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More server renames for consistency after #37361

Rémi Verschelde %!s(int64=5) %!d(string=hai) anos
pai
achega
0c320a6bf3
Modificáronse 77 ficheiros con 162 adicións e 147 borrados
  1. 6 6
      main/tests/test_main.cpp
  2. 9 9
      main/tests/test_physics_3d.cpp
  3. 2 2
      main/tests/test_physics_3d.h
  4. 2 2
      scene/2d/physics_body_2d.cpp
  5. 1 1
      scene/2d/physics_body_2d.h
  6. 14 0
      scene/register_scene_types.cpp
  7. 1 1
      scene/resources/world_2d.cpp
  8. 1 1
      servers/navigation_server_2d.cpp
  9. 1 1
      servers/navigation_server_2d.h
  10. 1 1
      servers/navigation_server_3d.cpp
  11. 1 1
      servers/navigation_server_3d.h
  12. 4 4
      servers/physics_2d/body_2d_sw.cpp
  13. 5 5
      servers/physics_2d/body_2d_sw.h
  14. 4 3
      servers/physics_2d/physics_server_2d_sw.cpp
  15. 4 4
      servers/physics_2d/physics_server_2d_sw.h
  16. 1 1
      servers/physics_2d/physics_server_2d_wrap_mt.cpp
  17. 1 1
      servers/physics_2d/physics_server_2d_wrap_mt.h
  18. 12 12
      servers/physics_2d/space_2d_sw.cpp
  19. 6 6
      servers/physics_2d/space_2d_sw.h
  20. 1 1
      servers/physics_3d/area_3d_sw.cpp
  21. 1 1
      servers/physics_3d/area_3d_sw.h
  22. 1 1
      servers/physics_3d/area_pair_3d_sw.cpp
  23. 1 1
      servers/physics_3d/area_pair_3d_sw.h
  24. 1 1
      servers/physics_3d/body_3d_sw.cpp
  25. 1 1
      servers/physics_3d/body_3d_sw.h
  26. 1 1
      servers/physics_3d/body_pair_3d_sw.cpp
  27. 1 1
      servers/physics_3d/body_pair_3d_sw.h
  28. 1 1
      servers/physics_3d/broad_phase_3d_basic.cpp
  29. 1 1
      servers/physics_3d/broad_phase_3d_basic.h
  30. 1 1
      servers/physics_3d/broad_phase_3d_sw.cpp
  31. 1 1
      servers/physics_3d/broad_phase_3d_sw.h
  32. 1 1
      servers/physics_3d/collision_object_3d_sw.cpp
  33. 1 1
      servers/physics_3d/collision_object_3d_sw.h
  34. 1 1
      servers/physics_3d/collision_solver_3d_sat.cpp
  35. 1 1
      servers/physics_3d/collision_solver_3d_sat.h
  36. 1 1
      servers/physics_3d/collision_solver_3d_sw.cpp
  37. 1 1
      servers/physics_3d/collision_solver_3d_sw.h
  38. 1 1
      servers/physics_3d/constraint_3d_sw.h
  39. 1 1
      servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp
  40. 1 1
      servers/physics_3d/joints/cone_twist_joint_3d_sw.h
  41. 1 1
      servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp
  42. 1 1
      servers/physics_3d/joints/generic_6dof_joint_3d_sw.h
  43. 1 1
      servers/physics_3d/joints/hinge_joint_3d_sw.cpp
  44. 1 1
      servers/physics_3d/joints/hinge_joint_3d_sw.h
  45. 1 1
      servers/physics_3d/joints/jacobian_entry_3d_sw.h
  46. 1 1
      servers/physics_3d/joints/pin_joint_3d_sw.cpp
  47. 1 1
      servers/physics_3d/joints/pin_joint_3d_sw.h
  48. 1 1
      servers/physics_3d/joints/slider_joint_3d_sw.cpp
  49. 1 1
      servers/physics_3d/joints/slider_joint_3d_sw.h
  50. 1 1
      servers/physics_3d/joints_3d_sw.h
  51. 1 1
      servers/physics_3d/physics_server_3d_sw.cpp
  52. 1 1
      servers/physics_3d/physics_server_3d_sw.h
  53. 1 1
      servers/physics_3d/shape_3d_sw.cpp
  54. 1 1
      servers/physics_3d/shape_3d_sw.h
  55. 1 1
      servers/physics_3d/space_3d_sw.cpp
  56. 1 1
      servers/physics_3d/space_3d_sw.h
  57. 1 1
      servers/physics_3d/step_3d_sw.cpp
  58. 1 1
      servers/physics_3d/step_3d_sw.h
  59. 22 22
      servers/physics_server_2d.cpp
  60. 6 6
      servers/physics_server_2d.h
  61. 1 1
      servers/physics_server_3d.cpp
  62. 1 1
      servers/physics_server_3d.h
  63. 3 3
      servers/register_server_types.cpp
  64. 1 1
      servers/rendering/rendering_server_canvas.cpp
  65. 1 1
      servers/rendering/rendering_server_canvas.h
  66. 1 1
      servers/rendering/rendering_server_globals.cpp
  67. 1 1
      servers/rendering/rendering_server_globals.h
  68. 1 1
      servers/rendering/rendering_server_raster.cpp
  69. 1 1
      servers/rendering/rendering_server_raster.h
  70. 1 1
      servers/rendering/rendering_server_scene.cpp
  71. 1 1
      servers/rendering/rendering_server_scene.h
  72. 1 1
      servers/rendering/rendering_server_viewport.cpp
  73. 1 1
      servers/rendering/rendering_server_viewport.h
  74. 1 1
      servers/rendering/rendering_server_wrap_mt.cpp
  75. 1 1
      servers/rendering/rendering_server_wrap_mt.h
  76. 1 1
      servers/rendering_server.cpp
  77. 1 1
      servers/rendering_server.h

