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

Rename "GodotPhysics" to "GodotPhysics{2D,3D}"
Rémi Verschelde 5 years ago
parent
commit
1e5f0d402b

+ 1 - 1
doc/classes/PhysicsDirectSpaceState3D.xml

@@ -19,7 +19,7 @@
 			</argument>
 			<description>
 				Checks whether the shape can travel to a point. The method will return an array with two floats between 0 and 1, both representing a fraction of [code]motion[/code]. The first is how far the shape can move without triggering a collision, and the second is the point at which a collision will occur. If no collision is detected, the returned array will be [code][1, 1][/code].
-				If the shape can not move, the returned array will be [code][0, 0][/code] under Bullet, and empty under GodotPhysics.
+				If the shape can not move, the returned array will be [code][0, 0][/code] under Bullet, and empty under GodotPhysics3D.
 			</description>
 		</method>
 		<method name="collide_shape">

+ 2 - 2
doc/classes/ProjectSettings.xml

@@ -911,7 +911,7 @@
 		</member>
 		<member name="physics/2d/physics_engine" type="String" setter="" getter="" default="&quot;DEFAULT&quot;">
 			Sets which physics engine to use for 2D physics.
-			"DEFAULT" and "GodotPhysics" are the same, as there is currently no alternative 2D physics server implemented.
+			"DEFAULT" and "GodotPhysics2D" are the same, as there is currently no alternative 2D physics server implemented.
 		</member>
 		<member name="physics/2d/sleep_threshold_angular" type="float" setter="" getter="" default="0.139626">
 			Threshold angular velocity under which a 2D physics body will be considered inactive. See [constant PhysicsServer2D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD].
@@ -953,7 +953,7 @@
 		</member>
 		<member name="physics/3d/physics_engine" type="String" setter="" getter="" default="&quot;DEFAULT&quot;">
 			Sets which physics engine to use for 3D physics.
-			"DEFAULT" is currently the [url=https://bulletphysics.org]Bullet[/url] physics engine. The "GodotPhysics" engine is still supported as an alternative.
+			"DEFAULT" is currently the [url=https://bulletphysics.org]Bullet[/url] physics engine. The "GodotPhysics3D" engine is still supported as an alternative.
 		</member>
 		<member name="physics/common/enable_object_picking" type="bool" setter="" getter="" default="true">
 			Enables [member Viewport.physics_object_picking] on the root viewport.

+ 22 - 22
servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp

@@ -497,28 +497,28 @@ void Generic6DOFJoint3DSW::set_param(Vector3::Axis p_axis, PhysicsServer3D::G6DO
 
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY: {
-			// Not implemented in GodotPhysics backend
+			// Not implemented in GodotPhysics3D backend
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT: {
-			// Not implemented in GodotPhysics backend
+			// Not implemented in GodotPhysics3D backend
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS: {
-			// Not implemented in GodotPhysics backend
+			// Not implemented in GodotPhysics3D backend
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING: {
-			// Not implemented in GodotPhysics backend
+			// Not implemented in GodotPhysics3D backend
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT: {
-			// Not implemented in GodotPhysics backend
+			// Not implemented in GodotPhysics3D backend
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS: {
-			// Not implemented in GodotPhysics backend
+			// Not implemented in GodotPhysics3D backend
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING: {
-			// Not implemented in GodotPhysics backend
+			// Not implemented in GodotPhysics3D backend
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT: {
-			// Not implemented in GodotPhysics backend
+			// Not implemented in GodotPhysics3D backend
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_MAX: break; // Can't happen, but silences warning
 	}
@@ -597,28 +597,28 @@ real_t Generic6DOFJoint3DSW::get_param(Vector3::Axis p_axis, PhysicsServer3D::G6
 
