equivalent to [member Light.shadow_enabled]. + If [code]true[/code], light will cast shadows. Equivalent to [member Light3D.shadow_enabled]. @@ -1522,7 +1522,7 @@ - Sets the color of the shadow cast by the light. Equivalent to [member Light.shadow_color]. + Sets the color of the shadow cast by the light. Equivalent to [member Light3D.shadow_color]. @@ -1540,8 +1540,8 @@ - Creates a lightmap capture and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]lightmap_capture_*[/code] VisualServer functions. - Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method. + Creates a lightmap capture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]lightmap_capture_*[/code] RenderingServer functions. + Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. To place in a scene, attach this lightmap capture to an instance using [method instance_set_base] using the returned RID. @@ -1662,8 +1662,8 @@ - Creates an empty material and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]material_*[/code] VisualServer functions. - Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method. + Creates an empty material and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]material_*[/code] RenderingServer functions. + Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. @@ -1728,7 +1728,7 @@ - + @@ -1756,8 +1756,8 @@ - Creates a new mesh and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]mesh_*[/code] VisualServer functions. - Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method. + Creates a new mesh and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]mesh_*[/code] RenderingServer functions. + Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. To place in a scene, attach this mesh to an instance using [method instance_set_base] using the returned RID. @@ -1771,7 +1771,7 @@ - + @@ -1802,7 +1802,7 @@ - + Sets a mesh's blend shape mode. @@ -1915,7 +1915,7 @@ - + @@ -1928,8 +1928,8 @@ - Creates a new multimesh on the VisualServer and returns an [RID] handle. This RID will be used in all [code]multimesh_*[/code] VisualServer functions. - Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method. + Creates a new multimesh on the RenderingServer and returns an [RID] handle. This RID will be used in all [code]multimesh_*[/code] RenderingServer functions. + Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. To place in a scene, attach this multimesh to an instance using [method instance_set_base] using the returned RID. @@ -2109,8 +2109,8 @@ - Creates a new omni light and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID can be used in most [code]light_*[/code] VisualServer functions. - Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method. + Creates a new omni light and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID can be used in most [code]light_*[/code] RenderingServer functions. + Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. To place in a scene, attach this omni light to an instance using [method instance_set_base] using the returned RID. @@ -2118,8 +2118,8 @@ - Creates a particle system and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]particles_*[/code] VisualServer functions. - Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method. + Creates a particle system and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]particles_*[/code] RenderingServer functions. + Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. To place in a scene, attach these particles to an instance using [method instance_set_base] using the returned RID. @@ -2129,7 +2129,7 @@ - Calculates and returns the axis-aligned bounding box that contains all the particles. Equivalent to [method Particles.capture_aabb]. + Calculates and returns the axis-aligned bounding box that contains all the particles. Equivalent to [method GPUParticles3D.capture_aabb]. @@ -2165,7 +2165,7 @@ - Reset the particles on the next update. Equivalent to [method Particles.restart]. + Reset the particles on the next update. Equivalent to [method GPUParticles3D.restart]. @@ -2176,7 +2176,7 @@ - Sets the number of particles to be drawn and allocates the memory for them. Equivalent to [member Particles.amount]. + Sets the number of particles to be drawn and allocates the memory for them. Equivalent to [member GPUParticles3D.amount]. @@ -2187,7 +2187,7 @@ - Sets a custom axis-aligned bounding box for the particle system. Equivalent to [member Particles.visibility_aabb]. + Sets a custom axis-aligned bounding box for the particle system. Equivalent to [member GPUParticles3D.visibility_aabb]. @@ -2195,10 +2195,10 @@ - + - Sets the draw order of the particles to one of the named enums from [enum ParticlesDrawOrder]. See [enum ParticlesDrawOrder] for options. Equivalent to [member Particles.draw_order]. + Sets the draw order of the particles to one of the named enums from [enum ParticlesDrawOrder]. See [enum ParticlesDrawOrder] for options. Equivalent to [member GPUParticles3D.draw_order]. @@ -2211,7 +2211,7 @@ - Sets the mesh to be used for the specified draw pass. Equivalent to [member Particles.draw_pass_1], [member Particles.draw_pass_2], [member Particles.draw_pass_3], and [member Particles.draw_pass_4]. + Sets the mesh to be used for the specified draw pass. Equivalent to [member GPUParticles3D.draw_pass_1], [member GPUParticles3D.draw_pass_2], [member GPUParticles3D.draw_pass_3], and [member GPUParticles3D.draw_pass_4]. @@ -2222,7 +2222,7 @@ - Sets the number of draw passes to use. Equivalent to [member Particles.draw_passes]. + Sets the number of draw passes to use. Equivalent to [member GPUParticles3D.draw_passes]. @@ -2244,7 +2244,7 @@ - If [code]true[/code], particles will emit over time. Setting to false does not reset the particles, but only stops their emission. Equivalent to [member Particles.emitting]. + If [code]true[/code], particles will emit over time. Setting to false does not reset the particles, but only stops their emission. Equivalent to [member GPUParticles3D.emitting]. @@ -2255,7 +2255,7 @@ - Sets the explosiveness ratio. Equivalent to [member Particles.explosiveness]. + Sets the explosiveness ratio. Equivalent to [member GPUParticles3D.explosiveness]. @@ -2266,7 +2266,7 @@ - Sets the frame rate that the particle system rendering will be fixed to. Equivalent to [member Particles.fixed_fps]. + Sets the frame rate that the particle system rendering will be fixed to. Equivalent to [member GPUParticles3D.fixed_fps]. @@ -2277,7 +2277,7 @@ - If [code]true[/code], uses fractional delta which smooths the movement of the particles. Equivalent to [member Particles.fract_delta]. + If [code]true[/code], uses fractional delta which smooths the movement of the particles. Equivalent to [member GPUParticles3D.fract_delta]. @@ -2288,7 +2288,7 @@ - Sets the lifetime of each particle in the system. Equivalent to [member Particles.lifetime]. + Sets the lifetime of each particle in the system. Equivalent to [member GPUParticles3D.lifetime]. @@ -2299,7 +2299,7 @@ - If [code]true[/code], particles will emit once and then stop. Equivalent to [member Particles.one_shot]. + If [code]true[/code], particles will emit once and then stop. Equivalent to [member GPUParticles3D.one_shot]. @@ -2310,7 +2310,7 @@ - Sets the preprocess time for the particles animation. This lets you delay starting an animation until after the particles have begun emitting. Equivalent to [member Particles.preprocess]. + Sets the preprocess time for the particles animation. This lets you delay starting an animation until after the particles have begun emitting. Equivalent to [member GPUParticles3D.preprocess]. @@ -2321,7 +2321,7 @@ - Sets the material for processing the particles. Note: this is not the material used to draw the materials. Equivalent to [member Particles.process_material]. + Sets the material for processing the particles. Note: this is not the material used to draw the materials. Equivalent to [member GPUParticles3D.process_material]. @@ -2332,7 +2332,7 @@ - Sets the emission randomness ratio. This randomizes the emission of particles within their phase. Equivalent to [member Particles.randomness]. + Sets the emission randomness ratio. This randomizes the emission of particles within their phase. Equivalent to [member GPUParticles3D.randomness]. @@ -2343,7 +2343,7 @@ - Sets the speed scale of the particle system. Equivalent to [member Particles.speed_scale]. + Sets the speed scale of the particle system. Equivalent to [member GPUParticles3D.speed_scale]. @@ -2354,15 +2354,15 @@ - If [code]true[/code], particles use local coordinates. If [code]false[/code] they use global coordinates. Equivalent to [member Particles.local_coords]. + If [code]true[/code], particles use local coordinates. If [code]false[/code] they use global coordinates. Equivalent to [member GPUParticles3D.local_coords]. - Creates a reflection probe and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]reflection_probe_*[/code] VisualServer functions. - Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method. + Creates a reflection probe and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]reflection_probe_*[/code] RenderingServer functions. + Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. To place in a scene, attach this reflection probe to an instance using [method instance_set_base] using the returned RID. @@ -2492,7 +2492,7 @@ - + Sets how often the reflection probe updates. Can either be once or every frame. See [enum ReflectionProbeUpdateMode] for options. @@ -2516,8 +2516,8 @@ - Creates a scenario and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]scenario_*[/code] VisualServer functions. - Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method. + Creates a scenario and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]scenario_*[/code] RenderingServer functions. + Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. The scenario is the 3D world that all the visual instances exist in. @@ -2526,7 +2526,7 @@ - + Sets the [enum ScenarioDebugMode] for this scenario. See [enum ScenarioDebugMode] for options. @@ -2591,8 +2591,8 @@ - Creates an empty shader and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]shader_*[/code] VisualServer functions. - Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method. + Creates an empty shader and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]shader_*[/code] RenderingServer functions. + Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. @@ -2723,8 +2723,8 @@ - Creates a skeleton and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]skeleton_*[/code] VisualServer functions. - Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method. + Creates a skeleton and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]skeleton_*[/code] RenderingServer functions. + Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. @@ -2740,8 +2740,8 @@ - Creates an empty sky and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]sky_*[/code] VisualServer functions. - Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method. + Creates an empty sky and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]sky_*[/code] RenderingServer functions. + Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. @@ -2759,8 +2759,8 @@ - Creates a spot light and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID can be used in most [code]light_*[/code] VisualServer functions. - Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method. + Creates a spot light and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID can be used in most [code]light_*[/code] RenderingServer functions. + Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. To place in a scene, attach this spot light to an instance using [method instance_set_base] using the returned RID. @@ -2826,8 +2826,8 @@ - Creates an empty viewport and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]viewport_*[/code] VisualServer functions. - Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method. + Creates an empty viewport and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]viewport_*[/code] RenderingServer functions. + Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. @@ -2844,7 +2844,7 @@ - + Returns a viewport's render information. For options, see the [enum ViewportRenderInfo] constants. @@ -2915,7 +2915,7 @@ - + Sets the clear mode of a viewport. See [enum ViewportClearMode] for options. @@ -2926,7 +2926,7 @@ - + Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for options. @@ -2981,7 +2981,7 @@ - + Sets the anti-aliasing mode. See [enum ViewportMSAA] for options. @@ -3074,7 +3074,7 @@ - + Sets when the viewport should be updated. See [enum ViewportUpdateMode] constants for options. @@ -3095,12 +3095,12 @@ - Emitted at the end of the frame, after the VisualServer has finished updating all the Viewports. + Emitted at the end of the frame, after the RenderingServer has finished updating all the Viewports. - Emitted at the beginning of the frame, before the VisualServer updates all the Viewports. + Emitted at the beginning of the frame, before the RenderingServer updates all the Viewports. diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml index 79c4205f596..e746d7fc96d 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidBody2D.xml @@ -16,7 +16,7 @@ - + Allows you to read and safely modify the simulation state for the object. Use this instead of [method Node._physics_process] if you need to directly change the body's [code]position[/code] or other physics properties. By default, it works in addition to the usual physics behavior, but [member custom_integrator] allows you to disable the default behavior and write custom force integration for a body. @@ -106,10 +106,10 @@ - + - Returns [code]true[/code] if a collision would result from moving in the given vector. [code]margin[/code] increases the size of the shapes involved in the collision detection, and [code]result[/code] is an object of type [Physics2DTestMotionResult], which contains additional information about the collision (should there be one). + Returns [code]true[/code] if a collision would result from moving in the given vector. [code]margin[/code] increases the size of the shapes involved in the collision detection, and [code]result[/code] is an object of type [PhysicsTestMotionResult2D], which contains additional information about the collision (should there be one). diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody3D.xml similarity index 88% rename from doc/classes/RigidBody.xml rename to doc/classes/RigidBody3D.xml index e2b7813361f..829589f650e 100644 --- a/doc/classes/RigidBody.xml +++ b/doc/classes/RigidBody3D.xml @@ -1,12 +1,12 @@ - + Physics Body whose position is determined through physics simulation in 3D space. - This is the node that implements full 3D physics. This means that you do not control a RigidBody directly. Instead, you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc. - A RigidBody has 4 behavior [member mode]s: Rigid, Static, Character, and Kinematic. - [b]Note:[/b] Don't change a RigidBody's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed Hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop may result in strange behavior. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state. + This is the node that implements full 3D physics. This means that you do not control a RigidBody3D directly. Instead, you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc. + A RigidBody3D has 4 behavior [member mode]s: Rigid, Static, Character, and Kinematic. + [b]Note:[/b] Don't change a RigidBody3D's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed Hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop may result in strange behavior. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state. If you need to override the default physics behavior, you can write a custom force integration function. See [member custom_integrator]. @@ -16,7 +16,7 @@ - + Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default, it works in addition to the usual physics behavior, but the [member custom_integrator] property allows you to disable the default behavior and do fully custom force integration for a body. @@ -85,7 +85,7 @@ - + Returns [code]true[/code] if the specified linear or rotational axis is locked. @@ -102,7 +102,7 @@ - + @@ -122,10 +122,10 @@ - Damps RigidBody's rotational forces. + Damps RigidBody3D's rotational forces. - RigidBody's rotational velocity. + RigidBody3D's rotational velocity. Lock the body's rotation in the X axis. @@ -146,10 +146,10 @@ Lock the body's movement in the Z axis. - If [code]true[/code], the RigidBody will not calculate forces and will act as a static body while there is no movement. It will wake up when forces are applied through other collisions or when the [code]apply_impulse[/code] method is used. + If [code]true[/code], the RigidBody3D will not calculate forces and will act as a static body while there is no movement. It will wake up when forces are applied through other collisions or when the [code]apply_impulse[/code] method is used. - If [code]true[/code], the RigidBody will emit signals when it collides with another RigidBody. + If [code]true[/code], the RigidBody3D will emit signals when it collides with another RigidBody3D. The maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0. @@ -162,7 +162,7 @@ If [code]true[/code], internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined. - This is multiplied by the global 3D gravity setting found in [b]Project > Project Settings > Physics > 3d[/b] to produce RigidBody's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object. + This is multiplied by the global 3D gravity setting found in [b]Project > Project Settings > Physics > 3d[/b] to produce RigidBody3D's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object. The body's linear damp. Cannot be less than -1.0. If this value is different from -1.0, any linear damp derived from the world or areas will be overridden. @@ -173,7 +173,7 @@ The body's mass. - + The body mode. See [enum Mode] for possible values. @@ -241,13 +241,13 @@ Rigid body mode. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code. - Static mode. The body behaves like a [StaticBody], and can only move by user code. + Static mode. The body behaves like a [StaticBody3D], and can only move by user code. Character body mode. This behaves like a rigid body, but can not rotate. - Kinematic body mode. The body behaves like a [KinematicBody], and can only move by user code. + Kinematic body mode. The body behaves like a [KinematicBody3D], and can only move by user code. diff --git a/doc/classes/RootMotionView.xml b/doc/classes/RootMotionView.xml index 654e42a3c6a..be8d8d00785 100644 --- a/doc/classes/RootMotionView.xml +++ b/doc/classes/RootMotionView.xml @@ -1,5 +1,5 @@ - + diff --git a/doc/classes/Shape.xml b/doc/classes/Shape3D.xml similarity index 81% rename from doc/classes/Shape.xml rename to doc/classes/Shape3D.xml index d70d2c09b38..1af6550dc5c 100644 --- a/doc/classes/Shape.xml +++ b/doc/classes/Shape3D.xml @@ -1,10 +1,10 @@ - + Base class for all 3D shape resources. - Base class for all 3D shape resources. Nodes that inherit from this can be used as shapes for a [PhysicsBody] or [Area] objects. + Base class for all 3D shape resources. Nodes that inherit from this can be used as shapes for a [PhysicsBody3D] or [Area3D] objects. https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html diff --git a/doc/classes/Skeleton.xml b/doc/classes/Skeleton3D.xml similarity index 95% rename from doc/classes/Skeleton.xml rename to doc/classes/Skeleton3D.xml index eaab4063b89..08404fb467a 100644 --- a/doc/classes/Skeleton.xml +++ b/doc/classes/Skeleton3D.xml @@ -1,10 +1,10 @@ - + Skeleton for characters and animated objects. - Skeleton provides a hierarchical interface for managing bones, including pose, rest and animation (see [Animation]). It can also use ragdoll physics. + Skeleton3D provides a hierarchical interface for managing bones, including pose, rest and animation (see [Animation]). It can also use ragdoll physics. The overall transform of a bone with respect to the skeleton is determined by the following hierarchical order: rest pose, custom pose and pose. Note that "global pose" below refers to the overall transform of the bone with respect to skeleton, so it not the actual global/world transform of the bone. @@ -38,6 +38,12 @@ Clear all the bones in this skeleton. + + + + + + diff --git a/doc/classes/SkeletonIK.xml b/doc/classes/SkeletonIK3D.xml similarity index 95% rename from doc/classes/SkeletonIK.xml rename to doc/classes/SkeletonIK3D.xml index 1db78314d2f..de838474039 100644 --- a/doc/classes/SkeletonIK.xml +++ b/doc/classes/SkeletonIK3D.xml @@ -1,5 +1,5 @@ - + @@ -8,7 +8,7 @@ - + diff --git a/doc/classes/SliderJoint.xml b/doc/classes/SliderJoint3D.xml similarity index 99% rename from doc/classes/SliderJoint.xml rename to doc/classes/SliderJoint3D.xml index dc0cf96eb41..efd6353e3c2 100644 --- a/doc/classes/SliderJoint.xml +++ b/doc/classes/SliderJoint3D.xml @@ -1,5 +1,5 @@ - + Piston kind of slider between two bodies in 3D. @@ -12,7 +12,7 @@ - + @@ -20,7 +20,7 @@ - + diff --git a/doc/classes/SoftBody.xml b/doc/classes/SoftBody3D.xml similarity index 93% rename from doc/classes/SoftBody.xml rename to doc/classes/SoftBody3D.xml index 46a00fbd67a..24d66099002 100644 --- a/doc/classes/SoftBody.xml +++ b/doc/classes/SoftBody3D.xml @@ -1,5 +1,5 @@ - + A soft mesh physics body. @@ -80,12 +80,12 @@ - The physics layers this SoftBody is in. + The physics layers this SoftBody3D 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 SoftBody scans for collisions. + The physics layers this SoftBody3D scans for collisions. @@ -94,20 +94,20 @@ - [NodePath] to a [CollisionObject] this SoftBody should avoid clipping. + [NodePath] to a [CollisionObject3D] this SoftBody3D should avoid clipping. - If [code]true[/code], the [SoftBody] will respond to [RayCast]s. + If [code]true[/code], the [SoftBody3D] will respond to [RayCast3D]s. Increasing this value will improve the resulting simulation, but can affect performance. Use with care. - The SoftBody's mass. + The SoftBody3D's mass. diff --git a/doc/classes/SphereShape.xml b/doc/classes/SphereShape3D.xml similarity index 77% rename from doc/classes/SphereShape.xml rename to doc/classes/SphereShape3D.xml index 75dab58c381..1eaf8906394 100644 --- a/doc/classes/SphereShape.xml +++ b/doc/classes/SphereShape3D.xml @@ -1,10 +1,10 @@ - + Sphere shape for 3D collisions. - Sphere shape for 3D collisions, which can be set into a [PhysicsBody] or [Area]. This shape is useful for modeling sphere-like 3D objects. + Sphere shape for 3D collisions, which can be set into a [PhysicsBody3D] or [Area3D]. This shape is useful for modeling sphere-like 3D objects. diff --git a/doc/classes/SpotLight.xml b/doc/classes/SpotLight3D.xml similarity index 75% rename from doc/classes/SpotLight.xml rename to doc/classes/SpotLight3D.xml index 351d4f8aff3..f094818c21e 100644 --- a/doc/classes/SpotLight.xml +++ b/doc/classes/SpotLight3D.xml @@ -1,10 +1,10 @@ - + A spotlight, such as a reflector spotlight or a lantern. - A Spotlight is a type of [Light] node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance. This attenuation can be configured by changing the energy, radius and attenuation parameters of [Light]. + A Spotlight is a type of [Light3D] node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance. This attenuation can be configured by changing the energy, radius and attenuation parameters of [Light3D]. https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html diff --git a/doc/classes/SpringArm.xml b/doc/classes/SpringArm3D.xml similarity index 51% rename from doc/classes/SpringArm.xml rename to doc/classes/SpringArm3D.xml index 780ed5077d6..8305494c2b3 100644 --- a/doc/classes/SpringArm.xml +++ b/doc/classes/SpringArm3D.xml @@ -1,13 +1,13 @@ - + A helper node, mostly used in 3rd person cameras. - The SpringArm node is a node that casts a ray (or collision shape) along its z axis and moves all its direct children to the collision point, minus a margin. + The SpringArm3D node is a node that casts a ray (or collision shape) along its z axis and moves all its direct children to the collision point, minus a margin. The most common use case for this is to make a 3rd person camera that reacts to collisions in the environment. - The SpringArm will either cast a ray, or if a shape is given, it will cast the shape in the direction of its z axis. - If you use the SpringArm as a camera controller for your player, you might need to exclude the player's collider from the SpringArm's collision check. + The SpringArm3D will either cast a ray, or if a shape is given, it will cast the shape in the direction of its z axis. + If you use the SpringArm3D as a camera controller for your player, you might need to exclude the player's collider from the SpringArm3D's collision check. @@ -18,14 +18,14 @@ - Adds the [PhysicsBody] object with the given [RID] to the list of [PhysicsBody] objects excluded from the collision check. + Adds the [PhysicsBody3D] object with the given [RID] to the list of [PhysicsBody3D] objects excluded from the collision check. - Clears the list of [PhysicsBody] objects excluded from the collision check. + Clears the list of [PhysicsBody3D] objects excluded from the collision check. @@ -41,7 +41,7 @@ - Removes the given [RID] from the list of [PhysicsBody] objects excluded from the collision check. + Removes the given [RID] from the list of [PhysicsBody3D] objects excluded from the collision check. @@ -50,17 +50,17 @@ The layers against which the collision check shall be done. - When the collision check is made, a candidate length for the SpringArm is given. - The margin is then subtracted to this length and the translation is applied to the child objects of the SpringArm. - This margin is useful for when the SpringArm has a [Camera] as a child node: without the margin, the [Camera] would be placed on the exact point of collision, while with the margin the [Camera] would be placed close to the point of collision. + When the collision check is made, a candidate length for the SpringArm3D is given. + The margin is then subtracted to this length