2
0
Эх сурвалжийг харах

Rename collision layer as suggested in #5696

Juan Linietsky 8 жил өмнө
parent
commit
0ad9939603

+ 2 - 2
prop_renames.txt

@@ -112,7 +112,7 @@ motion/mirroring = motion_mirroring
 
 [PhysicsBody2D]
 
-collision/layers = collision_layers
+collision/layers = collision_layer
 collision/mask = collision_mask
 
 [Polygon2D]
@@ -227,7 +227,7 @@ mesh/skeleton = skeleton
 
 [PhysicsBody]
 
-collision/layers = collision_layers
+collision/layers = collision_layer
 collision/mask = collision_mask
 
 [Quad]

+ 15 - 14
scene/2d/physics_body_2d.cpp

@@ -70,19 +70,19 @@ float PhysicsBody2D::get_one_way_collision_max_depth() const{
 
 void PhysicsBody2D::_set_layers(uint32_t p_mask) {
 
-	set_layer_mask(p_mask);
+	set_collision_layer(p_mask);
 	set_collision_mask(p_mask);
 }
 
 uint32_t PhysicsBody2D::_get_layers() const{
 
-	return get_layer_mask();
+	return get_collision_layer();
 }
 
 void PhysicsBody2D::_bind_methods() {
 
-	ClassDB::bind_method(_MD("set_layer_mask","mask"),&PhysicsBody2D::set_layer_mask);
-	ClassDB::bind_method(_MD("get_layer_mask"),&PhysicsBody2D::get_layer_mask);
+	ClassDB::bind_method(_MD("set_collision_layer","mask"),&PhysicsBody2D::set_collision_layer);
+	ClassDB::bind_method(_MD("get_collision_layer"),&PhysicsBody2D::get_collision_layer);
 	ClassDB::bind_method(_MD("set_collision_mask","mask"),&PhysicsBody2D::set_collision_mask);
 	ClassDB::bind_method(_MD("get_collision_mask"),&PhysicsBody2D::get_collision_mask);
 
@@ -90,8 +90,8 @@ void PhysicsBody2D::_bind_methods() {
 	ClassDB::bind_method(_MD("set_collision_mask_bit","bit","value"),&PhysicsBody2D::set_collision_mask_bit);
 	ClassDB::bind_method(_MD("get_collision_mask_bit","bit"),&PhysicsBody2D::get_collision_mask_bit);
 
-	ClassDB::bind_method(_MD("set_layer_mask_bit","bit","value"),&PhysicsBody2D::set_layer_mask_bit);
-	ClassDB::bind_method(_MD("get_layer_mask_bit","bit"),&PhysicsBody2D::get_layer_mask_bit);
+	ClassDB::bind_method(_MD("set_collision_layer_bit","bit","value"),&PhysicsBody2D::set_collision_layer_bit);
+	ClassDB::bind_method(_MD("get_collision_layer_bit","bit"),&PhysicsBody2D::get_collision_layer_bit);
 