+ 6 - 6
main/tests/test_main.cpp

@@ -40,8 +40,8 @@
 #include "test_math.h"
 #include "test_oa_hash_map.h"
 #include "test_ordered_hash_map.h"
-#include "test_physics.h"
 #include "test_physics_2d.h"
+#include "test_physics_3d.h"
 #include "test_render.h"
 #include "test_shader_lang.h"
 #include "test_string.h"
@@ -51,8 +51,8 @@ const char **tests_get_names() {
 	static const char *test_names[] = {
 		"string",
 		"math",
-		"physics",
 		"physics_2d",
+		"physics_3d",
 		"render",
 		"oa_hash_map",
 		"gui",
@@ -81,14 +81,14 @@ MainLoop *test_main(String p_test, const List<String> &p_args) {
 		return TestMath::test();
 	}
 
-	if (p_test == "physics") {
+	if (p_test == "physics_2d") {
 
-		return TestPhysics::test();
+		return TestPhysics2D::test();
 	}
 
-	if (p_test == "physics_2d") {
+	if (p_test == "physics_3d") {
 
-		return TestPhysics2D::test();
+		return TestPhysics3D::test();
 	}
 
 	if (p_test == "render") {

+ 9 - 9
main/tests/test_physics.cpp → main/tests/test_physics_3d.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  test_physics.cpp                                                     */
+/*  test_physics_3d.cpp                                                  */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */
@@ -28,7 +28,7 @@
 /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
 /*************************************************************************/
 
-#include "test_physics.h"
+#include "test_physics_3d.h"
 
 #include "core/map.h"
 #include "core/math/math_funcs.h"
@@ -40,9 +40,9 @@
 #include "servers/physics_server_3d.h"
 #include "servers/rendering_server.h"
 
-class TestPhysicsMainLoop : public MainLoop {
+class TestPhysics3DMainLoop : public MainLoop {
 
-	GDCLASS(TestPhysicsMainLoop, MainLoop);
+	GDCLASS(TestPhysics3DMainLoop, MainLoop);
 
 	enum {
 		LINK_COUNT = 20,
@@ -81,7 +81,7 @@ class TestPhysicsMainLoop : public MainLoop {
 protected:
 	static void _bind_methods() {
 
-		ClassDB::bind_method("body_changed_transform", &TestPhysicsMainLoop::body_changed_transform);
+		ClassDB::bind_method("body_changed_transform", &TestPhysics3DMainLoop::body_changed_transform);
 	}
 
 	RID create_body(PhysicsServer3D::ShapeType p_shape, PhysicsServer3D::BodyMode p_body, const Transform p_location, bool p_active_default = true, const Transform &p_shape_xform = Transform()) {
@@ -426,14 +426,14 @@ public:
 		return false;
 	}
 
-	TestPhysicsMainLoop() {
+	TestPhysics3DMainLoop() {
 	}
 };
 
-namespace TestPhysics {
+namespace TestPhysics3D {
 
 MainLoop *test() {
 
-	return memnew(TestPhysicsMainLoop);
+	return memnew(TestPhysics3DMainLoop);
 }
-} // namespace TestPhysics
+} // namespace TestPhysics3D

+ 2 - 2
main/tests/test_physics.h → main/tests/test_physics_3d.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  test_physics.h                                                       */
+/*  test_physics_3d.h                                                    */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */
@@ -33,7 +33,7 @@
 
 #include "core/os/main_loop.h"
 
-namespace TestPhysics {
+namespace TestPhysics3D {
 
 MainLoop *test();
 }

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

@@ -360,7 +360,7 @@ struct _RigidBody2DInOut {
 	int local_shape;
 };
 
-bool RigidBody2D::_test_motion(const Vector2 &p_motion, bool p_infinite_inertia, float p_margin, const Ref<Physics2DTestMotionResult> &p_result) {
+bool RigidBody2D::_test_motion(const Vector2 &p_motion, bool p_infinite_inertia, float p_margin, const Ref<PhysicsTestMotionResult2D> &p_result) {
 
 	PhysicsServer2D::MotionResult *r = NULL;
 	if (p_result.is_valid())
@@ -898,7 +898,7 @@ void RigidBody2D::_bind_methods() {
 
 	ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody2D::get_colliding_bodies);
 
-	BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state", PROPERTY_HINT_RESOURCE_TYPE, "Physics2DDirectBodyState")));
+	BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsDirectBodyState2D")));
 
 	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");

+ 1 - 1
scene/2d/physics_body_2d.h

@@ -185,7 +185,7 @@ private:
 	void _body_inout(int p_status, ObjectID p_instance, int p_body_shape, int p_local_shape);
 	void _direct_state_changed(Object *p_state);
 
-	bool _test_motion(const Vector2 &p_motion, bool p_infinite_inertia = true, float p_margin = 0.08, const Ref<Physics2DTestMotionResult> &p_result = Ref<Physics2DTestMotionResult>());
+	bool _test_motion(const Vector2 &p_motion, bool p_infinite_inertia = true, float p_margin = 0.08, const Ref<PhysicsTestMotionResult2D> &p_result = Ref<PhysicsTestMotionResult2D>());
 
 protected:
 	void _notification(int p_what);