and the translation is applied to the child objects of the SpringArm3D. + This margin is useful for when the SpringArm3D has a [Camera3D] as a child node: without the margin, the [Camera3D] would be placed on the exact point of collision, while with the margin the [Camera3D] would be placed close to the point of collision. - - The [Shape] to use for the SpringArm. - When the shape is set, the SpringArm will cast the [Shape] on its z axis instead of performing a ray cast. + + The [Shape3D] to use for the SpringArm3D. + When the shape is set, the SpringArm3D will cast the [Shape3D] on its z axis instead of performing a ray cast. - The maximum extent of the SpringArm. This is used as a length for both the ray and the shape cast used internally to calculate the desired position of the SpringArm's child nodes. - To know more about how to perform a shape cast or a ray cast, please consult the [PhysicsDirectSpaceState] documentation. + The maximum extent of the SpringArm3D. This is used as a length for both the ray and the shape cast used internally to calculate the desired position of the SpringArm3D's child nodes. + To know more about how to perform a shape cast or a ray cast, please consult the [PhysicsDirectSpaceState3D] documentation. diff --git a/doc/classes/Sprite.xml b/doc/classes/Sprite2D.xml similarity index 93% rename from doc/classes/Sprite.xml rename to doc/classes/Sprite2D.xml index 6c218815352..950fda4e204 100644 --- a/doc/classes/Sprite.xml +++ b/doc/classes/Sprite2D.xml @@ -1,5 +1,5 @@ - + General-purpose sprite node. @@ -13,7 +13,7 @@ - Returns a [Rect2] representing the Sprite's boundary in local coordinates. Can be used to detect if the Sprite was clicked. Example: + Returns a [Rect2] representing the Sprite2D's boundary in local coordinates. Can be used to detect if the Sprite2D was clicked. Example: [codeblock] func _input(event): if event is InputEventMouseButton and event.pressed and event.button_index == BUTTON_LEFT: @@ -53,7 +53,7 @@ The number of columns in the sprite sheet. - The normal map gives depth to the Sprite. + The normal map gives depth to the Sprite2D. The texture's drawing offset. @@ -68,7 +68,7 @@ The region of the atlas texture to display. [member region_enabled] must be [code]true[/code]. - Strength of the specular light effect of this [Sprite]. + Strength of the specular light effect of this [Sprite2D]. The color of the specular light effect. diff --git a/doc/classes/Sprite3D.xml b/doc/classes/Sprite3D.xml index 63958eeb7b2..f59d5130c91 100644 --- a/doc/classes/Sprite3D.xml +++ b/doc/classes/Sprite3D.xml @@ -5,7 +5,7 @@ A node that displays a 2D texture in a 3D environment. The texture displayed can be a region from a larger atlas texture, or a frame from a sprite sheet animation. - [b]Note:[/b] There are [url=https://github.com/godotengine/godot/issues/20855]known performance issues[/url] when using [Sprite3D]. Consider using a [MeshInstance] with a [QuadMesh] as the mesh instead. You can still have billboarding by enabling billboard properties in the QuadMesh's [StandardMaterial3D]. + [b]Note:[/b] There are [url=https://github.com/godotengine/godot/issues/20855]known performance issues[/url] when using [Sprite3D]. Consider using a [MeshInstance3D] with a [QuadMesh] as the mesh instead. You can still have billboarding by enabling billboard properties in the QuadMesh's [StandardMaterial3D]. diff --git a/doc/classes/SpriteBase3D.xml b/doc/classes/SpriteBase3D.xml index 563a17e8f64..479dc5f94c8 100644 --- a/doc/classes/SpriteBase3D.xml +++ b/doc/classes/SpriteBase3D.xml @@ -1,5 +1,5 @@ - + 2D sprite node in 3D environment. @@ -76,7 +76,7 @@ The size of one pixel's width on the sprite to scale it in 3D. - If [code]true[/code], the [Light] in the [Environment] has effects on the sprite. + If [code]true[/code], the [Light3D] in the [Environment] has effects on the sprite. If [code]true[/code], the texture's transparency and the opacity are used to make those parts of the sprite invisible. diff --git a/doc/classes/SpriteFrames.xml b/doc/classes/SpriteFrames.xml index 9facdde681a..6e1e1688f4d 100644 --- a/doc/classes/SpriteFrames.xml +++ b/doc/classes/SpriteFrames.xml @@ -1,10 +1,10 @@ - Sprite frame library for AnimatedSprite. + Sprite frame library for AnimatedSprite2D. - Sprite frame library for [AnimatedSprite]. Contains frames and animation data for playback. + Sprite frame library for [AnimatedSprite2D]. Contains frames and animation data for playback. diff --git a/doc/classes/StaticBody.xml b/doc/classes/StaticBody3D.xml similarity index 88% rename from doc/classes/StaticBody.xml rename to doc/classes/StaticBody3D.xml index 280b95d1823..c896efc3145 100644 --- a/doc/classes/StaticBody.xml +++ b/doc/classes/StaticBody3D.xml @@ -1,10 +1,10 @@ - + Static body for 3D physics. - Static body for 3D physics. A static body is a simple body that is not intended to move. In contrast to [RigidBody], they don't consume any CPU resources as long as they don't move. + Static body for 3D physics. A static body is a simple body that is not intended to move. In contrast to [RigidBody3D], they don't consume any CPU resources as long as they don't move. Additionally, a constant linear or angular velocity can be set for the static body, so even if it doesn't move, it affects other bodies as if it was moving (this is useful for simulating conveyor belts or conveyor wheels). diff --git a/doc/classes/Texture2D.xml b/doc/classes/Texture2D.xml index 63cdb0d90a2..ffe806cef79 100644 --- a/doc/classes/Texture2D.xml +++ b/doc/classes/Texture2D.xml @@ -4,7 +4,7 @@ Texture for 2D and 3D. - A texture works by registering an image in the video hardware, which then can be used in 3D models or 2D [Sprite] or GUI [Control]. + A texture works by registering an image in the video hardware, which then can be used in 3D models or 2D [Sprite2D] or GUI [Control]. Textures are often created by loading them from a file. See [method @GDScript.load]. [Texture2D] is a base for other resources. It cannot be used directly. @@ -28,12 +28,12 @@ - + - + - Draws the texture using a [CanvasItem] with the [VisualServer] API at the specified [code]position[/code]. + Draws the texture using a [CanvasItem] with the [RenderingServer] API at the specified [code]position[/code]. @@ -55,12 +55,12 @@ - + - + - Draws the texture using a [CanvasItem] with the [VisualServer] API. + Draws the texture using a [CanvasItem] with the [RenderingServer] API. @@ -82,14 +82,14 @@ - + - + - Draws a part of the texture using a [CanvasItem] with the [VisualServer] API. + Draws a part of the texture using a [CanvasItem] with the [RenderingServer] API. diff --git a/doc/classes/VehicleBody.xml b/doc/classes/VehicleBody3D.xml similarity index 56% rename from doc/classes/VehicleBody.xml rename to doc/classes/VehicleBody3D.xml index 74879419a1c..b8b85ff605c 100644 --- a/doc/classes/VehicleBody.xml +++ b/doc/classes/VehicleBody3D.xml @@ -1,11 +1,11 @@ - + Physics body that simulates the behavior of a car. - This node implements all the physics logic needed to simulate a car. It is based on the raycast vehicle system commonly found in physics engines. You will need to add a [CollisionShape] for the main body of your vehicle and add [VehicleWheel] nodes for the wheels. You should also add a [MeshInstance] to this node for the 3D model of your car but this model should not include meshes for the wheels. You should control the vehicle by using the [member brake], [member engine_force], and [member steering] properties and not change the position or orientation of this node directly. - [b]Note:[/b] The origin point of your VehicleBody will determine the center of gravity of your vehicle so it is better to keep this low and move the [CollisionShape] and [MeshInstance] upwards. + This node implements all the physics logic needed to simulate a car. It is based on the raycast vehicle system commonly found in physics engines. You will need to add a [CollisionShape3D] for the main body of your vehicle and add [VehicleWheel3D] nodes for the wheels. You should also add a [MeshInstance3D] to this node for the 3D model of your car but this model should not include meshes for the wheels. You should control the vehicle by using the [member brake], [member engine_force], and [member steering] properties and not change the position or orientation of this node directly. + [b]Note:[/b] The origin point of your VehicleBody3D will determine the center of gravity of your vehicle so it is better to keep this low and move the [CollisionShape3D] and [MeshInstance3D] upwards. @@ -13,16 +13,16 @@ - Slows down the vehicle by applying a braking force. The vehicle is only slowed down if the wheels are in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidBody.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking. + Slows down the vehicle by applying a braking force. The vehicle is only slowed down if the wheels are in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidBody3D.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking. - Accelerates the vehicle by applying an engine force. The vehicle is only speed up if the wheels that have [member VehicleWheel.use_as_traction] set to [code]true[/code] and are in contact with a surface. The [member RigidBody.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration. + Accelerates the vehicle by applying an engine force. The vehicle is only speed up if the wheels that have [member VehicleWheel3D.use_as_traction] set to [code]true[/code] and are in contact with a surface. The [member RigidBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration. [b]Note:[/b] The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears. A negative value will result in the vehicle reversing. - The steering angle for the vehicle. Setting this to a non-zero value will result in the vehicle turning when it's moving. Wheels that have [member VehicleWheel.use_as_steering] set to [code]true[/code] will automatically be rotated. + The steering angle for the vehicle. Setting this to a non-zero value will result in the vehicle turning when it's moving. Wheels that have [member VehicleWheel3D.use_as_steering] set to [code]true[/code] will automatically be rotated. diff --git a/doc/classes/VehicleWheel.xml b/doc/classes/VehicleWheel3D.xml similarity index 85% rename from doc/classes/VehicleWheel.xml rename to doc/classes/VehicleWheel3D.xml index 1a6a226fd16..c71d797eff1 100644 --- a/doc/classes/VehicleWheel.xml +++ b/doc/classes/VehicleWheel3D.xml @@ -1,10 +1,10 @@ - + Physics object that simulates the behavior of a wheel. - This node needs to be used as a child node of [VehicleBody] and simulates the behavior of one of its wheels. This node also acts as a collider to detect if the wheel is touching a surface. + This node needs to be used as a child node of [VehicleBody3D] and simulates the behavior of one of its wheels. This node also acts as a collider to detect if the wheel is touching a surface. @@ -33,7 +33,7 @@ - Slows down the wheel by applying a braking force. The wheel is only slowed down if it is in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidBody.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking. + Slows down the wheel by applying a braking force. The wheel is only slowed down if it is in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidBody3D.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking. The damping applied to the spring when the spring is being compressed. This value should be between 0.0 (no damping) and 1.0. A value of 0.0 means the car will keep bouncing as the spring keeps its energy. A good value for this is around 0.3 for a normal car, 0.5 for a race car. @@ -42,7 +42,7 @@ The damping applied to the spring when relaxing. This value should be between 0.0 (no damping) and 1.0. This value should always be slightly higher than the [member damping_compression] property. For a [member damping_compression] value of 0.3, try a relaxation value of 0.5. - Accelerates the wheel by applying an engine force. The wheel is only speed up if it is in contact with a surface. The [member RigidBody.