 	ClassDB::bind_method(_MD("_set_layers","mask"),&PhysicsBody2D::_set_layers);
 	ClassDB::bind_method(_MD("_get_layers"),&PhysicsBody2D::_get_layers);
@@ -102,21 +102,22 @@ void PhysicsBody2D::_bind_methods() {
 	ClassDB::bind_method(_MD("add_collision_exception_with","body:PhysicsBody2D"),&PhysicsBody2D::add_collision_exception_with);
 	ClassDB::bind_method(_MD("remove_collision_exception_with","body:PhysicsBody2D"),&PhysicsBody2D::remove_collision_exception_with);
 	ADD_PROPERTY(PropertyInfo(Variant::INT,"layers",PROPERTY_HINT_LAYERS_2D_PHYSICS,"",0),_SCS("_set_layers"),_SCS("_get_layers")); //for backwards compat
+
 	ADD_GROUP("Collision","collision_");
-	ADD_PROPERTY(PropertyInfo(Variant::INT,"collision_layers",PROPERTY_HINT_LAYERS_2D_PHYSICS),_SCS("set_layer_mask"),_SCS("get_layer_mask"));
+	ADD_PROPERTY(PropertyInfo(Variant::INT,"collision_layer",PROPERTY_HINT_LAYERS_2D_PHYSICS),_SCS("set_collision_layer"),_SCS("get_collision_layer"));
 	ADD_PROPERTY(PropertyInfo(Variant::INT,"collision_mask",PROPERTY_HINT_LAYERS_2D_PHYSICS),_SCS("set_collision_mask"),_SCS("get_collision_mask"));
 	ADD_GROUP("","");
 	ADD_PROPERTYNZ(PropertyInfo(Variant::VECTOR2,"one_way_collision/direction"),_SCS("set_one_way_collision_direction"),_SCS("get_one_way_collision_direction"));
 	ADD_PROPERTYNZ(PropertyInfo(Variant::REAL,"one_way_collision/max_depth"),_SCS("set_one_way_collision_max_depth"),_SCS("get_one_way_collision_max_depth"));
 }
 
-void PhysicsBody2D::set_layer_mask(uint32_t p_mask) {
+void PhysicsBody2D::set_collision_layer(uint32_t p_mask) {
 
 	mask=p_mask;
 	Physics2DServer::get_singleton()->body_set_layer_mask(get_rid(),p_mask);
 }
 
-uint32_t PhysicsBody2D::get_layer_mask() const {
+uint32_t PhysicsBody2D::get_collision_layer() const {
 
 	return mask;
 }
@@ -148,20 +149,20 @@ bool PhysicsBody2D::get_collision_mask_bit(int p_bit) const{
 }
 
 
-void PhysicsBody2D::set_layer_mask_bit(int p_bit, bool p_value) {
+void PhysicsBody2D::set_collision_layer_bit(int p_bit, bool p_value) {
 
-	uint32_t mask = get_layer_mask();
+	uint32_t mask = get_collision_layer();
 	if (p_value)
 		mask|=1<<p_bit;
 	else
 		mask&=~(1<<p_bit);
-	set_layer_mask(mask);
+	set_collision_layer(mask);
 
 }
 
-bool PhysicsBody2D::get_layer_mask_bit(int p_bit) const{
+bool PhysicsBody2D::get_collision_layer_bit(int p_bit) const{
 
-	return get_layer_mask()&(1<<p_bit);
+	return get_collision_layer()&(1<<p_bit);
 }
 
 PhysicsBody2D::PhysicsBody2D(Physics2DServer::BodyMode p_mode) : CollisionObject2D( Physics2DServer::get_singleton()->body_create(p_mode), false) {

+ 4 - 4
scene/2d/physics_body_2d.h

@@ -55,8 +55,8 @@ protected:
 	static void _bind_methods();
 public:
 
-	void set_layer_mask(uint32_t p_mask);
-	uint32_t get_layer_mask() const;
+	void set_collision_layer(uint32_t p_mask);
+	uint32_t get_collision_layer() const;
 
 	void set_collision_mask(uint32_t p_mask);
 	uint32_t get_collision_mask() const;
@@ -65,8 +65,8 @@ public:
 	void set_collision_mask_bit(int p_bit, bool p_value);
 	bool get_collision_mask_bit(int p_bit) const;
 
-	void set_layer_mask_bit(int p_bit, bool p_value);
-	bool get_layer_mask_bit(int p_bit) const;
+	void set_collision_layer_bit(int p_bit, bool p_value);
+	bool get_collision_layer_bit(int p_bit) const;
 
 	void add_collision_exception_with(Node* p_node); //must be physicsbody
 	void remove_collision_exception_with(Node* p_node);