+ 14 - 0
scene/register_scene_types.cpp

@@ -789,7 +789,20 @@ void register_scene_types() {
 	ClassDB::add_compatibility_class("Path", "Path3D");
 	ClassDB::add_compatibility_class("PathFollow", "PathFollow3D");
 	ClassDB::add_compatibility_class("PhysicalBone", "PhysicalBone3D");
+	ClassDB::add_compatibility_class("Physics2DDirectBodyStateSW", "PhysicsDirectBodyState2DSW");
+	ClassDB::add_compatibility_class("Physics2DDirectBodyState", "PhysicsDirectBodyState2D");
+	ClassDB::add_compatibility_class("Physics2DDirectSpaceState", "PhysicsDirectSpaceState2D");
+	ClassDB::add_compatibility_class("Physics2DServerSW", "PhysicsServer2DSW");
+	ClassDB::add_compatibility_class("Physics2DServer", "PhysicsServer2D");
+	ClassDB::add_compatibility_class("Physics2DShapeQueryParameters", "PhysicsShapeQueryParameters2D");
+	ClassDB::add_compatibility_class("Physics2DShapeQueryResult", "PhysicsShapeQueryResult2D");
+	ClassDB::add_compatibility_class("Physics2DTestMotionResult", "PhysicsTestMotionResult2D");
 	ClassDB::add_compatibility_class("PhysicsBody", "PhysicsBody3D");
+	ClassDB::add_compatibility_class("PhysicsDirectBodyState", "PhysicsDirectBodyState3D");
+	ClassDB::add_compatibility_class("PhysicsDirectSpaceState", "PhysicsDirectSpaceState3D");
+	ClassDB::add_compatibility_class("PhysicsServer", "PhysicsServer3D");
+	ClassDB::add_compatibility_class("PhysicsShapeQueryParameters", "PhysicsShapeQueryParameters3D");
+	ClassDB::add_compatibility_class("PhysicsShapeQueryResult", "PhysicsShapeQueryResult3D");
 	ClassDB::add_compatibility_class("PinJoint", "PinJoint3D");
 	ClassDB::add_compatibility_class("PlaneShape", "WorldMarginShape3D");
 	ClassDB::add_compatibility_class("ProximityGroup", "ProximityGroup3D");
@@ -814,6 +827,7 @@ void register_scene_types() {
 	ClassDB::add_compatibility_class("VehicleWheel", "VehicleWheel3D");
 	ClassDB::add_compatibility_class("VisibilityEnabler", "VisibilityEnabler3D");
 	ClassDB::add_compatibility_class("VisibilityNotifier", "VisibilityNotifier3D");
+	ClassDB::add_compatibility_class("VisualServer", "RenderingServer");
 	ClassDB::add_compatibility_class("VisualShaderNodeScalarConstant", "VisualShaderNodeFloatConstant");
 	ClassDB::add_compatibility_class("VisualShaderNodeScalarFunc", "VisualShaderNodeFloatFunc");
 	ClassDB::add_compatibility_class("VisualShaderNodeScalarOp", "VisualShaderNodeFloatOp");

+ 1 - 1
scene/resources/world_2d.cpp

@@ -376,7 +376,7 @@ void World2D::_bind_methods() {
 
 	ADD_PROPERTY(PropertyInfo(Variant::_RID, "canvas", PROPERTY_HINT_NONE, "", 0), "", "get_canvas");
 	ADD_PROPERTY(PropertyInfo(Variant::_RID, "space", PROPERTY_HINT_NONE, "", 0), "", "get_space");
-	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "direct_space_state", PROPERTY_HINT_RESOURCE_TYPE, "Physics2DDirectSpaceState", 0), "", "get_direct_space_state");
+	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "direct_space_state", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsDirectSpaceState2D", 0), "", "get_direct_space_state");
 }
 
 PhysicsDirectSpaceState2D *World2D::get_direct_space_state() {

+ 1 - 1
servers/navigation_server_2d.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  navigation_2d_server.cpp                                             */
+/*  navigation_server_2d.cpp                                             */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/navigation_server_2d.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  navigation_2d_server.h                                               */
+/*  navigation_server_2d.h                                               */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/navigation_server_3d.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  navigation_server.cpp                                                */
+/*  navigation_server_3d.cpp                                             */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/navigation_server_3d.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  navigation_server.h                                                  */
+/*  navigation_server_3d.h                                               */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 4 - 4
servers/physics_2d/body_2d_sw.cpp

@@ -601,7 +601,7 @@ void Body2DSW::call_queries() {
 
 	if (fi_callback) {
 
-		Physics2DDirectBodyStateSW *dbs = Physics2DDirectBodyStateSW::singleton;
+		PhysicsDirectBodyState2DSW *dbs = PhysicsDirectBodyState2DSW::singleton;
 		dbs->body = this;
 
 		Variant v = dbs;
@@ -706,14 +706,14 @@ Body2DSW::~Body2DSW() {
 		memdelete(fi_callback);
 }
 
-Physics2DDirectBodyStateSW *Physics2DDirectBodyStateSW::singleton = NULL;
+PhysicsDirectBodyState2DSW *PhysicsDirectBodyState2DSW::singleton = NULL;
 
-PhysicsDirectSpaceState2D *Physics2DDirectBodyStateSW::get_space_state() {
+PhysicsDirectSpaceState2D *PhysicsDirectBodyState2DSW::get_space_state() {
 
 	return body->get_space()->get_direct_state();
 }
 
-Variant Physics2DDirectBodyStateSW::get_contact_collider_shape_metadata(int p_contact_idx) const {
+Variant PhysicsDirectBodyState2DSW::get_contact_collider_shape_metadata(int p_contact_idx) const {
 