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration. + Accelerates the wheel by applying an engine force. The wheel is only speed up if it is in contact with a surface. The [member RigidBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration. [b]Note:[/b] The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears. A negative value will result in the wheel reversing. @@ -50,7 +50,7 @@ The steering angle for the wheel. Setting this to a non-zero value will result in the vehicle turning when it's moving. - The maximum force the spring can resist. This value should be higher than a quarter of the [member RigidBody.mass] of the [VehicleBody] or the spring will not carry the weight of the vehicle. Good results are often obtained by a value that is about 3× to 4× this number. + The maximum force the spring can resist. This value should be higher than a quarter of the [member RigidBody3D.mass] of the [VehicleBody3D] or the spring will not carry the weight of the vehicle. Good results are often obtained by a value that is about 3× to 4× this number. This value defines the stiffness of the suspension. Use a value lower than 50 for an off-road car, a value between 50 and 100 for a race car and try something around 200 for something like a Formula 1 car. @@ -59,10 +59,10 @@ This is the distance the suspension can travel. As Godot units are equivalent to meters, keep this setting relatively low. Try a value between 0.1 and 0.3 depending on the type of car. - If [code]true[/code], this wheel will be turned when the car steers. This value is used in conjunction with [member VehicleBody.steering] and ignored if you are using the per-wheel [member steering] value instead. + If [code]true[/code], this wheel will be turned when the car steers. This value is used in conjunction with [member VehicleBody3D.steering] and ignored if you are using the per-wheel [member steering] value instead. - If [code]true[/code], this wheel transfers engine force to the ground to propel the vehicle forward. This value is used in conjunction with [member VehicleBody.engine_force] and ignored if you are using the per-wheel [member engine_force] value instead. + If [code]true[/code], this wheel transfers engine force to the ground to propel the vehicle forward. This value is used in conjunction with [member VehicleBody3D.engine_force] and ignored if you are using the per-wheel [member engine_force] value instead. This determines how much grip this wheel has. It is combined with the friction setting of the surface the wheel is in contact with. 0.0 means no grip, 1.0 is normal grip. For a drift car setup, try setting the grip of the rear wheels slightly lower than the front wheels, or use a lower value to simulate tire wear. diff --git a/doc/classes/SpatialVelocityTracker.xml b/doc/classes/VelocityTracker3D.xml similarity index 92% rename from doc/classes/SpatialVelocityTracker.xml rename to doc/classes/VelocityTracker3D.xml index 7a4e0c054ad..98f7533c76e 100644 --- a/doc/classes/SpatialVelocityTracker.xml +++ b/doc/classes/VelocityTracker3D.xml @@ -1,5 +1,5 @@ - + diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index 0632be28e11..dd0b17d0844 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -4,7 +4,7 @@ Creates a sub-view into the screen. - A Viewport creates a different view into the screen, or a sub-view inside another viewport. Children 2D Nodes will display on it, and children Camera 3D nodes will render on it too. + A Viewport creates a different view into the screen, or a sub-view inside another viewport. Children 2D Nodes will display on it, and children Camera3D 3D nodes will render on it too. Optionally, a viewport can have its own 2D or 3D world, so they don't share what they draw with other viewports. If a viewport is a child of a [ViewportContainer], it will automatically take up its size, otherwise it must be set manually. Viewports can also choose to be audio listeners, so they generate positional audio depending on a 2D or 3D camera child of it. @@ -17,7 +17,7 @@ - + Returns the 3D world of the viewport, or if none the world of the parent viewport. @@ -31,7 +31,7 @@ - + Returns the active 3D camera. @@ -99,7 +99,7 @@ - Returns the viewport's RID from the [VisualServer]. + Returns the viewport's RID from the [RenderingServer]. @@ -251,13 +251,13 @@ The multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 4 is best unless targeting very high-end systems. - If [code]true[/code], the viewport will use [World] defined in [code]world[/code] property. + If [code]true[/code], the viewport will use [World3D] defined in [code]world[/code] property. If [code]true[/code], the objects rendered by viewport become subjects of mouse picking process. - If [code]true[/code], renders the Viewport directly to the screen instead of to the root viewport. Only available in GLES2. This is a low-level optimization and should not be used in most cases. If used, reading from the Viewport or from [code]SCREEN_TEXTURE[/code] becomes unavailable. For more information see [method VisualServer.viewport_set_render_direct_to_screen]. + If [code]true[/code], renders the Viewport directly to the screen instead of to the root viewport. Only available in GLES2. This is a low-level optimization and should not be used in most cases. If used, reading from the Viewport or from [code]SCREEN_TEXTURE[/code] becomes unavailable. For more information see [method RenderingServer.viewport_set_render_direct_to_screen]. The clear mode when viewport used as a render target. @@ -290,8 +290,8 @@ If [code]true[/code], the viewport should render its background as transparent. - - The custom [World] which can be used as 3D environment source. + + The custom [World3D] which can be used as 3D environment source. The custom [World2D] which can be used as 2D environment source. diff --git a/doc/classes/VisibilityEnabler2D.xml b/doc/classes/VisibilityEnabler2D.xml index 3f9bf6887a8..0bdecafbfa0 100644 --- a/doc/classes/VisibilityEnabler2D.xml +++ b/doc/classes/VisibilityEnabler2D.xml @@ -36,13 +36,13 @@ If [code]true[/code], [RigidBody2D] nodes will be paused. - If [code]true[/code], [AnimatedSprite] nodes will be paused. + If [code]true[/code], [AnimatedSprite2D] nodes will be paused. If [code]true[/code], [AnimationPlayer] nodes will be paused. - If [code]true[/code], [Particles2D] nodes will be paused. + If [code]true[/code], [GPUParticles2D] nodes will be paused. If [code]true[/code], the parent's [method Node._physics_process] will be stopped. @@ -59,7 +59,7 @@ This enabler will freeze [RigidBody2D] nodes. - This enabler will stop [Particles2D] nodes. + This enabler will stop [GPUParticles2D] nodes. This enabler will stop the parent's _process function. @@ -68,7 +68,7 @@ This enabler will stop the parent's _physics_process function. - This enabler will stop [AnimatedSprite] nodes animations. + This enabler will stop [AnimatedSprite2D] nodes animations. Represents the size of the [enum Enabler] enum. diff --git a/doc/classes/VisibilityEnabler.xml b/doc/classes/VisibilityEnabler3D.xml similarity index 75% rename from doc/classes/VisibilityEnabler.xml rename to doc/classes/VisibilityEnabler3D.xml index 7ab6c52e6cd..9c25c6c7c80 100644 --- a/doc/classes/VisibilityEnabler.xml +++ b/doc/classes/VisibilityEnabler3D.xml @@ -1,11 +1,11 @@ - + Enables certain nodes only when visible. - The VisibilityEnabler will disable [RigidBody] and [AnimationPlayer] nodes when they are not visible. It will only affect other nodes within the same scene as the VisibilityEnabler itself. - Note that VisibilityEnabler will not affect nodes added after scene initialization. + The VisibilityEnabler3D will disable [RigidBody3D] and [AnimationPlayer] nodes when they are not visible. It will only affect other nodes within the same scene as the VisibilityEnabler3D itself. + Note that VisibilityEnabler3D will not affect nodes added after scene initialization. @@ -13,7 +13,7 @@ - + Returns whether the enabler identified by given [enum Enabler] constant is active. @@ -22,7 +22,7 @@ - + @@ -33,7 +33,7 @@ - If [code]true[/code], [RigidBody] nodes will be paused. + If [code]true[/code], [RigidBody3D] nodes will be paused. If [code]true[/code], [AnimationPlayer] nodes will be paused. @@ -44,7 +44,7 @@ This enabler will pause [AnimationPlayer] nodes. - This enabler will freeze [RigidBody] nodes. + This enabler will freeze [RigidBody3D] nodes. Represents the size of the [enum Enabler] enum. diff --git a/doc/classes/VisibilityNotifier.xml b/doc/classes/VisibilityNotifier3D.xml similarity index 64% rename from doc/classes/VisibilityNotifier.xml rename to doc/classes/VisibilityNotifier3D.xml index 61610178840..d8a605c69c3 100644 --- a/doc/classes/VisibilityNotifier.xml +++ b/doc/classes/VisibilityNotifier3D.xml @@ -1,10 +1,10 @@ - + Detects when the node is visible on screen. - The VisibilityNotifier detects when it is visible on the screen. It also notifies when its bounding rectangle enters or exits the screen or a [Camera]'s view. + The VisibilityNotifier3D detects when it is visible on the screen. It also notifies when its bounding rectangle enters or exits the screen or a [Camera3D]'s view. @@ -20,32 +20,32 @@ - The VisibilityNotifier's bounding box. + The VisibilityNotifier3D's bounding box. - + - Emitted when the VisibilityNotifier enters a [Camera]'s view. + Emitted when the VisibilityNotifier3D enters a [Camera3D]'s view. - + - Emitted when the VisibilityNotifier exits a [Camera]'s view. + Emitted when the VisibilityNotifier3D exits a [Camera3D]'s view. - Emitted when the VisibilityNotifier enters the screen. + Emitted when the VisibilityNotifier3D enters the screen. - Emitted when the VisibilityNotifier exits the screen. + Emitted when the VisibilityNotifier3D exits the screen. diff --git a/doc/classes/VisualInstance.xml b/doc/classes/VisualInstance3D.xml similarity index 64% rename from doc/classes/VisualInstance.xml rename to doc/classes/VisualInstance3D.xml index 1bbd5cb64d3..6451b3f3301 100644 --- a/doc/classes/VisualInstance.xml +++ b/doc/classes/VisualInstance3D.xml @@ -1,10 +1,10 @@ - + Parent of all visual 3D nodes. - The [VisualInstance] is used to connect a resource to a visual representation. All visual 3D nodes inherit from the [VisualInstance]. In general, you should not access the [VisualInstance] properties directly as they are accessed and managed by the nodes that inherit from [VisualInstance]. [VisualInstance] is the node representation of the [VisualServer] instance. + The [VisualInstance3D] is used to connect a resource to a visual representation. All visual 3D nodes inherit from the [VisualInstance3D]. In general, you should not access the [VisualInstance3D] properties directly as they are accessed and managed by the nodes that inherit from [VisualInstance3D]. [VisualInstance3D] is the node representation of the [RenderingServer] instance. @@ -13,21 +13,21 @@ - Returns the [AABB] (also known as the bounding box) for this [VisualInstance]. + Returns the [AABB] (also known as the bounding box) for this [VisualInstance3D]. - Returns the RID of the resource associated with this [VisualInstance]. For example, if the Node is a [MeshInstance], this will return the RID of the associated [Mesh]. + Returns the RID of the resource associated with this [VisualInstance3D]. For example, if the Node is a [MeshInstance3D], this will return the RID of the associated [Mesh]. - Returns the RID of this instance. This RID is the same as the RID returned by [method VisualServer.instance_create]. This RID is needed if you want to call [VisualServer] functions directly on this [VisualInstance]. + Returns the RID of this instance. This RID is the same as the RID returned by [method RenderingServer.instance_create]. This RID is needed if you want to call [RenderingServer] functions directly on this [VisualInstance3D]. @@ -43,8 +43,8 @@ - Returns the transformed [AABB] (also known as the bounding box) for this [VisualInstance]. - Transformed in this case means the [AABB] plus the position, rotation, and scale of the [Spatial]'s [Transform]. + Returns the transformed [AABB] (also known as the bounding box) for this [VisualInstance3D]. + Transformed in this case means the [AABB] plus the position, rotation, and scale of the [Node3D]'s [Transform]. @@ -53,7 +53,7 @@ - Sets the resource that is instantiated by this [VisualInstance], which changes how the engine handles the [VisualInstance] under the hood. Equivalent to [method VisualServer.instance_set_base]. + Sets the resource that is instantiated by this [VisualInstance3D], which changes how the engine handles the [VisualInstance3D] under the hood. Equivalent to [method RenderingServer.instance_set_base]. @@ -70,8 +70,8 @@ - The render layer(s) this [VisualInstance] is drawn on. - This object will only be visible for [Camera]s whose cull mask includes the render object this [VisualInstance] is set to. + The render layer(s) this [VisualInstance3D] is drawn on. + This object will only be visible for [Camera3D]s whose cull mask includes the render object this [VisualInstance3D] is set to. diff --git a/doc/classes/World2D.xml b/doc/classes/World2D.xml index 9e2d4cfde32..2d8382b7e31 100644 --- a/doc/classes/World2D.xml +++ b/doc/classes/World2D.xml @@ -13,13 +13,13 @@ - The [RID] of this world's canvas resource. Used by the [VisualServer] for 2D drawing. + The [RID] of this world's canvas resource. Used by the [RenderingServer] for 2D drawing. - + The state of this world's physics space. This allows arbitrary querying for collision. - The [RID] of this world's physics space resource. Used by the [Physics2DServer] for 2D physics, treating it as both a space and an area. + The [RID] of this world's physics space resource. Used by the [PhysicsServer2D] for 2D physics, treating it as both a space and an area. diff --git a/doc/classes/World.xml b/doc/classes/World3D.xml similarity index 65% rename from doc/classes/World.xml rename to doc/classes/World3D.xml index 48596c87d09..4224a2a2c38 100644 --- a/doc/classes/World.xml +++ b/doc/classes/World3D.xml @@ -1,10 +1,10 @@ - + Class that has everything pertaining to a world. - Class that has