+ 19 - 18
scene/3d/physics_body.cpp

@@ -58,13 +58,13 @@ float PhysicsBody::get_inverse_mass() const {
 }
 
 
-void PhysicsBody::set_layer_mask(uint32_t p_mask) {
+void PhysicsBody::set_collision_layer(uint32_t p_mask) {
 
 	layer_mask=p_mask;
 	PhysicsServer::get_singleton()->body_set_layer_mask(get_rid(),p_mask);
 }
 
-uint32_t PhysicsBody::get_layer_mask() const {
+uint32_t PhysicsBody::get_collision_layer() const {
 
 	return layer_mask;
 }
@@ -97,20 +97,20 @@ bool PhysicsBody::get_collision_mask_bit(int p_bit) const{
 }
 
 
-void PhysicsBody::set_layer_mask_bit(int p_bit, bool p_value) {
+void PhysicsBody::set_collision_layer_bit(int p_bit, bool p_value) {
 
-	uint32_t mask = get_layer_mask();
+	uint32_t mask = get_collision_layer();
 	if (p_value)
 		mask|=1<<p_bit;
 	else
 		mask&=~(1<<p_bit);
-	set_layer_mask(mask);
+	set_collision_layer(mask);
 
 }
 
-bool PhysicsBody::get_layer_mask_bit(int p_bit) const{
+bool PhysicsBody::get_collision_layer_bit(int p_bit) const{
 
-	return get_layer_mask()&(1<<p_bit);
+	return get_collision_layer()&(1<<p_bit);
 }
 
 void PhysicsBody::add_collision_exception_with(Node* p_node) {
@@ -137,18 +137,18 @@ void PhysicsBody::remove_collision_exception_with(Node* p_node) {
 }
 
 void PhysicsBody::_set_layers(uint32_t p_mask) {
-	set_layer_mask(p_mask);
+	set_collision_layer(p_mask);
 	set_collision_mask(p_mask);
 }
 
 uint32_t PhysicsBody::_get_layers() const{
 
-	return get_layer_mask();
+	return get_collision_layer();
 }
 
 void PhysicsBody::_bind_methods() {
-	ClassDB::bind_method(_MD("set_layer_mask","mask"),&PhysicsBody::set_layer_mask);
-	ClassDB::bind_method(_MD("get_layer_mask"),&PhysicsBody::get_layer_mask);
+	ClassDB::bind_method(_MD("set_collision_layer","layer"),&PhysicsBody::set_collision_layer);
+	ClassDB::bind_method(_MD("get_collision_layer"),&PhysicsBody::get_collision_layer);
 
 	ClassDB::bind_method(_MD("set_collision_mask","mask"),&PhysicsBody::set_collision_mask);
 	ClassDB::bind_method(_MD("get_collision_mask"),&PhysicsBody::get_collision_mask);
@@ -156,13 +156,14 @@ void PhysicsBody::_bind_methods() {
 	ClassDB::bind_method(_MD("set_collision_mask_bit","bit","value"),&PhysicsBody::set_collision_mask_bit);
 	ClassDB::bind_method(_MD("get_collision_mask_bit","bit"),&PhysicsBody::get_collision_mask_bit);
 
-	ClassDB::bind_method(_MD("set_layer_mask_bit","bit","value"),&PhysicsBody::set_layer_mask_bit);
-	ClassDB::bind_method(_MD("get_layer_mask_bit","bit"),&PhysicsBody::get_layer_mask_bit);
+	ClassDB::bind_method(_MD("set_collision_layer_bit","bit","value"),&PhysicsBody::set_collision_layer_bit);
+	ClassDB::bind_method(_MD("get_collision_layer_bit","bit"),&PhysicsBody::get_collision_layer_bit);
 
 	ClassDB::bind_method(_MD("_set_layers","mask"),&PhysicsBody::_set_layers);
 	ClassDB::bind_method(_MD("_get_layers"),&PhysicsBody::_get_layers);
 