 	ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Variant());
 

+ 5 - 5
servers/physics_2d/body_2d_sw.h

@@ -132,7 +132,7 @@ class Body2DSW : public CollisionObject2DSW {
 
 	_FORCE_INLINE_ void _compute_area_gravity_and_dampenings(const Area2DSW *p_area);
 
-	friend class Physics2DDirectBodyStateSW; // i give up, too many functions to expose
+	friend class PhysicsDirectBodyState2DSW; // i give up, too many functions to expose
 
 public:
 	void set_force_integration_callback(ObjectID p_id, const StringName &p_method, const Variant &p_udata = Variant());
@@ -341,12 +341,12 @@ void Body2DSW::add_contact(const Vector2 &p_local_pos, const Vector2 &p_local_no
 	c[idx].collider_velocity_at_pos = p_collider_velocity_at_pos;
 }
 
-class Physics2DDirectBodyStateSW : public PhysicsDirectBodyState2D {
+class PhysicsDirectBodyState2DSW : public PhysicsDirectBodyState2D {
 
-	GDCLASS(Physics2DDirectBodyStateSW, PhysicsDirectBodyState2D);
+	GDCLASS(PhysicsDirectBodyState2DSW, PhysicsDirectBodyState2D);
 
 public:
-	static Physics2DDirectBodyStateSW *singleton;
+	static PhysicsDirectBodyState2DSW *singleton;
 	Body2DSW *body;
 	real_t step;
 
@@ -417,7 +417,7 @@ public:
 	virtual PhysicsDirectSpaceState2D *get_space_state();
 
 	virtual real_t get_step() const { return step; }
-	Physics2DDirectBodyStateSW() {
+	PhysicsDirectBodyState2DSW() {
 		singleton = this;
 		body = NULL;
 	}

+ 4 - 3
servers/physics_2d/physics_server_2d_sw.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  physics_2d_server_sw.cpp                                             */
+/*  physics_server_2d_sw.cpp                                             */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */
@@ -29,6 +29,7 @@
 /*************************************************************************/
 
 #include "physics_server_2d_sw.h"
+
 #include "broad_phase_2d_basic.h"
 #include "broad_phase_2d_hash_grid.h"
 #include "collision_solver_2d_sw.h"
@@ -1321,7 +1322,7 @@ void PhysicsServer2DSW::init() {
 	last_step = 0.001;
 	iterations = 8; // 8?
 	stepper = memnew(Step2DSW);
-	direct_state = memnew(Physics2DDirectBodyStateSW);
+	direct_state = memnew(PhysicsDirectBodyState2DSW);
 };
 
 void PhysicsServer2DSW::step(real_t p_step) {
@@ -1334,7 +1335,7 @@ void PhysicsServer2DSW::step(real_t p_step) {
 	doing_sync = false;
 
 	last_step = p_step;
-	Physics2DDirectBodyStateSW::singleton->step = p_step;
+	PhysicsDirectBodyState2DSW::singleton->step = p_step;
 	island_count = 0;
 	active_objects = 0;
 	collision_pairs = 0;

+ 4 - 4
servers/physics_2d/physics_server_2d_sw.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  physics_2d_server_sw.h                                               */
+/*  physics_server_2d_sw.h                                               */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */
@@ -42,8 +42,8 @@ class PhysicsServer2DSW : public PhysicsServer2D {
 
 	GDCLASS(PhysicsServer2DSW, PhysicsServer2D);
 
-	friend class Physics2DDirectSpaceStateSW;
-	friend class Physics2DDirectBodyStateSW;
+	friend class PhysicsDirectSpaceState2DSW;
+	friend class PhysicsDirectBodyState2DSW;
 	bool active;
 	int iterations;
 	bool doing_sync;
@@ -60,7 +60,7 @@ class PhysicsServer2DSW : public PhysicsServer2D {
 	Step2DSW *stepper;
 	Set<const Space2DSW *> active_spaces;
 
-	Physics2DDirectBodyStateSW *direct_state;
+	PhysicsDirectBodyState2DSW *direct_state;
 
 	mutable RID_PtrOwner<Shape2DSW> shape_owner;
 	mutable RID_PtrOwner<Space2DSW> space_owner;

+ 1 - 1
servers/physics_2d/physics_server_2d_wrap_mt.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  physics_2d_server_wrap_mt.cpp                                        */
+/*  physics_server_2d_wrap_mt.cpp                                        */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_2d/physics_server_2d_wrap_mt.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  physics_2d_server_wrap_mt.h                                          */
+/*  physics_server_2d_wrap_mt.h                                          */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 12 - 12
servers/physics_2d/space_2d_sw.cpp

@@ -49,7 +49,7 @@ _FORCE_INLINE_ static bool _can_collide_with(CollisionObject2DSW *p_object, uint
 	return true;
 }
 
-int Physics2DDirectSpaceStateSW::_intersect_point_impl(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point, bool p_filter_by_canvas, ObjectID p_canvas_instance_id) {
+int PhysicsDirectSpaceState2DSW::_intersect_point_impl(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point, bool p_filter_by_canvas, ObjectID p_canvas_instance_id) {
 
 	if (p_result_max <= 0)
 		return 0;
@@ -103,17 +103,17 @@ int Physics2DDirectSpaceStateSW::_intersect_point_impl(const Vector2 &p_point, S
 	return cc;
 }
 
-int Physics2DDirectSpaceStateSW::intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point) {
+int PhysicsDirectSpaceState2DSW::intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point) {
 
 	return _intersect_point_impl(p_point, r_results, p_result_max, p_exclude, p_collision_mask, p_collide_with_bodies, p_collide_with_areas, p_pick_point);
 }
 