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY: {
-			// Not implemented in GodotPhysics backend
+			// Not implemented in GodotPhysics3D backend
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT: {
-			// Not implemented in GodotPhysics backend
+			// Not implemented in GodotPhysics3D backend
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS: {
-			// Not implemented in GodotPhysics backend
+			// Not implemented in GodotPhysics3D backend
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING: {
-			// Not implemented in GodotPhysics backend
+			// Not implemented in GodotPhysics3D backend
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT: {
-			// Not implemented in GodotPhysics backend
+			// Not implemented in GodotPhysics3D backend
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS: {
-			// Not implemented in GodotPhysics backend
+			// Not implemented in GodotPhysics3D backend
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING: {
-			// Not implemented in GodotPhysics backend
+			// Not implemented in GodotPhysics3D backend
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT: {
-			// Not implemented in GodotPhysics backend
+			// Not implemented in GodotPhysics3D backend
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_MAX: break; // Can't happen, but silences warning
 	}
@@ -643,13 +643,13 @@ void Generic6DOFJoint3DSW::set_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOF
 			m_angularLimits[p_axis].m_enableMotor = p_value;
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR: {
-			// Not implemented in GodotPhysics backend
+			// Not implemented in GodotPhysics3D backend
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING: {
-			// Not implemented in GodotPhysics backend
+			// Not implemented in GodotPhysics3D backend
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING: {
-			// Not implemented in GodotPhysics backend
+			// Not implemented in GodotPhysics3D backend
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_FLAG_MAX: break; // Can't happen, but silences warning
 	}
@@ -671,13 +671,13 @@ bool Generic6DOFJoint3DSW::get_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOF
 			return m_angularLimits[p_axis].m_enableMotor;
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR: {
-			// Not implemented in GodotPhysics backend
+			// Not implemented in GodotPhysics3D backend
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING: {
-			// Not implemented in GodotPhysics backend
+			// Not implemented in GodotPhysics3D backend
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING: {
-			// Not implemented in GodotPhysics backend
+			// Not implemented in GodotPhysics3D backend
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_FLAG_MAX: break; // Can't happen, but silences warning
 	}

+ 1 - 1
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(), "CylinderShape3D is not supported in GodotPhysics. Please switch to Bullet in the Project Settings.");
+			ERR_FAIL_V_MSG(RID(), "CylinderShape3D is not supported in GodotPhysics3D. Please switch to Bullet in the Project Settings.");
 		} break;
 		case SHAPE_CONVEX_POLYGON: {
 

+ 4 - 4
servers/register_server_types.cpp

@@ -178,15 +178,15 @@ void register_server_types() {
 	GLOBAL_DEF(PhysicsServer2DManager::setting_property_name, "DEFAULT");
 	ProjectSettings::get_singleton()->set_custom_property_info(PhysicsServer2DManager::setting_property_name, PropertyInfo(Variant::STRING, PhysicsServer2DManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"));
 
-	PhysicsServer2DManager::register_server("GodotPhysics", &_createGodotPhysics2DCallback);
-	PhysicsServer2DManager::set_default_server("GodotPhysics");
+	PhysicsServer2DManager::register_server("GodotPhysics2D", &_createGodotPhysics2DCallback);
+	PhysicsServer2DManager::set_default_server("GodotPhysics2D");
 
 	// Physics 3D
 	GLOBAL_DEF(PhysicsServer3DManager::setting_property_name, "DEFAULT");
 	ProjectSettings::get_singleton()->set_custom_property_info(PhysicsServer3DManager::setting_property_name, PropertyInfo(Variant::STRING, PhysicsServer3DManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"));
 
-	PhysicsServer3DManager::register_server("GodotPhysics", &_createGodotPhysics3DCallback);
-	PhysicsServer3DManager::set_default_server("GodotPhysics");
+	PhysicsServer3DManager::register_server("GodotPhysics3D", &_createGodotPhysics3DCallback);
+	PhysicsServer3DManager::set_default_server("GodotPhysics3D");
 }
 
 void unregister_server_types() {