everything pertaining to a world. A physics space, a visual scenario and a sound space. Spatial nodes register their resources into the current world. + Class that has everything pertaining to a world. A physics space, a visual scenario and a sound space. Node3D nodes register their resources into the current world. https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html @@ -14,20 +14,20 @@ - - The World's physics direct space state, used for making various queries. Might be used only during [code]_physics_process[/code]. + + The World3D's physics direct space state, used for making various queries. Might be used only during [code]_physics_process[/code]. - The World's [Environment]. + The World3D's [Environment]. - The World's fallback_environment will be used if the World's [Environment] fails or is missing. + The World3D's fallback_environment will be used if the World3D's [Environment] fails or is missing. - The World's visual scenario. + The World3D's visual scenario. - The World's physics space. + The World3D's physics space. diff --git a/doc/classes/WorldEnvironment.xml b/doc/classes/WorldEnvironment.xml index 73500868a80..92b75621c2b 100644 --- a/doc/classes/WorldEnvironment.xml +++ b/doc/classes/WorldEnvironment.xml @@ -5,7 +5,7 @@ The [WorldEnvironment] node is used to configure the default [Environment] for the scene. - The parameters defined in the [WorldEnvironment] can be overridden by an [Environment] node set on the current [Camera]. Additionally, only one [WorldEnvironment] may be instanced in a given scene at a time. + The parameters defined in the [WorldEnvironment] can be overridden by an [Environment] node set on the current [Camera3D]. Additionally, only one [WorldEnvironment] may be instanced in a given scene at a time. The [WorldEnvironment] allows the user to specify default lighting parameters (e.g. ambient lighting), various post-processing effects (e.g. SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, skybox). Usually, these are added in order to improve the realism/color balance of the scene. diff --git a/doc/classes/WorldMarginShape.xml b/doc/classes/WorldMarginShape3D.xml similarity index 64% rename from doc/classes/WorldMarginShape.xml rename to doc/classes/WorldMarginShape3D.xml index 54f76a066b0..a91447056bd 100644 --- a/doc/classes/WorldMarginShape.xml +++ b/doc/classes/WorldMarginShape3D.xml @@ -1,10 +1,10 @@ - + Infinite plane shape for 3D collisions. - An infinite plane shape for 3D collisions. Note that the [Plane]'s normal matters; anything "below" the plane will collide with it. If the [WorldMarginShape] is used in a [PhysicsBody], it will cause colliding objects placed "below" it to teleport "above" the plane. + An infinite plane shape for 3D collisions. Note that the [Plane]'s normal matters; anything "below" the plane will collide with it. If the [WorldMarginShape3D] is used in a [PhysicsBody3D], it will cause colliding objects placed "below" it to teleport "above" the plane. @@ -12,7 +12,7 @@ - The [Plane] used by the [WorldMarginShape] for collision. + The [Plane] used by the [WorldMarginShape3D] for collision. diff --git a/editor/doc_data.cpp b/editor/doc_data.cpp index 66134b44280..845e7725f3e 100644 --- a/editor/doc_data.cpp +++ b/editor/doc_data.cpp @@ -372,7 +372,7 @@ void DocData::generate(bool p_basic_types) { if (skip_setter_getter_methods && setters_getters.has(E->get().name)) { // Don't skip parametric setters and getters, i.e. method which require // one or more parameters to define what property should be set or retrieved. - // E.g. CPUParticles::set_param(Parameter param, float value). + // E.g. CPUParticles3D::set_param(Parameter param, float value). if (E->get().arguments.size() == 0 /* getter */ || (E->get().arguments.size() == 1 && E->get().return_val.type == Variant::NIL /* setter */)) { continue; } diff --git a/editor/icons/GizmoCPUParticles.svg b/editor/icons/GizmoCPUParticles3D.svg similarity index 100% rename from editor/icons/GizmoCPUParticles.svg rename to editor/icons/GizmoCPUParticles3D.svg diff --git a/editor/icons/GizmoParticles.svg b/editor/icons/GizmoGPUParticles3D.svg similarity index 100% rename from editor/icons/GizmoParticles.svg rename to editor/icons/GizmoGPUParticles3D.svg diff --git a/editor/import/editor_import_collada.cpp b/editor/import/editor_import_collada.cpp index 6c089d7020c..f16c3a9e68c 100644 --- a/editor/import/editor_import_collada.cpp +++ b/editor/import/editor_import_collada.cpp @@ -318,7 +318,7 @@ Error ColladaImport::_create_scene(Collada::Node *p_node, Node3D *p_parent) { } else { //mesh since nothing else node = memnew(MeshInstance3D); - //Object::cast_to(node)->set_flag(GeometryInstance::FLAG_USE_BAKED_LIGHT, true); + //Object::cast_to(node)->set_flag(GeometryInstance3D::FLAG_USE_BAKED_LIGHT, true); } } break; case Collada::Node::TYPE_SKELETON: { diff --git a/editor/import/resource_importer_scene.cpp b/editor/import/resource_importer_scene.cpp index fb57773b188..7a1de780012 100644 --- a/editor/import/resource_importer_scene.cpp +++ b/editor/import/resource_importer_scene.cpp @@ -448,7 +448,7 @@ Node *ResourceImporterScene::_fix_node(Node *p_node, Node *p_root, Map } else if (empty_draw_type == "IMAGE") { WorldMarginShape3D *world_margin_shape = memnew(WorldMarginShape3D); colshape->set_shape(world_margin_shape); - colshape->set_name("WorldMarginShape"); + colshape->set_name("WorldMarginShape3D"); } else { SphereShape3D *sphereShape = memnew(SphereShape3D); sphereShape->set_radius(1); diff --git a/editor/node_3d_editor_gizmos.cpp b/editor/node_3d_editor_gizmos.cpp index 40c17a9fc35..b0f7d2e4604 100644 --- a/editor/node_3d_editor_gizmos.cpp +++ b/editor/node_3d_editor_gizmos.cpp @@ -1971,7 +1971,7 @@ bool RayCastNode3DGizmoPlugin::has_gizmo(Node3D *p_spatial) { } String RayCastNode3DGizmoPlugin::get_name() const { - return "RayCast"; + return "RayCast3D"; } int RayCastNode3DGizmoPlugin::get_priority() const { @@ -2025,7 +2025,7 @@ bool SpringArmNode3DGizmoPlugin::has_gizmo(Node3D *p_spatial) { } String SpringArmNode3DGizmoPlugin::get_name() const { - return "SpringArm"; + return "SpringArm3D"; } int SpringArmNode3DGizmoPlugin::get_priority() const { @@ -2045,7 +2045,7 @@ bool VehicleWheelNode3DGizmoPlugin::has_gizmo(Node3D *p_spatial) { } String VehicleWheelNode3DGizmoPlugin::get_name() const { - return "VehicleWheel"; + return "VehicleWheel3D"; } int VehicleWheelNode3DGizmoPlugin::get_priority() const { @@ -2119,7 +2119,7 @@ bool SoftBodyNode3DGizmoPlugin::has_gizmo(Node3D *p_spatial) { } String SoftBodyNode3DGizmoPlugin::get_name() const { - return "SoftBody"; + return "SoftBody3D"; } int SoftBodyNode3DGizmoPlugin::get_priority() const { @@ -2162,7 +2162,7 @@ void SoftBodyNode3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { } String SoftBodyNode3DGizmoPlugin::get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_idx) const { - return "SoftBody pin point"; + return "SoftBody3D pin point"; } Variant SoftBodyNode3DGizmoPlugin::get_handle_value(EditorNode3DGizmo *p_gizmo, int p_idx) const { @@ -2195,7 +2195,7 @@ bool VisibilityNotifierGizmoPlugin::has_gizmo(Node3D *p_spatial) { } String VisibilityNotifierGizmoPlugin::get_name() const { - return "VisibilityNotifier"; + return "VisibilityNotifier3D"; } int VisibilityNotifierGizmoPlugin::get_priority() const { @@ -2342,59 +2342,59 @@ void VisibilityNotifierGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { //// -CPUParticlesGizmoPlugin::CPUParticlesGizmoPlugin() { - create_icon_material("particles_icon", Node3DEditor::get_singleton()->get_theme_icon("GizmoCPUParticles", "EditorIcons")); +CPUParticles3DGizmoPlugin::CPUParticles3DGizmoPlugin() { + create_icon_material("particles_icon", Node3DEditor::get_singleton()->get_theme_icon("GizmoCPUParticles3D", "EditorIcons")); } -bool CPUParticlesGizmoPlugin::has_gizmo(Node3D *p_spatial) { +bool CPUParticles3DGizmoPlugin::has_gizmo(Node3D *p_spatial) { return Object::cast_to(p_spatial) != NULL; } -String CPUParticlesGizmoPlugin::get_name() const { - return "CPUParticles"; +String CPUParticles3DGizmoPlugin::get_name() const { + return "CPUParticles3D"; } -int CPUParticlesGizmoPlugin::get_priority() const { +int CPUParticles3DGizmoPlugin::get_priority() const { return -1; } -bool CPUParticlesGizmoPlugin::is_selectable_when_hidden() const { +bool CPUParticles3DGizmoPlugin::is_selectable_when_hidden() const { return true; } -void CPUParticlesGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { +void CPUParticles3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { Ref icon = get_material("particles_icon", p_gizmo); p_gizmo->add_unscaled_billboard(icon, 0.05); } //// -ParticlesGizmoPlugin::ParticlesGizmoPlugin() { +GPUParticles3DGizmoPlugin::GPUParticles3DGizmoPlugin() { Color gizmo_color = EDITOR_DEF("editors/3d_gizmos/gizmo_colors/particles", Color(0.8, 0.7, 0.4)); create_material("particles_material", gizmo_color); gizmo_color.a = 0.1; create_material("particles_solid_material", gizmo_color); - create_icon_material("particles_icon", Node3DEditor::get_singleton()->get_theme_icon("GizmoParticles", "EditorIcons")); + create_icon_material("particles_icon", Node3DEditor::get_singleton()->get_theme_icon("GizmoGPUParticles3D", "EditorIcons")); create_handle_material("handles"); } -bool ParticlesGizmoPlugin::has_gizmo(Node3D *p_spatial) { +bool GPUParticles3DGizmoPlugin::has_gizmo(Node3D *p_spatial) { return Object::cast_to(p_spatial) != NULL; } -String ParticlesGizmoPlugin::get_name() const { - return "Particles"; +String GPUParticles3DGizmoPlugin::get_name() const { + return "GPUParticles3D"; } -int ParticlesGizmoPlugin::get_priority() const { +int GPUParticles3DGizmoPlugin::get_priority() const { return -1; } -bool ParticlesGizmoPlugin::is_selectable_when_hidden() const { +bool GPUParticles3DGizmoPlugin::is_selectable_when_hidden() const { return true; } -String ParticlesGizmoPlugin::get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_idx) const { +String GPUParticles3DGizmoPlugin::get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_idx) const { switch (p_idx) { case 0: return "Size X"; @@ -2407,12 +2407,12 @@ String ParticlesGizmoPlugin::get_handle_name(const EditorNode3DGizmo *p_gizmo, i return ""; } -Variant ParticlesGizmoPlugin::get_handle_value(EditorNode3DGizmo *p_gizmo, int p_idx) const { +Variant GPUParticles3DGizmoPlugin::get_handle_value(EditorNode3DGizmo *p_gizmo, int p_idx) const { GPUParticles3D *particles = Object::cast_to(p_gizmo->get_spatial_node()); return particles->get_visibility_aabb(); } -void ParticlesGizmoPlugin::set_handle(EditorNode3DGizmo *p_gizmo, int p_idx, Camera3D *p_camera, const Point2 &p_point) { +void GPUParticles3DGizmoPlugin::set_handle(EditorNode3DGizmo *p_gizmo, int p_idx, Camera3D *p_camera, const Point2 &p_point) { GPUParticles3D *particles = Object::cast_to(p_gizmo->get_spatial_node()); @@ -2464,7 +2464,7 @@ void ParticlesGizmoPlugin::set_handle(EditorNode3DGizmo *p_gizmo, int p_idx, Cam } } -void ParticlesGizmoPlugin::commit_handle(EditorNode3DGizmo *p_gizmo, int p_idx, const Variant &p_restore, bool p_cancel) { +void GPUParticles3DGizmoPlugin::commit_handle(EditorNode3DGizmo *p_gizmo, int p_idx, const Variant &p_restore, bool p_cancel) { GPUParticles3D *particles = Object::cast_to(p_gizmo->get_spatial_node()); @@ -2480,7 +2480,7 @@ void ParticlesGizmoPlugin::commit_handle(EditorNode3DGizmo *p_gizmo, int p_idx, ur->commit_action(); } -void ParticlesGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { +void GPUParticles3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { GPUParticles3D *particles = Object::cast_to(p_gizmo->get_spatial_node()); @@ -3725,7 +3725,7 @@ bool NavigationMeshNode3DGizmoPlugin::has_gizmo(Node3D *p_spatial) { } String NavigationMeshNode3DGizmoPlugin::get_name() const { - return "NavigationRegion"; + return "NavigationRegion3D"; } int NavigationMeshNode3DGizmoPlugin::get_priority() const { diff --git a/editor/node_3d_editor_gizmos.h b/editor/node_3d_editor_gizmos.h index 014b736a0de..f8339b4c6c2 100644 --- a/editor/node_3d_editor_gizmos.h +++ b/editor/node_3d_editor_gizmos.h @@ -236,8 +236,8 @@ public: VisibilityNotifierGizmoPlugin(); }; -class CPUParticlesGizmoPlugin : public EditorNode3DGizmoPlugin { - GDCLASS(CPUParticlesGizmoPlugin, EditorNode3DGizmoPlugin); +class CPUParticles3DGizmoPlugin : public EditorNode3DGizmoPlugin { + GDCLASS(CPUParticles3DGizmoPlugin, EditorNode3DGizmoPlugin); public: bool has_gizmo(Node3D *p_spatial); @@ -245,12 +245,12 @@ public: int get_priority() const; bool is_selectable_when_hidden() const; void redraw(EditorNode3DGizmo *p_gizmo); - CPUParticlesGizmoPlugin(); + CPUParticles3DGizmoPlugin(); }; -class ParticlesGizmoPlugin : public EditorNode3DGizmoPlugin { +class GPUParticles3DGizmoPlugin : public EditorNode3DGizmoPlugin { - GDCLASS(ParticlesGizmoPlugin, EditorNode3DGizmoPlugin); + GDCLASS(GPUParticles3DGizmoPlugin, EditorNode3DGizmoPlugin); public: bool has_gizmo(Node3D *p_spatial); @@ -264,7 +264,7 @@ public: void set_handle(EditorNode3DGizmo *p_gizmo, int p_idx, Camera3D *p_camera, const Point2 &p_point); void commit_handle(EditorNode3DGizmo *p_gizmo, int