-int Physics2DDirectSpaceStateSW::intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_instance_id, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point) {
+int PhysicsDirectSpaceState2DSW::intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_instance_id, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point) {
 
 	return _intersect_point_impl(p_point, r_results, p_result_max, p_exclude, p_collision_mask, p_collide_with_bodies, p_collide_with_areas, p_pick_point, true, p_canvas_instance_id);
 }
 
-bool Physics2DDirectSpaceStateSW::intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+bool PhysicsDirectSpaceState2DSW::intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
 
 	ERR_FAIL_COND_V(space->locked, false);
 
@@ -193,7 +193,7 @@ bool Physics2DDirectSpaceStateSW::intersect_ray(const Vector2 &p_from, const Vec
 	return true;
 }
 
-int Physics2DDirectSpaceStateSW::intersect_shape(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+int PhysicsDirectSpaceState2DSW::intersect_shape(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
 
 	if (p_result_max <= 0)
 		return 0;
@@ -238,7 +238,7 @@ int Physics2DDirectSpaceStateSW::intersect_shape(const RID &p_shape, const Trans
 	return cc;
 }
 
-bool Physics2DDirectSpaceStateSW::cast_motion(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+bool PhysicsDirectSpaceState2DSW::cast_motion(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
 
 	Shape2DSW *shape = PhysicsServer2DSW::singletonsw->shape_owner.getornull(p_shape);
 	ERR_FAIL_COND_V(!shape, false);
@@ -308,7 +308,7 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID &p_shape, const Transfor
 	return true;
 }
 
-bool Physics2DDirectSpaceStateSW::collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+bool PhysicsDirectSpaceState2DSW::collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
 
 	if (p_result_max <= 0)
 		return 0;
@@ -402,7 +402,7 @@ static void _rest_cbk_result(const Vector2 &p_point_A, const Vector2 &p_point_B,
 	rd->best_local_shape = rd->local_shape;
 }
 
-bool Physics2DDirectSpaceStateSW::rest_info(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+bool PhysicsDirectSpaceState2DSW::rest_info(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
 
 	Shape2DSW *shape = PhysicsServer2DSW::singletonsw->shape_owner.getornull(p_shape);
 	ERR_FAIL_COND_V(!shape, 0);
@@ -462,7 +462,7 @@ bool Physics2DDirectSpaceStateSW::rest_info(RID p_shape, const Transform2D &p_sh
 	return true;
 }
 
-Physics2DDirectSpaceStateSW::Physics2DDirectSpaceStateSW() {
+PhysicsDirectSpaceState2DSW::PhysicsDirectSpaceState2DSW() {
 
 	space = NULL;
 }
@@ -802,7 +802,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
 								//fix for moving platforms (kinematic and dynamic), margin is increased by how much it moved in the given direction
 								Vector2 lv = b->get_linear_velocity();
 								//compute displacement from linear velocity
-								Vector2 motion = lv * Physics2DDirectBodyStateSW::singleton->step;
+								Vector2 motion = lv * PhysicsDirectBodyState2DSW::singleton->step;
 								float motion_len = motion.length();
 								motion.normalize();
 								cbk.valid_depth += motion_len * MAX(motion.dot(-cbk.valid_dir), 0.0);
@@ -1323,7 +1323,7 @@ bool Space2DSW::is_locked() const {
 	return locked;
 }
 
-Physics2DDirectSpaceStateSW *Space2DSW::get_direct_state() {
+PhysicsDirectSpaceState2DSW *Space2DSW::get_direct_state() {
 
 	return direct_access;
 }
@@ -1353,7 +1353,7 @@ Space2DSW::Space2DSW() {
 	broadphase->set_unpair_callback(_broadphase_unpair, this);
 	area = NULL;
 
-	direct_access = memnew(Physics2DDirectSpaceStateSW);
+	direct_access = memnew(PhysicsDirectSpaceState2DSW);
 	direct_access->space = this;
 
 	for (int i = 0; i < ELAPSED_TIME_MAX; i++)

+ 6 - 6
servers/physics_2d/space_2d_sw.h

@@ -41,9 +41,9 @@
 #include "core/project_settings.h"
 #include "core/typedefs.h"
 
-class Physics2DDirectSpaceStateSW : public PhysicsDirectSpaceState2D {
+class PhysicsDirectSpaceState2DSW : public PhysicsDirectSpaceState2D {
 
-	GDCLASS(Physics2DDirectSpaceStateSW, PhysicsDirectSpaceState2D);
+	GDCLASS(PhysicsDirectSpaceState2DSW, PhysicsDirectSpaceState2D);
 
 	int _intersect_point_impl(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point, bool p_filter_by_canvas = false, ObjectID p_canvas_instance_id = ObjectID());
 
@@ -58,7 +58,7 @@ public:
 	virtual bool collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
 	virtual bool rest_info(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
 
-	Physics2DDirectSpaceStateSW();
+	PhysicsDirectSpaceState2DSW();
 };
 
 class Space2DSW {
@@ -83,7 +83,7 @@ private:
 
 	uint64_t elapsed_time[ELAPSED_TIME_MAX];
 
-	Physics2DDirectSpaceStateSW *direct_access;
+	PhysicsDirectSpaceState2DSW *direct_access;
 	RID self;
 
 	BroadPhase2DSW *broadphase;
@@ -129,7 +129,7 @@ private:
 	Vector<Vector2> contact_debug;
 	int contact_debug_count;
 