-	ADD_PROPERTY(PropertyInfo(Variant::INT,"collision_layers",PROPERTY_HINT_LAYERS_3D_PHYSICS),_SCS("set_layer_mask"),_SCS("get_layer_mask"));
+	ADD_GROUP("Collision","collision_");
+	ADD_PROPERTY(PropertyInfo(Variant::INT,"collision_layer",PROPERTY_HINT_LAYERS_3D_PHYSICS),_SCS("set_collision_layer"),_SCS("get_collision_layer"));
 	ADD_PROPERTY(PropertyInfo(Variant::INT,"collision_mask",PROPERTY_HINT_LAYERS_3D_PHYSICS),_SCS("set_collision_mask"),_SCS("get_collision_mask"));
 }
 
@@ -1014,7 +1015,7 @@ Vector3 KinematicBody::move(const Vector3& p_motion) {
 			if (is_shape_set_as_trigger(i))
 				continue;
 
-			if (dss->collide_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i),m,sr,max_shapes,res_shapes,exclude,get_layer_mask(),mask)) {
+			if (dss->collide_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i),m,sr,max_shapes,res_shapes,exclude,get_collision_layer(),mask)) {
 				collided=true;
 			}
 
@@ -1096,7 +1097,7 @@ Vector3 KinematicBody::move(const Vector3& p_motion) {
 
 		float lsafe,lunsafe;
 		PhysicsDirectSpaceState::ShapeRestInfo lrest;
-		bool valid = dss->cast_motion(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), p_motion,0, lsafe,lunsafe,exclude,get_layer_mask(),mask,&lrest);
+		bool valid = dss->cast_motion(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), p_motion,0, lsafe,lunsafe,exclude,get_collision_layer(),mask,&lrest);
 		//print_line("shape: "+itos(i)+" travel:"+rtos(ltravel));
 		if (!valid) {
 			safe=0;
@@ -1137,7 +1138,7 @@ Vector3 KinematicBody::move(const Vector3& p_motion) {
 			ugt.origin+=p_motion*unsafe;
 
 			PhysicsDirectSpaceState::ShapeRestInfo rest_info;
-			bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt*get_shape_transform(best_shape), m,&rest,exclude,get_layer_mask(),mask);
+			bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt*get_shape_transform(best_shape), m,&rest,exclude,get_collision_layer(),mask);
 			if (!c2) {
 				//should not happen, but floating point precision is so weird..
 				colliding=false;
@@ -1200,7 +1201,7 @@ bool KinematicBody::can_teleport_to(const Vector3& p_position) {
 		if (is_shape_set_as_trigger(i))
 			continue;
 
-		bool col = dss->intersect_shape(get_shape(i)->get_rid(), xform * get_shape_transform(i),0,NULL,1,exclude,get_layer_mask(),mask);
+		bool col = dss->intersect_shape(get_shape(i)->get_rid(), xform * get_shape_transform(i),0,NULL,1,exclude,get_collision_layer(),mask);
 		if (col)
 			return false;
 	}

+ 4 - 4
scene/3d/physics_body.h

@@ -55,14 +55,14 @@ public:
 	virtual Vector3 get_angular_velocity() const;
 	virtual float get_inverse_mass() const;
 
-	void set_layer_mask(uint32_t p_mask);
-	uint32_t get_layer_mask() const;
+	void set_collision_layer(uint32_t p_mask);
+	uint32_t get_collision_layer() const;
 
 	void set_collision_mask(uint32_t p_mask);
 	uint32_t get_collision_mask() const;
 
-	void set_layer_mask_bit(int p_bit, bool p_value);
-	bool get_layer_mask_bit(int p_bit) const;
+	void set_collision_layer_bit(int p_bit, bool p_value);
+	bool get_collision_layer_bit(int p_bit) const;
 
 	void set_collision_mask_bit(int p_bit, bool p_value);
 	bool get_collision_mask_bit(int p_bit) const;