p_idx, const Variant &p_restore, bool p_cancel = false); - ParticlesGizmoPlugin(); + GPUParticles3DGizmoPlugin(); }; class ReflectionProbeGizmoPlugin : public EditorNode3DGizmoPlugin { diff --git a/editor/plugins/camera_3d_editor_plugin.cpp b/editor/plugins/camera_3d_editor_plugin.cpp index 3d9b74c2da5..759f01135e9 100644 --- a/editor/plugins/camera_3d_editor_plugin.cpp +++ b/editor/plugins/camera_3d_editor_plugin.cpp @@ -96,7 +96,7 @@ bool Camera3DEditorPlugin::handles(Object *p_object) const { void Camera3DEditorPlugin::make_visible(bool p_visible) { if (p_visible) { - //Node3DEditor::get_singleton()->set_can_preview(Object::cast_to(p_object)); + //Node3DEditor::get_singleton()->set_can_preview(Object::cast_to(p_object)); } else { Node3DEditor::get_singleton()->set_can_preview(NULL); } diff --git a/editor/plugins/cpu_particles_3d_editor_plugin.h b/editor/plugins/cpu_particles_3d_editor_plugin.h index aac9cc9a2f4..796c842e077 100644 --- a/editor/plugins/cpu_particles_3d_editor_plugin.h +++ b/editor/plugins/cpu_particles_3d_editor_plugin.h @@ -72,7 +72,7 @@ class CPUParticles3DEditorPlugin : public EditorPlugin { EditorNode *editor; public: - virtual String get_name() const { return "CPUParticles"; } + virtual String get_name() const { return "CPUParticles3D"; } bool has_main_screen() const { return false; } virtual void edit(Object *p_object); virtual bool handles(Object *p_object) const; diff --git a/editor/plugins/gpu_particles_2d_editor_plugin.h b/editor/plugins/gpu_particles_2d_editor_plugin.h index 904786ffaee..008d04a2114 100644 --- a/editor/plugins/gpu_particles_2d_editor_plugin.h +++ b/editor/plugins/gpu_particles_2d_editor_plugin.h @@ -87,7 +87,7 @@ protected: static void _bind_methods(); public: - virtual String get_name() const { return "Particles2D"; } + virtual String get_name() const { return "GPUParticles2D"; } bool has_main_screen() const { return false; } virtual void edit(Object *p_object); virtual bool handles(Object *p_object) const; diff --git a/editor/plugins/gpu_particles_3d_editor_plugin.h b/editor/plugins/gpu_particles_3d_editor_plugin.h index d730457d017..cf1cff32c09 100644 --- a/editor/plugins/gpu_particles_3d_editor_plugin.h +++ b/editor/plugins/gpu_particles_3d_editor_plugin.h @@ -108,7 +108,7 @@ class GPUParticles3DEditorPlugin : public EditorPlugin { EditorNode *editor; public: - virtual String get_name() const { return "Particles"; } + virtual String get_name() const { return "GPUParticles3D"; } bool has_main_screen() const { return false; } virtual void edit(Object *p_object); virtual bool handles(Object *p_object) const; diff --git a/editor/plugins/mesh_instance_3d_editor_plugin.cpp b/editor/plugins/mesh_instance_3d_editor_plugin.cpp index a4e7b2df088..f7a90b8ab32 100644 --- a/editor/plugins/mesh_instance_3d_editor_plugin.cpp +++ b/editor/plugins/mesh_instance_3d_editor_plugin.cpp @@ -392,17 +392,17 @@ void MeshInstance3DEditor::_create_outline_mesh() { Ref mesh = node->get_mesh(); if (mesh.is_null()) { - err_dialog->set_text(TTR("MeshInstance lacks a Mesh!")); + err_dialog->set_text(TTR("MeshInstance3D lacks a Mesh.")); err_dialog->popup_centered(); return; } if (mesh->get_surface_count() == 0) { - err_dialog->set_text(TTR("Mesh has not surface to create outlines from!")); + err_dialog->set_text(TTR("Mesh has not surface to create outlines from.")); err_dialog->popup_centered(); return; } else if (mesh->get_surface_count() == 1 && mesh->surface_get_primitive_type(0) != Mesh::PRIMITIVE_TRIANGLES) { - err_dialog->set_text(TTR("Mesh primitive type is not PRIMITIVE_TRIANGLES!")); + err_dialog->set_text(TTR("Mesh primitive type is not PRIMITIVE_TRIANGLES.")); err_dialog->popup_centered(); return; } @@ -410,7 +410,7 @@ void MeshInstance3DEditor::_create_outline_mesh() { Ref mesho = mesh->create_outline(outline_size->get_value()); if (mesho.is_null()) { - err_dialog->set_text(TTR("Could not create outline!")); + err_dialog->set_text(TTR("Could not create outline.")); err_dialog->popup_centered(); return; } @@ -447,7 +447,7 @@ MeshInstance3DEditor::MeshInstance3DEditor() { options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon("MeshInstance3D", "EditorIcons")); options->get_popup()->add_item(TTR("Create Trimesh Static Body"), MENU_OPTION_CREATE_STATIC_TRIMESH_BODY); - options->get_popup()->set_item_tooltip(options->get_popup()->get_item_count() - 1, TTR("Creates a StaticBody and assigns a polygon-based collision shape to it automatically.\nThis is the most accurate (but slowest) option for collision detection.")); + options->get_popup()->set_item_tooltip(options->get_popup()->get_item_count() - 1, TTR("Creates a StaticBody3D and assigns a polygon-based collision shape to it automatically.\nThis is the most accurate (but slowest) option for collision detection.")); options->get_popup()->add_separator(); options->get_popup()->add_item(TTR("Create Trimesh Collision Sibling"), MENU_OPTION_CREATE_TRIMESH_COLLISION_SHAPE); options->get_popup()->set_item_tooltip(options->get_popup()->get_item_count() - 1, TTR("Creates a polygon-based collision shape.\nThis is the most accurate (but slowest) option for collision detection.")); diff --git a/editor/plugins/multimesh_editor_plugin.cpp b/editor/plugins/multimesh_editor_plugin.cpp index 658e3ea5650..3257db87512 100644 --- a/editor/plugins/multimesh_editor_plugin.cpp +++ b/editor/plugins/multimesh_editor_plugin.cpp @@ -82,7 +82,7 @@ void MultiMeshEditor::_populate() { if (!ms_instance) { - err_dialog->set_text(TTR("Mesh source is invalid (not a MeshInstance).")); + err_dialog->set_text(TTR("Mesh source is invalid (not a MeshInstance3D).")); err_dialog->popup_centered(); return; } diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp index 6f6d06b09d2..01868ba77e1 100644 --- a/editor/plugins/node_3d_editor_plugin.cpp +++ b/editor/plugins/node_3d_editor_plugin.cpp @@ -5919,8 +5919,8 @@ void Node3DEditor::_register_all_gizmos() { add_gizmo_plugin(Ref(memnew(SpringArmNode3DGizmoPlugin))); add_gizmo_plugin(Ref(memnew(VehicleWheelNode3DGizmoPlugin))); add_gizmo_plugin(Ref(memnew(VisibilityNotifierGizmoPlugin))); - add_gizmo_plugin(Ref(memnew(ParticlesGizmoPlugin))); - add_gizmo_plugin(Ref(memnew(CPUParticlesGizmoPlugin))); + add_gizmo_plugin(Ref(memnew(GPUParticles3DGizmoPlugin))); + add_gizmo_plugin(Ref(memnew(CPUParticles3DGizmoPlugin))); add_gizmo_plugin(Ref(memnew(ReflectionProbeGizmoPlugin))); add_gizmo_plugin(Ref(memnew(GIProbeGizmoPlugin))); // add_gizmo_plugin(Ref(memnew(BakedIndirectLightGizmoPlugin))); diff --git a/editor/plugins/path_3d_editor_plugin.cpp b/editor/plugins/path_3d_editor_plugin.cpp index f3729a3e89d..cf8ddb84cdd 100644 --- a/editor/plugins/path_3d_editor_plugin.cpp +++ b/editor/plugins/path_3d_editor_plugin.cpp @@ -637,7 +637,7 @@ Ref PathNode3DGizmoPlugin::create_gizmo(Node3D *p_spatial) { } String PathNode3DGizmoPlugin::get_name() const { - return "Path"; + return "Path3D"; } int PathNode3DGizmoPlugin::get_priority() const { diff --git a/editor/plugins/path_3d_editor_plugin.h b/editor/plugins/path_3d_editor_plugin.h index ca051295f03..15804faa47b 100644 --- a/editor/plugins/path_3d_editor_plugin.h +++ b/editor/plugins/path_3d_editor_plugin.h @@ -103,9 +103,7 @@ public: static Path3DEditorPlugin *singleton; virtual bool forward_spatial_gui_input(Camera3D *p_camera, const Ref &p_event); - //virtual bool forward_gui_input(const InputEvent& p_event) { return collision_polygon_editor->forward_gui_input(p_event); } - //virtual Ref create_spatial_gizmo(Spatial *p_spatial); - virtual String get_name() const { return "Path"; } + virtual String get_name() const { return "Path3D"; } bool has_main_screen() const { return false; } virtual void edit(Object *p_object); virtual bool handles(Object *p_object) const; diff --git a/editor/plugins/skeleton_ik_3d_editor_plugin.h b/editor/plugins/skeleton_ik_3d_editor_plugin.h index 1466d670ba3..88472a29634 100644 --- a/editor/plugins/skeleton_ik_3d_editor_plugin.h +++ b/editor/plugins/skeleton_ik_3d_editor_plugin.h @@ -51,7 +51,7 @@ protected: static void _bind_methods(); public: - virtual String get_name() const { return "SkeletonIK"; } + virtual String get_name() const { return "SkeletonIK3D"; } bool has_main_screen() const { return false; } virtual void edit(Object *p_object); virtual bool handles(Object *p_object) const; diff --git a/editor/plugins/sprite_2d_editor_plugin.h b/editor/plugins/sprite_2d_editor_plugin.h index d0ebf9c84e7..0add77843bd 100644 --- a/editor/plugins/sprite_2d_editor_plugin.h +++ b/editor/plugins/sprite_2d_editor_plugin.h @@ -104,7 +104,7 @@ class Sprite2DEditorPlugin : public EditorPlugin { EditorNode *editor; public: - virtual String get_name() const { return "Sprite"; } + virtual String get_name() const { return "Sprite2D"; } bool has_main_screen() const { return false; } virtual void edit(Object *p_object); virtual bool handles(Object *p_object) const; diff --git a/modules/bullet/bullet_physics_server.cpp b/modules/bullet/bullet_physics_server.cpp index 5b3fe1bfac0..5f7860e797c 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 92dbcf5cb0d..5fb122efd82 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/BulletPhysicsDirectBodyState3D.xml similarity index 67% rename from modules/bullet/doc_classes/BulletPhysicsDirectBodyState.xml rename to modules/bullet/doc_classes/BulletPhysicsDirectBodyState3D.xml index 5ea1b810a19..1c0181bd9c3 100644 --- a/modules/bullet/doc_classes/BulletPhysicsDirectBodyState.xml +++ b/modules/bullet/doc_classes/BulletPhysicsDirectBodyState3D.xml @@ -1,5 +1,5 @@ - + diff --git a/modules/bullet/doc_classes/BulletPhysicsServer.xml b/modules/bullet/doc_classes/BulletPhysicsServer3D.xml similarity index 71% rename from modules/bullet/doc_classes/BulletPhysicsServer.xml rename to modules/bullet/doc_classes/BulletPhysicsServer3D.xml index af8fb3c02c6..b20595b4f6d 100644 --- a/modules/bullet/doc_classes/BulletPhysicsServer.xml +++ b/modules/bullet/doc_classes/BulletPhysicsServer3D.xml @@ -1,5 +1,5 @@ - + diff --git a/modules/bullet/hinge_joint_bullet.cpp b/modules/bullet/hinge_joint_bullet.cpp index eaac1d650d4..4bea9f87c0e 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 b92166e6535..6f799843ded 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 bce3511282e..b73e1321034 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 c40a1500f0e..b1ff418748b 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 38ccc66d915..1634cbd7b4f 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/CSGBox3D.xml similarity index 93% rename from modules/csg/doc_classes/CSGBox.xml rename to modules/csg/doc_classes/CSGBox3D.xml index e2f0f8488ad..492bf68c443 100644 --- a/modules/csg/doc_classes/CSGBox.xml +++ b/modules/csg/doc_classes/CSGBox3D.xml @@ -1,5 +1,5 @@ - + A CSG Box shape. diff --git a/modules/csg/doc_classes/CSGCombiner.xml b/modules/csg/doc_classes/CSGCombiner.xml deleted file mode 100644 index ab95d3c3ee1..00000000000 --- 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 00000000000..b55111eee48 --- /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/CSGCylinder3D.xml similarity index 95% rename from modules/csg/doc_classes/CSGCylinder.xml rename to modules/csg/doc_classes/CSGCylinder3D.xml index 2dd8c6a8d0e..bfd2a5d5f2d 100644 --- a/modules/csg/doc_classes/CSGCylinder.xml +++ b/modules/csg/doc_classes/CSGCylinder3D.xml @@ -1,5 +1,5 @@ - + A CSG Cylinder shape. diff --git a/modules/csg/doc_classes/CSGMesh.xml b/modules/csg/doc_classes/CSGMesh3D.xml similarity index 92% rename from modules/csg/doc_classes/CSGMesh.xml rename to modules/csg/doc_classes/CSGMesh3D.xml index f1fe2c286ba..1bab8f4ee95 100644 --- a/modules/csg/doc_classes/CSGMesh.xml +++ b/modules/csg/doc_classes/CSGMesh3D.xml @@ -1,5 +1,5 @@ - + A CSG Mesh shape that uses a mesh resource. diff --git a/modules/csg/doc_classes/CSGPolygon.xml b/modules/csg/doc_classes/CSGPolygon3D.xml similarity index 86% rename from modules/csg/doc_classes/CSGPolygon.xml rename to modules/csg/doc_classes/CSGPolygon3D.xml index 02b2e8b03f0..c55fa0983e2 100644 --- a/modules/csg/doc_classes/CSGPolygon.xml +++ b/modules/csg/doc_classes/CSGPolygon3D.xml @@ -1,5 +1,5 @@ - + Extrudes a 2D polygon shape to create a 3D mesh. @@ -17,7 +17,7 @@ Material to use for the resulting mesh. - + Extrusion mode. @@ -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]. - 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]. - 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]. - + The method by which each slice is rotated along the path when [member mode] is [constant MODE_PATH]. @@ -53,13 +53,13 @@ - Shape is extruded to [member depth]. + Shape3D is extruded to [member depth]. - Shape is extruded by rotating it around an axis. + Shape3D is extruded by rotating it around an axis. - 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]. Slice is not rotated. diff --git a/modules/csg/doc_classes/CSGPrimitive.xml b/modules/csg/doc_classes/CSGPrimitive3D.xml similarity index 90% rename from modules/csg/doc_classes/CSGPrimitive.xml rename to modules/csg/doc_classes/CSGPrimitive3D.xml index ba395b7edd0..31b7360fac6 100644 --- a/modules/csg/doc_classes/CSGPrimitive.xml +++ b/modules/csg/doc_classes/CSGPrimitive3D.xml @@ -1,5 +1,5 @@ - + Base class for CSG primitives. diff --git a/modules/csg/doc_classes/CSGShape.xml b/modules/csg/doc_classes/CSGShape3D.xml similarity index 97% rename from modules/csg/doc_classes/CSGShape.xml rename to modules/csg/doc_classes/CSGShape3D.xml index 64a2fb18401..43ce988c302 100644 --- a/modules/csg/doc_classes/CSGShape.xml +++ b/modules/csg/doc_classes/CSGShape3D.xml @@ -1,5 +1,5 @@ - + The CSG base class. @@ -76,7 +76,7 @@ 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. diff --git a/modules/csg/doc_classes/CSGSphere.xml b/modules/csg/doc_classes/CSGSphere3D.xml similarity index 94% rename from modules/csg/doc_classes/CSGSphere.xml rename to modules/csg/doc_classes/CSGSphere3D.xml index 847cc63586e..4d5b3be0992 100644 --- a/modules/csg/doc_classes/CSGSphere.xml +++ b/modules/csg/doc_classes/CSGSphere3D.xml @@ -1,5 +1,5 @@ - + A CSG Sphere shape. diff --git a/modules/csg/doc_classes/CSGTorus.xml b/modules/csg/doc_classes/CSGTorus3D.xml similarity index 95% rename from modules/csg/doc_classes/CSGTorus.xml rename to modules/csg/doc_classes/CSGTorus3D.xml index 84a08edaf5c..abe3eab9132 100644 --- a/modules/csg/doc_classes/CSGTorus.xml +++ b/modules/csg/doc_classes/CSGTorus3D.xml @@ -1,5 +1,5 @@ - + A CSG Torus shape. diff --git a/modules/csg/register_types.cpp b/modules/csg/register_types.cpp index 1a12a6706df..40eef84b1bd 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 338e49eb9ff..adb59f5e51e 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 2f6f9f30a4f..4718c864a32 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 37ebb3e5d52..a213069e198 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 a0f105d55eb..c4c911b863c 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) diff --git a/scene/2d/cpu_particles_2d.cpp b/scene/2d/cpu_particles_2d.cpp index ba604c086ef..47465f727e8 100644 --- a/scene/2d/cpu_particles_2d.cpp +++ b/scene/2d/cpu_particles_2d.cpp @@ -1145,7 +1145,7 @@ void CPUParticles2D::_notification(int p_what) { void CPUParticles2D::convert_from_particles(Node *p_particles) { GPUParticles2D *particles = Object::cast_to(p_particles); - ERR_FAIL_COND_MSG(!particles, "Only Particles2D nodes can be converted to CPUParticles2D."); + ERR_FAIL_COND_MSG(!particles, "Only GPUParticles2D nodes can be converted to CPUParticles2D."); set_emitting(particles->is_emitting()); set_amount(particles->get_amount()); diff --git a/scene/2d/gpu_particles_2d.cpp b/scene/2d/gpu_particles_2d.cpp index fd9706eb2a4..de3f8fa09e3 100644 --- a/scene/2d/gpu_particles_2d.cpp +++ b/scene/2d/gpu_particles_2d.cpp @@ -229,7 +229,7 @@ bool GPUParticles2D::get_fractional_delta() const { String GPUParticles2D::get_configuration_warning() const { if (RenderingServer::get_singleton()->is_low_end()) { - return TTR("GPU-based particles are not supported by the GLES2 video driver.\nUse the CPUParticles2D node instead. You can use the \"Convert to CPUParticles\" option for this purpose."); + return TTR("GPU-based particles are not supported by the GLES2 video driver.\nUse the CPUParticles2D node instead. You can use the \"Convert to CPUParticles2D\" option for this purpose."); } String warnings; diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index 942d2aac24d..d866906ca50 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -157,7 +157,7 @@ void PhysicsBody2D::add_collision_exception_with(Node *p_node) { ERR_FAIL_NULL(p_node); PhysicsBody2D *physics_body = Object::cast_to(p_node); - ERR_FAIL_COND_MSG(!physics_body, "Collision exception only works between two objects of PhysicsBody type."); + ERR_FAIL_COND_MSG(!physics_body, "Collision exception only works between two objects of PhysicsBody2D type."); PhysicsServer2D::get_singleton()->body_add_collision_exception(get_rid(), physics_body->get_rid()); } @@ -165,7 +165,7 @@ void PhysicsBody2D::remove_collision_exception_with(Node *p_node) { ERR_FAIL_NULL(p_node); PhysicsBody2D *physics_body = Object::cast_to(p_node); - ERR_FAIL_COND_MSG(!physics_body, "Collision exception only works between two objects of PhysicsBody type."); + ERR_FAIL_COND_MSG(!physics_body, "Collision exception only works between two objects of PhysicsBody2D type."); PhysicsServer2D::get_singleton()->body_remove_collision_exception(get_rid(), physics_body->get_rid()); } diff --git a/scene/3d/collision_object_3d.cpp b/scene/3d/collision_object_3d.cpp index da37ca8ae29..6ee05125466 100644 --- a/scene/3d/collision_object_3d.cpp +++ b/scene/3d/collision_object_3d.cpp @@ -374,7 +374,7 @@ String CollisionObject3D::get_configuration_warning() const { if (!warning.empty()) { warning += "\n\n"; } - warning += TTR("This node has no shape, so it can't collide or interact with other objects.\nConsider adding a CollisionShape or CollisionPolygon as a child to define its shape."); + warning += TTR("This node has no shape, so it can't collide or interact with other objects.\nConsider adding a CollisionShape3D or CollisionPolygon3D as a child to define its shape."); } return warning; diff --git a/scene/3d/collision_polygon_3d.cpp b/scene/3d/collision_polygon_3d.cpp index c8b1b728bcc..982205137ba 100644 --- a/scene/3d/collision_polygon_3d.cpp +++ b/scene/3d/collision_polygon_3d.cpp @@ -165,11 +165,11 @@ bool CollisionPolygon3D::is_disabled() const { String CollisionPolygon3D::get_configuration_warning() const { if (!Object::cast_to(get_parent())) { - return TTR("CollisionPolygon only serves to provide a collision shape to a CollisionObject derived node. Please only use it as a child of Area, StaticBody, RigidBody, KinematicBody, etc. to give them a shape."); + return TTR("CollisionPolygon3D only serves to provide a collision shape to a CollisionObject3D derived node. Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, KinematicBody3D, etc. to give them a shape."); } if (polygon.empty()) { - return TTR("An empty CollisionPolygon has no effect on collision."); + return TTR("An empty CollisionPolygon3D has no effect on collision."); } return String(); diff --git a/scene/3d/collision_shape_3d.cpp b/scene/3d/collision_shape_3d.cpp index e736f206144..6aecfd08ccf 100644 --- a/scene/3d/collision_shape_3d.cpp +++ b/scene/3d/collision_shape_3d.cpp @@ -29,6 +29,10 @@ /*************************************************************************/ #include "collision_shape_3d.h" + +#include "core/math/quick_hull.h" +#include "mesh_instance_3d.h" +#include "physics_body_3d.h" #include "scene/resources/box_shape_3d.h" #include "scene/resources/capsule_shape_3d.h" #include "scene/resources/concave_polygon_shape_3d.h" @@ -37,10 +41,8 @@ #include "scene/resources/sphere_shape_3d.h" #include "scene/resources/world_margin_shape_3d.h" #include "servers/rendering_server.h" + //TODO: Implement CylinderShape and HeightMapShape? -#include "core/math/quick_hull.h" -#include "mesh_instance_3d.h" -#include "physics_body_3d.h" void CollisionShape3D::make_convex_from_brothers() { @@ -116,17 +118,17 @@ void CollisionShape3D::resource_changed(RES res) { String CollisionShape3D::get_configuration_warning() const { if (!Object::cast_to(get_parent())) { - return TTR("CollisionShape only serves to provide a collision shape to a CollisionObject derived node. Please only use it as a child of Area, StaticBody, RigidBody, KinematicBody, etc. to give them a shape."); + return TTR("CollisionShape3D only serves to provide a collision shape to a CollisionObject3D derived node. Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, KinematicBody3D, etc. to give them a shape."); } if (!shape.is_valid()) { - return TTR("A shape must be provided for CollisionShape to function. Please create a shape resource for it."); + return TTR("A shape must be provided for CollisionShape3D to function. Please create a shape resource for it."); } if (Object::cast_to(get_parent())) { if (Object::cast_to(*shape)) { if (Object::cast_to(get_parent())->get_mode() != RigidBody3D::MODE_STATIC) { - return TTR("ConcavePolygonShape doesn't support RigidBody in another mode than static."); + return TTR("ConcavePolygonShape3D doesn't support RigidBody3D in another mode than static."); } } } diff --git a/scene/3d/cpu_particles_3d.cpp b/scene/3d/cpu_particles_3d.cpp index 4350d4da257..2226b0ed83d 100644 --- a/scene/3d/cpu_particles_3d.cpp +++ b/scene/3d/cpu_particles_3d.cpp @@ -228,7 +228,7 @@ String CPUParticles3D::get_configuration_warning() const { get_param_curve(PARAM_ANIM_SPEED).is_valid() || get_param_curve(PARAM_ANIM_OFFSET).is_valid())) { if (warnings != String()) warnings += "\n"; - warnings += "- " + TTR("CPUParticles animation requires the usage of a StandardMaterial3D whose Billboard Mode is set to \"Particle Billboard\"."); + warnings += "- " + TTR("CPUParticles3D animation requires the usage of a StandardMaterial3D whose Billboard Mode is set to \"Particle Billboard\"."); } return warnings; @@ -1206,7 +1206,7 @@ void CPUParticles3D::_notification(int p_what) { void CPUParticles3D::convert_from_particles(Node *p_particles) { GPUParticles3D *particles = Object::cast_to(p_particles); - ERR_FAIL_COND_MSG(!particles, "Only Particles nodes can be converted to CPUParticles."); + ERR_FAIL_COND_MSG(!particles, "Only GPUParticles3D nodes can be converted to CPUParticles3D."); set_emitting(particles->is_emitting()); set_amount(particles->get_amount()); diff --git a/scene/3d/gpu_particles_3d.cpp b/scene/3d/gpu_particles_3d.cpp index ad45228ca8c..8646d4f2903 100644 --- a/scene/3d/gpu_particles_3d.cpp +++ b/scene/3d/gpu_particles_3d.cpp @@ -241,7 +241,7 @@ bool GPUParticles3D::get_fractional_delta() const { String GPUParticles3D::get_configuration_warning() const { if (RenderingServer::get_singleton()->is_low_end()) { - return TTR("GPU-based particles are not supported by the GLES2 video driver.\nUse the CPUParticles node instead. You can use the \"Convert to CPUParticles\" option for this purpose."); + return TTR("GPU-based particles are not supported by the GLES2 video driver.\nUse the CPUParticles3D node instead. You can use the \"Convert to CPUParticles3D\" option for this purpose."); } String warnings; diff --git a/scene/3d/light_3d.cpp b/scene/3d/light_3d.cpp index 7fc7fe2bf5a..be3b3697240 100644 --- a/scene/3d/light_3d.cpp +++ b/scene/3d/light_3d.cpp @@ -336,7 +336,7 @@ Light3D::Light3D(RenderingServer::LightType p_type) { Light3D::Light3D() { type = RenderingServer::LIGHT_DIRECTIONAL; - ERR_PRINT("Light should not be instanced directly; use the DirectionalLight, OmniLight or SpotLight subtypes instead."); + ERR_PRINT("Light3D should not be instanced directly; use the DirectionalLight3D, OmniLight3D or SpotLight3D subtypes instead."); } Light3D::~Light3D() { @@ -464,7 +464,7 @@ String SpotLight3D::get_configuration_warning() const { warning += "\n\n"; } - warning += TTR("A SpotLight with an angle wider than 90 degrees cannot cast shadows."); + warning += TTR("A SpotLight3D with an angle wider than 90 degrees cannot cast shadows."); } return warning; diff --git a/scene/3d/navigation_agent_3d.cpp b/scene/3d/navigation_agent_3d.cpp index 76f1d4688d0..a131684a8a9 100644 --- a/scene/3d/navigation_agent_3d.cpp +++ b/scene/3d/navigation_agent_3d.cpp @@ -298,7 +298,7 @@ void NavigationAgent3D::_avoidance_done(Vector3 p_new_velocity) { String NavigationAgent3D::get_configuration_warning() const { if (!Object::cast_to(get_parent())) { - return TTR("The NavigationAgent can be used only under a spatial node."); + return TTR("The NavigationAgent3D can be used only under a spatial node."); } return String(); diff --git a/scene/3d/navigation_obstacle_3d.cpp b/scene/3d/navigation_obstacle_3d.cpp index 63c273b4cac..fa976e5d18d 100644 --- a/scene/3d/navigation_obstacle_3d.cpp +++ b/scene/3d/navigation_obstacle_3d.cpp @@ -118,7 +118,7 @@ Node *NavigationObstacle3D::get_navigation_node() const { String NavigationObstacle3D::get_configuration_warning() const { if (!Object::cast_to(get_parent())) { - return TTR("The NavigationObstacle only serves to provide collision avoidance to a spatial object."); + return TTR("The NavigationObstacle3D only serves to provide collision avoidance to a spatial object."); } return String(); diff --git a/scene/3d/navigation_region_3d.cpp b/scene/3d/navigation_region_3d.cpp index 4bb2c72172d..08c0fbf4d11 100644 --- a/scene/3d/navigation_region_3d.cpp +++ b/scene/3d/navigation_region_3d.cpp @@ -29,6 +29,7 @@ /*************************************************************************/ #include "navigation_region_3d.h" + #include "core/os/thread.h" #include "mesh_instance_3d.h" #include "navigation_3d.h" @@ -214,7 +215,7 @@ String NavigationRegion3D::get_configuration_warning() const { c = Object::cast_to(c->get_parent()); } - return TTR("NavigationRegion must be a child or grandchild to a Navigation node. It only provides navigation data."); + return TTR("NavigationRegion3D must be a child or grandchild to a Navigation3D node. It only provides navigation data."); } void NavigationRegion3D::_bind_methods() { diff --git a/scene/3d/path_3d.cpp b/scene/3d/path_3d.cpp index 2169f664ea1..0f1f9bb8a72 100644 --- a/scene/3d/path_3d.cpp +++ b/scene/3d/path_3d.cpp @@ -262,11 +262,11 @@ String PathFollow3D::get_configuration_warning() const { return String(); if (!Object::cast_to(get_parent())) { - return TTR("PathFollow only works when set as a child of a Path node."); + return TTR("PathFollow3D only works when set as a child of a Path3D node."); } else { Path3D *path = Object::cast_to(get_parent()); if (path->get_curve().is_valid() && !path->get_curve()->is_up_vector_enabled() && rotation_mode == ROTATION_ORIENTED) { - return TTR("PathFollow's ROTATION_ORIENTED requires \"Up Vector\" to be enabled in its parent Path's Curve resource."); + return TTR("PathFollow3D's ROTATION_ORIENTED requires \"Up Vector\" to be enabled in its parent Path3D's Curve resource."); } } diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index 680d6e85949..37981f914cb 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -128,7 +128,7 @@ void PhysicsBody3D::add_collision_exception_with(Node *p_node) { ERR_FAIL_NULL(p_node); CollisionObject3D *collision_object = Object::cast_to(p_node); - ERR_FAIL_COND_MSG(!collision_object, "Collision exception only works between two CollisionObject."); + ERR_FAIL_COND_MSG(!collision_object, "Collision exception only works between two CollisionObject3Ds."); PhysicsServer3D::get_singleton()->body_add_collision_exception(get_rid(), collision_object->get_rid()); } @@ -136,7 +136,7 @@ void PhysicsBody3D::remove_collision_exception_with(Node *p_node) { ERR_FAIL_NULL(p_node); CollisionObject3D *collision_object = Object::cast_to(p_node); - ERR_FAIL_COND_MSG(!collision_object, "Collision exception only works between two CollisionObject."); + ERR_FAIL_COND_MSG(!collision_object, "Collision exception only works between two CollisionObject3Ds."); PhysicsServer3D::get_singleton()->body_remove_collision_exception(get_rid(), collision_object->get_rid()); } @@ -406,7 +406,7 @@ void RigidBody3D::_direct_state_changed(Object *p_state) { _RigidBodyInOut *toadd = (_RigidBodyInOut *)alloca(state->get_contact_count() * sizeof(_RigidBodyInOut)); int toadd_count = 0; //state->get_contact_count(); - RigidBody_RemoveAction *toremove = (RigidBody_RemoveAction *)alloca(rc * sizeof(RigidBody_RemoveAction)); + RigidBody3D_RemoveAction *toremove = (RigidBody3D_RemoveAction *)alloca(rc * sizeof(RigidBody3D_RemoveAction)); int toremove_count = 0; //put the ones to add @@ -794,7 +794,7 @@ String RigidBody3D::get_configuration_warning() const { if (warning != String()) { warning += "\n\n"; } - warning += TTR("Size changes to RigidBody (in character or rigid modes) will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."); + warning += TTR("Size changes to RigidBody3D (in character or rigid modes) will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."); } return warning; @@ -864,7 +864,7 @@ void RigidBody3D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody3D::get_colliding_bodies); - BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsDirectBodyState"))); + BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsDirectBodyState3D"))); ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Rigid,Static,Character,Kinematic"), "set_mode", "get_mode"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01"), "set_mass", "get_mass"); diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h index ed7cfa87336..bf7854b68dd 100644 --- a/scene/3d/physics_body_3d.h +++ b/scene/3d/physics_body_3d.h @@ -156,7 +156,7 @@ protected: tagged = false; } }; - struct RigidBody_RemoveAction { + struct RigidBody3D_RemoveAction { ObjectID body_id; ShapePair pair; diff --git a/scene/3d/soft_body_3d.cpp b/scene/3d/soft_body_3d.cpp index ee9ce1dd71c..6d2808cfce9 100644 --- a/scene/3d/soft_body_3d.cpp +++ b/scene/3d/soft_body_3d.cpp @@ -29,6 +29,7 @@ /*************************************************************************/ #include "soft_body_3d.h" + #include "core/list.h" #include "core/object.h" #include "core/os/os.h" @@ -402,7 +403,7 @@ String SoftBody3D::get_configuration_warning() const { if (!warning.empty()) warning += "\n\n"; - warning += TTR("Size changes to SoftBody will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."); + warning += TTR("Size changes to SoftBody3D will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."); } return warning; @@ -585,14 +586,14 @@ Array SoftBody3D::get_collision_exceptions() { void SoftBody3D::add_collision_exception_with(Node *p_node) { ERR_FAIL_NULL(p_node); CollisionObject3D *collision_object = Object::cast_to(p_node); - ERR_FAIL_COND_MSG(!collision_object, "Collision exception only works between two CollisionObject."); + ERR_FAIL_COND_MSG(!collision_object, "Collision exception only works between two CollisionObject3Ds."); PhysicsServer3D::get_singleton()->soft_body_add_collision_exception(physics_rid, collision_object->get_rid()); } void SoftBody3D::remove_collision_exception_with(Node *p_node) { ERR_FAIL_NULL(p_node); CollisionObject3D *collision_object = Object::cast_to(p_node); - ERR_FAIL_COND_MSG(!collision_object, "Collision exception only works between two CollisionObject."); + ERR_FAIL_COND_MSG(!collision_object, "Collision exception only works between two CollisionObject3Ds."); PhysicsServer3D::get_singleton()->soft_body_remove_collision_exception(physics_rid, collision_object->get_rid()); } diff --git a/scene/3d/vehicle_body_3d.cpp b/scene/3d/vehicle_body_3d.cpp index 5984b776b24..ac7608a3d5a 100644 --- a/scene/3d/vehicle_body_3d.cpp +++ b/scene/3d/vehicle_body_3d.cpp @@ -105,7 +105,7 @@ void VehicleWheel3D::_notification(int p_what) { String VehicleWheel3D::get_configuration_warning() const { if (!Object::cast_to(get_parent())) { - return TTR("VehicleWheel serves to provide a wheel system to a VehicleBody. Please use it as a child of a VehicleBody."); + return TTR("VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please use it as a child of a VehicleBody3D."); } return String(); @@ -285,7 +285,7 @@ void VehicleWheel3D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "engine_force", PROPERTY_HINT_RANGE, "0.00,1024.0,0.01,or_greater"), "set_engine_force", "get_engine_force"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "brake", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"), "set_brake", "get_brake"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "steering", PROPERTY_HINT_RANGE, "-180,180.0,0.01"), "set_steering", "get_steering"); - ADD_GROUP("VehicleBody Motion", ""); + ADD_GROUP("VehicleBody3D Motion", ""); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_as_traction"), "set_use_as_traction", "is_used_as_traction"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_as_steering"), "set_use_as_steering", "is_used_as_steering"); ADD_GROUP("Wheel", "wheel_"); diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp index 774d943efee..e73e560656b 100644 --- a/scene/register_scene_types.cpp +++ b/scene/register_scene_types.cpp @@ -754,6 +754,8 @@ void register_scene_types() { ClassDB::add_compatibility_class("Area", "Area3D"); ClassDB::add_compatibility_class("BoneAttachment", "BoneAttachment3D"); ClassDB::add_compatibility_class("BoxShape", "BoxShape3D"); + ClassDB::add_compatibility_class("BulletPhysicsDirectBodyState", "BulletPhysicsDirectBodyState3D"); + ClassDB::add_compatibility_class("BulletPhysicsServer", "BulletPhysicsServer3D"); ClassDB::add_compatibility_class("Camera", "Camera3D"); ClassDB::add_compatibility_class("CapsuleShape", "CapsuleShape3D"); ClassDB::add_compatibility_class("ClippedCamera", "ClippedCamera3D"); @@ -764,8 +766,19 @@ void register_scene_types() { ClassDB::add_compatibility_class("ConeTwistJoint", "ConeTwistJoint3D"); ClassDB::add_compatibility_class("ConvexPolygonShape", "ConvexPolygonShape3D"); ClassDB::add_compatibility_class("CPUParticles", "CPUParticles3D"); + ClassDB::add_compatibility_class("CSGBox", "CSGBox3D"); + ClassDB::add_compatibility_class("CSGCombiner", "CSGCombiner3D"); + ClassDB::add_compatibility_class("CSGCylinder", "CSGCylinder3D"); + ClassDB::add_compatibility_class("CSGMesh", "CSGMesh3D"); + ClassDB::add_compatibility_class("CSGPolygon", "CSGPolygon3D"); + ClassDB::add_compatibility_class("CSGPrimitive", "CSGPrimitive3D"); + ClassDB::add_compatibility_class("CSGShape", "CSGShape3D"); + ClassDB::add_compatibility_class("CSGSphere", "CSGSphere3D"); + ClassDB::add_compatibility_class("CSGTorus", "CSGTorus3D"); ClassDB::add_compatibility_class("CylinderShape", "CylinderShape3D"); ClassDB::add_compatibility_class("DirectionalLight", "DirectionalLight3D"); + ClassDB::add_compatibility_class("EditorSpatialGizmo", "EditorNode3DGizmo"); + ClassDB::add_compatibility_class("EditorSpatialGizmoPlugin", "EditorNode3DGizmoPlugin"); ClassDB::add_compatibility_class("Generic6DOFJoint", "Generic6DOFJoint3D"); ClassDB::add_compatibility_class("HeightMapShape", "HeightMapShape3D"); ClassDB::add_compatibility_class("HingeJoint", "HingeJoint3D"); @@ -783,6 +796,8 @@ void register_scene_types() { ClassDB::add_compatibility_class("NavigationObstacle", "NavigationObstacle3D"); ClassDB::add_compatibility_class("NavigationPolygonInstance", "NavigationRegion2D"); ClassDB::add_compatibility_class("NavigationRegion", "NavigationRegion3D"); + ClassDB::add_compatibility_class("Navigation2DServer", "NavigationServer2D"); + ClassDB::add_compatibility_class("NavigationServer", "NavigationServer3D"); ClassDB::add_compatibility_class("OmniLight", "OmniLight3D"); ClassDB::add_compatibility_class("Particles", "GPUParticles3D"); ClassDB::add_compatibility_class("Particles2D", "GPUParticles2D"); @@ -816,6 +831,7 @@ void register_scene_types() { ClassDB::add_compatibility_class("SliderJoint", "SliderJoint3D"); ClassDB::add_compatibility_class("SoftBody", "SoftBody3D"); ClassDB::add_compatibility_class("Spatial", "Node3D"); + ClassDB::add_compatibility_class("SpatialGizmo", "Node3DGizmo"); ClassDB::add_compatibility_class("SpatialMaterial", "StandardMaterial3D"); ClassDB::add_compatibility_class("SpatialVelocityTracker", "VelocityTracker3D"); ClassDB::add_compatibility_class("SphereShape", "SphereShape3D"); diff --git a/scene/resources/world_3d.cpp b/scene/resources/world_3d.cpp index 8e45b22cbff..a33f8507551 100644 --- a/scene/resources/world_3d.cpp +++ b/scene/resources/world_3d.cpp @@ -348,7 +348,7 @@ void World3D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "camera_effects", PROPERTY_HINT_RESOURCE_TYPE, "CameraEffects"), "set_camera_effects", "get_camera_effects"); ADD_PROPERTY(PropertyInfo(Variant::_RID, "space", PROPERTY_HINT_NONE, "", 0), "", "get_space"); ADD_PROPERTY(PropertyInfo(Variant::_RID, "scenario", PROPERTY_HINT_NONE, "", 0), "", "get_scenario"); - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "direct_space_state", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsDirectSpaceState", 0), "", "get_direct_space_state"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "direct_space_state", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsDirectSpaceState3D", 0), "", "get_direct_space_state"); } World3D::World3D() { diff --git a/servers/navigation_server_2d.h b/servers/navigation_server_2d.h index af914e5ba98..d7384bae746 100644 --- a/servers/navigation_server_2d.h +++ b/servers/navigation_server_2d.h @@ -39,7 +39,7 @@ #include "core/rid.h" #include "scene/2d/navigation_region_2d.h" -// This server exposes the 3D `NavigationServer` features in the 2D world. +// This server exposes the `NavigationServer3D` features in the 2D world. class NavigationServer2D : public Object { GDCLASS(NavigationServer2D, Object); diff --git a/servers/physics_3d/physics_server_3d_sw.cpp b/servers/physics_3d/physics_server_3d_sw.cpp index da846300883..11a3b7bbb8e 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(), "CylinderShape is not supported in GodotPhysics. Please switch to Bullet in the Project Settings."); + ERR_FAIL_V_MSG(RID(), "CylinderShape3D is not supported in GodotPhysics. 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 c53ffcc7b57..f96752813d5 100644 --- a/servers/register_server_types.cpp +++ b/servers/register_server_types.cpp @@ -194,10 +194,10 @@ void register_server_singletons() { Engine::get_singleton()->add_singleton(Engine::Singleton("RenderingServer", RenderingServer::get_singleton())); Engine::get_singleton()->add_singleton(Engine::Singleton("AudioServer", AudioServer::get_singleton())); - Engine::get_singleton()->add_singleton(Engine::Singleton("PhysicsServer3D", PhysicsServer3D::get_singleton())); Engine::get_singleton()->add_singleton(Engine::Singleton("PhysicsServer2D", PhysicsServer2D::get_singleton())); - Engine::get_singleton()->add_singleton(Engine::Singleton("NavigationServer", NavigationServer3D::get_singleton_mut())); + Engine::get_singleton()->add_singleton(Engine::Singleton("PhysicsServer3D", PhysicsServer3D::get_singleton())); Engine::get_singleton()->add_singleton(Engine::Singleton("NavigationServer2D", NavigationServer2D::get_singleton_mut())); + Engine::get_singleton()->add_singleton(Engine::Singleton("NavigationServer3D", NavigationServer3D::get_singleton_mut())); Engine::get_singleton()->add_singleton(Engine::Singleton("ARVRServer", ARVRServer::get_singleton())); Engine::get_singleton()->add_singleton(Engine::Singleton("CameraServer", CameraServer::get_singleton())); }