-	friend class Physics2DDirectSpaceStateSW;
+	friend class PhysicsDirectSpaceState2DSW;
 
 public:
 	_FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
@@ -197,7 +197,7 @@ public:
 	_FORCE_INLINE_ Vector<Vector2> get_debug_contacts() { return contact_debug; }
 	_FORCE_INLINE_ int get_debug_contact_count() { return contact_debug_count; }
 
-	Physics2DDirectSpaceStateSW *get_direct_state();
+	PhysicsDirectSpaceState2DSW *get_direct_state();
 
 	void set_elapsed_time(ElapsedTime p_time, uint64_t p_msec) { elapsed_time[p_time] = p_msec; }
 	uint64_t get_elapsed_time(ElapsedTime p_time) const { return elapsed_time[p_time]; }

+ 1 - 1
servers/physics_3d/area_3d_sw.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  area_sw.cpp                                                          */
+/*  area_3d_sw.cpp                                                       */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/area_3d_sw.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  area_sw.h                                                            */
+/*  area_3d_sw.h                                                         */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/area_pair_3d_sw.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  area_pair_sw.cpp                                                     */
+/*  area_pair_3d_sw.cpp                                                  */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/area_pair_3d_sw.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  area_pair_sw.h                                                       */
+/*  area_pair_3d_sw.h                                                    */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/body_3d_sw.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  body_sw.cpp                                                          */
+/*  body_3d_sw.cpp                                                       */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/body_3d_sw.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  body_sw.h                                                            */
+/*  body_3d_sw.h                                                         */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/body_pair_3d_sw.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  body_pair_sw.cpp                                                     */
+/*  body_pair_3d_sw.cpp                                                  */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/body_pair_3d_sw.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  body_pair_sw.h                                                       */
+/*  body_pair_3d_sw.h                                                    */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/broad_phase_3d_basic.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  broad_phase_basic.cpp                                                */
+/*  broad_phase_3d_basic.cpp                                             */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/broad_phase_3d_basic.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  broad_phase_basic.h                                                  */
+/*  broad_phase_3d_basic.h                                               */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/broad_phase_3d_sw.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  broad_phase_sw.cpp                                                   */
+/*  broad_phase_3d_sw.cpp                                                */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/broad_phase_3d_sw.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  broad_phase_sw.h                                                     */
+/*  broad_phase_3d_sw.h                                                  */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/collision_object_3d_sw.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  collision_object_sw.cpp                                              */
+/*  collision_object_3d_sw.cpp                                           */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/collision_object_3d_sw.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  collision_object_sw.h                                                */
+/*  collision_object_3d_sw.h                                             */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/collision_solver_3d_sat.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  collision_solver_sat.cpp                                             */
+/*  collision_solver_3d_sat.cpp                                          */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/collision_solver_3d_sat.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  collision_solver_sat.h                                               */
+/*  collision_solver_3d_sat.h                                            */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/collision_solver_3d_sw.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  collision_solver_sw.cpp                                              */
+/*  collision_solver_3d_sw.cpp                                           */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/collision_solver_3d_sw.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  collision_solver_sw.h                                                */
+/*  collision_solver_3d_sw.h                                             */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/constraint_3d_sw.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  constraint_sw.h                                                      */
+/*  constraint_3d_sw.h                                                   */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  cone_twist_joint_sw.cpp                                              */
+/*  cone_twist_joint_3d_sw.cpp                                           */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/joints/cone_twist_joint_3d_sw.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  cone_twist_joint_sw.h                                                */
+/*  cone_twist_joint_3d_sw.h                                             */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  generic_6dof_joint_sw.cpp                                            */
+/*  generic_6dof_joint_3d_sw.cpp                                         */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/joints/generic_6dof_joint_3d_sw.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  generic_6dof_joint_sw.h                                              */
+/*  generic_6dof_joint_3d_sw.h                                           */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/joints/hinge_joint_3d_sw.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  hinge_joint_sw.cpp                                                   */
+/*  hinge_joint_3d_sw.cpp                                                */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/joints/hinge_joint_3d_sw.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  hinge_joint_sw.h                                                     */
+/*  hinge_joint_3d_sw.h                                                  */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/joints/jacobian_entry_3d_sw.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  jacobian_entry_sw.h                                                  */
+/*  jacobian_entry_3d_sw.h                                               */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/joints/pin_joint_3d_sw.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  pin_joint_sw.cpp                                                     */
+/*  pin_joint_3d_sw.cpp                                                  */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/joints/pin_joint_3d_sw.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  pin_joint_sw.h                                                       */
+/*  pin_joint_3d_sw.h                                                    */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/joints/slider_joint_3d_sw.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  slider_joint_sw.cpp                                                  */
+/*  slider_joint_3d_sw.cpp                                               */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/joints/slider_joint_3d_sw.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  slider_joint_sw.h                                                    */
+/*  slider_joint_3d_sw.h                                                 */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/joints_3d_sw.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  joints_sw.h                                                          */
+/*  joints_3d_sw.h                                                       */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/physics_server_3d_sw.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  physics_server_sw.cpp                                                */
+/*  physics_server_3d_sw.cpp                                             */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/physics_server_3d_sw.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  physics_server_sw.h                                                  */
+/*  physics_server_3d_sw.h                                               */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/shape_3d_sw.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  shape_sw.cpp                                                         */
+/*  shape_3d_sw.cpp                                                      */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/shape_3d_sw.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  shape_sw.h                                                           */
+/*  shape_3d_sw.h                                                        */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/space_3d_sw.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  space_sw.cpp                                                         */
+/*  space_3d_sw.cpp                                                      */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/space_3d_sw.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  space_sw.h                                                           */
+/*  space_3d_sw.h                                                        */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/step_3d_sw.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  step_sw.cpp                                                          */
+/*  step_3d_sw.cpp                                                       */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_3d/step_3d_sw.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  step_sw.h                                                            */
+/*  step_3d_sw.h                                                         */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 22 - 22
servers/physics_server_2d.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  physics_2d_server.cpp                                                */
+/*  physics_server_2d.cpp                                                */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */
@@ -458,56 +458,56 @@ void PhysicsShapeQueryResult2D::_bind_methods() {
 
 ///////////////////////////////
 
-Vector2 Physics2DTestMotionResult::get_motion() const {
+Vector2 PhysicsTestMotionResult2D::get_motion() const {
 
 	return result.motion;
 }
-Vector2 Physics2DTestMotionResult::get_motion_remainder() const {
+Vector2 PhysicsTestMotionResult2D::get_motion_remainder() const {
 
 	return result.remainder;
 }
 
-Vector2 Physics2DTestMotionResult::get_collision_point() const {
+Vector2 PhysicsTestMotionResult2D::get_collision_point() const {
 
 	return result.collision_point;
 }
-Vector2 Physics2DTestMotionResult::get_collision_normal() const {
+Vector2 PhysicsTestMotionResult2D::get_collision_normal() const {
 
 	return result.collision_normal;
 }
-Vector2 Physics2DTestMotionResult::get_collider_velocity() const {
+Vector2 PhysicsTestMotionResult2D::get_collider_velocity() const {
 
 	return result.collider_velocity;
 }
-ObjectID Physics2DTestMotionResult::get_collider_id() const {
+ObjectID PhysicsTestMotionResult2D::get_collider_id() const {
 
 	return result.collider_id;
 }
-RID Physics2DTestMotionResult::get_collider_rid() const {
+RID PhysicsTestMotionResult2D::get_collider_rid() const {
 
 	return result.collider;
 }
 
-Object *Physics2DTestMotionResult::get_collider() const {
+Object *PhysicsTestMotionResult2D::get_collider() const {
 	return ObjectDB::get_instance(result.collider_id);
 }
 
-int Physics2DTestMotionResult::get_collider_shape() const {
+int PhysicsTestMotionResult2D::get_collider_shape() const {
 
 	return result.collider_shape;
 }
 
-void Physics2DTestMotionResult::_bind_methods() {
+void PhysicsTestMotionResult2D::_bind_methods() {
 
-	ClassDB::bind_method(D_METHOD("get_motion"), &Physics2DTestMotionResult::get_motion);
-	ClassDB::bind_method(D_METHOD("get_motion_remainder"), &Physics2DTestMotionResult::get_motion_remainder);
-	ClassDB::bind_method(D_METHOD("get_collision_point"), &Physics2DTestMotionResult::get_collision_point);
-	ClassDB::bind_method(D_METHOD("get_collision_normal"), &Physics2DTestMotionResult::get_collision_normal);
-	ClassDB::bind_method(D_METHOD("get_collider_velocity"), &Physics2DTestMotionResult::get_collider_velocity);
-	ClassDB::bind_method(D_METHOD("get_collider_id"), &Physics2DTestMotionResult::get_collider_id);
-	ClassDB::bind_method(D_METHOD("get_collider_rid"), &Physics2DTestMotionResult::get_collider_rid);
-	ClassDB::bind_method(D_METHOD("get_collider"), &Physics2DTestMotionResult::get_collider);
-	ClassDB::bind_method(D_METHOD("get_collider_shape"), &Physics2DTestMotionResult::get_collider_shape);
+	ClassDB::bind_method(D_METHOD("get_motion"), &PhysicsTestMotionResult2D::get_motion);
+	ClassDB::bind_method(D_METHOD("get_motion_remainder"), &PhysicsTestMotionResult2D::get_motion_remainder);
+	ClassDB::bind_method(D_METHOD("get_collision_point"), &PhysicsTestMotionResult2D::get_collision_point);
+	ClassDB::bind_method(D_METHOD("get_collision_normal"), &PhysicsTestMotionResult2D::get_collision_normal);
+	ClassDB::bind_method(D_METHOD("get_collider_velocity"), &PhysicsTestMotionResult2D::get_collider_velocity);
+	ClassDB::bind_method(D_METHOD("get_collider_id"), &PhysicsTestMotionResult2D::get_collider_id);
+	ClassDB::bind_method(D_METHOD("get_collider_rid"), &PhysicsTestMotionResult2D::get_collider_rid);
+	ClassDB::bind_method(D_METHOD("get_collider"), &PhysicsTestMotionResult2D::get_collider);
+	ClassDB::bind_method(D_METHOD("get_collider_shape"), &PhysicsTestMotionResult2D::get_collider_shape);
 
 	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion"), "", "get_motion");
 	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion_remainder"), "", "get_motion_remainder");
@@ -520,7 +520,7 @@ void Physics2DTestMotionResult::_bind_methods() {
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_shape"), "", "get_collider_shape");
 }
 
-Physics2DTestMotionResult::Physics2DTestMotionResult() {
+PhysicsTestMotionResult2D::PhysicsTestMotionResult2D() {
 
 	colliding = false;
 
@@ -529,7 +529,7 @@ Physics2DTestMotionResult::Physics2DTestMotionResult() {
 
 ///////////////////////////////////////
 
-bool PhysicsServer2D::_body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, float p_margin, const Ref<Physics2DTestMotionResult> &p_result) {
+bool PhysicsServer2D::_body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, float p_margin, const Ref<PhysicsTestMotionResult2D> &p_result) {
 
 	MotionResult *r = NULL;
 	if (p_result.is_valid())

+ 6 - 6
servers/physics_server_2d.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  physics_2d_server.h                                                  */
+/*  physics_server_2d.h                                                  */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */
@@ -227,7 +227,7 @@ public:
 	PhysicsShapeQueryResult2D();
 };
 
-class Physics2DTestMotionResult;
+class PhysicsTestMotionResult2D;
 
 class PhysicsServer2D : public Object {
 
@@ -235,7 +235,7 @@ class PhysicsServer2D : public Object {
 
 	static PhysicsServer2D *singleton;
 
-	virtual bool _body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, float p_margin = 0.08, const Ref<Physics2DTestMotionResult> &p_result = Ref<Physics2DTestMotionResult>());
+	virtual bool _body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, float p_margin = 0.08, const Ref<PhysicsTestMotionResult2D> &p_result = Ref<PhysicsTestMotionResult2D>());
 
 protected:
 	static void _bind_methods();
@@ -606,9 +606,9 @@ public:
 	~PhysicsServer2D();
 };
 
-class Physics2DTestMotionResult : public Reference {
+class PhysicsTestMotionResult2D : public Reference {
 
-	GDCLASS(Physics2DTestMotionResult, Reference);
+	GDCLASS(PhysicsTestMotionResult2D, Reference);
 
 	PhysicsServer2D::MotionResult result;
 	bool colliding;
@@ -632,7 +632,7 @@ public:
 	Object *get_collider() const;
 	int get_collider_shape() const;
 
-	Physics2DTestMotionResult();
+	PhysicsTestMotionResult2D();
 };
 
 typedef PhysicsServer2D *(*CreatePhysicsServer2DCallback)();

+ 1 - 1
servers/physics_server_3d.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  physics_server.cpp                                                   */
+/*  physics_server_3d.cpp                                                */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/physics_server_3d.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  physics_server.h                                                     */
+/*  physics_server_3d.h                                                  */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 3 - 3
servers/register_server_types.cpp

@@ -70,7 +70,7 @@
 
 ShaderTypes *shader_types = NULL;
 
-PhysicsServer3D *_createGodotPhysicsCallback() {
+PhysicsServer3D *_createGodotPhysics3DCallback() {
 	return memnew(PhysicsServer3DSW);
 }
 
@@ -162,7 +162,7 @@ void register_server_types() {
 	ClassDB::register_virtual_class<PhysicsDirectBodyState2D>();
 	ClassDB::register_virtual_class<PhysicsDirectSpaceState2D>();
 	ClassDB::register_virtual_class<PhysicsShapeQueryResult2D>();
-	ClassDB::register_class<Physics2DTestMotionResult>();
+	ClassDB::register_class<PhysicsTestMotionResult2D>();
 	ClassDB::register_class<PhysicsShapeQueryParameters2D>();
 
 	ClassDB::register_class<PhysicsShapeQueryParameters3D>();
@@ -181,7 +181,7 @@ void register_server_types() {
 	GLOBAL_DEF(PhysicsServer3DManager::setting_property_name, "DEFAULT");
 	ProjectSettings::get_singleton()->set_custom_property_info(PhysicsServer3DManager::setting_property_name, PropertyInfo(Variant::STRING, PhysicsServer3DManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"));
 
-	PhysicsServer3DManager::register_server("GodotPhysics", &_createGodotPhysicsCallback);
+	PhysicsServer3DManager::register_server("GodotPhysics", &_createGodotPhysics3DCallback);
 	PhysicsServer3DManager::set_default_server("GodotPhysics");
 }
 

+ 1 - 1
servers/rendering/rendering_server_canvas.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  rendering_server_canvas.cpp                                             */
+/*  rendering_server_canvas.cpp                                          */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/rendering/rendering_server_canvas.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  rendering_server_canvas.h                                               */
+/*  rendering_server_canvas.h                                            */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/rendering/rendering_server_globals.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  rendering_server_globals.cpp                                            */
+/*  rendering_server_globals.cpp                                         */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/rendering/rendering_server_globals.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  rendering_server_globals.h                                              */
+/*  rendering_server_globals.h                                           */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/rendering/rendering_server_raster.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  rendering_server_raster.cpp                                             */
+/*  rendering_server_raster.cpp                                          */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/rendering/rendering_server_raster.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  rendering_server_raster.h                                               */
+/*  rendering_server_raster.h                                            */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/rendering/rendering_server_scene.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  rendering_server_scene.cpp                                              */
+/*  rendering_server_scene.cpp                                           */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/rendering/rendering_server_scene.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  rendering_server_scene.h                                                */
+/*  rendering_server_scene.h                                             */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/rendering/rendering_server_viewport.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  rendering_server_viewport.cpp                                           */
+/*  rendering_server_viewport.cpp                                        */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/rendering/rendering_server_viewport.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  rendering_server_viewport.h                                             */
+/*  rendering_server_viewport.h                                          */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/rendering/rendering_server_wrap_mt.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  rendering_server_wrap_mt.cpp                                            */
+/*  rendering_server_wrap_mt.cpp                                         */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/rendering/rendering_server_wrap_mt.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  rendering_server_wrap_mt.h                                              */
+/*  rendering_server_wrap_mt.h                                           */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/rendering_server.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  rendering_server.cpp                                                    */
+/*  rendering_server.cpp                                                 */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */

+ 1 - 1
servers/rendering_server.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  rendering_server.h                                                      */
+/*  rendering_server.h                                                   */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */