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Rename RayShape to SeparationRayShape

Makes it clearer that it's used for special cases when picking a
collision shape.
PouleyKetchoupp 4 年之前
父節點
當前提交
3d5dc80348
共有 37 個文件被更改,包括 192 次插入190 次删除
  1. 5 4
      doc/classes/PhysicsServer2D.xml
  2. 3 3
      doc/classes/PhysicsServer3D.xml
  3. 4 4
      doc/classes/SeparationRayShape2D.xml
  4. 4 4
      doc/classes/SeparationRayShape3D.xml
  5. 0 0
      editor/icons/SeparationRayShape2D.svg
  6. 0 0
      editor/icons/SeparationRayShape3D.svg
  7. 2 2
      editor/import/resource_importer_scene.cpp
  8. 11 11
      editor/plugins/collision_shape_2d_editor_plugin.cpp
  9. 1 1
      editor/plugins/collision_shape_2d_editor_plugin.h
  10. 11 11
      editor/plugins/node_3d_editor_gizmos.cpp
  11. 6 5
      scene/register_scene_types.cpp
  12. 17 17
      scene/resources/separation_ray_shape_2d.cpp
  13. 7 7
      scene/resources/separation_ray_shape_2d.h
  14. 16 16
      scene/resources/separation_ray_shape_3d.cpp
  15. 7 7
      scene/resources/separation_ray_shape_3d.h
  16. 2 2
      servers/physics_2d/collision_solver_2d_sat.cpp
  17. 7 7
      servers/physics_2d/collision_solver_2d_sw.cpp
  18. 1 1
      servers/physics_2d/collision_solver_2d_sw.h
  19. 4 4
      servers/physics_2d/physics_server_2d_sw.cpp
  20. 1 1
      servers/physics_2d/physics_server_2d_sw.h
  21. 1 1
      servers/physics_2d/physics_server_2d_wrap_mt.h
  22. 6 6
      servers/physics_2d/shape_2d_sw.cpp
  23. 11 11
      servers/physics_2d/shape_2d_sw.h
  24. 2 2
      servers/physics_2d/space_2d_sw.cpp
  25. 2 2
      servers/physics_3d/collision_solver_3d_sat.cpp
  26. 7 7
      servers/physics_3d/collision_solver_3d_sw.cpp
  27. 1 1
      servers/physics_3d/collision_solver_3d_sw.h
  28. 2 2
      servers/physics_3d/physics_server_3d_sw.cpp
  29. 1 1
      servers/physics_3d/physics_server_3d_sw.h
  30. 1 1
      servers/physics_3d/physics_server_3d_wrap_mt.h
  31. 13 13
      servers/physics_3d/shape_3d_sw.cpp
  32. 24 24
      servers/physics_3d/shape_3d_sw.h
  33. 2 2
      servers/physics_3d/space_3d_sw.cpp
  34. 2 2
      servers/physics_server_2d.cpp
  35. 2 2
      servers/physics_server_2d.h
  36. 4 4
      servers/physics_server_3d.cpp
  37. 2 2
      servers/physics_server_3d.h

+ 5 - 4
doc/classes/PhysicsServer2D.xml

@@ -717,17 +717,17 @@
 				Sets a joint parameter. See [enum JointParam] for a list of available parameters.
 			</description>
 		</method>
-		<method name="ray_shape_create">
+		<method name="rectangle_shape_create">
 			<return type="RID" />
 			<description>
 			</description>
 		</method>
-		<method name="rectangle_shape_create">
+		<method name="segment_shape_create">
 			<return type="RID" />
 			<description>
 			</description>
 		</method>
-		<method name="segment_shape_create">
+		<method name="separation_ray_shape_create">
 			<return type="RID" />
 			<description>
 			</description>
@@ -846,7 +846,8 @@
 		<constant name="SHAPE_WORLD_MARGIN" value="0" enum="ShapeType">
 			This is the constant for creating world margin shapes. A world margin shape is an [i]infinite[/i] line with an origin point, and a normal. Thus, it can be used for front/behind checks.
 		</constant>
-		<constant name="SHAPE_RAY" value="1" enum="ShapeType">
+		<constant name="SHAPE_SEPARATION_RAY" value="1" enum="ShapeType">
+			This is the constant for creating separation ray shapes. A separation ray is defined by a length and separates itself from what is touching its far endpoint. Useful for character controllers.
 		</constant>
 		<constant name="SHAPE_SEGMENT" value="2" enum="ShapeType">
 			This is the constant for creating segment shapes. A segment shape is a [i]finite[/i] line from a point A to a point B. It can be checked for intersections.

+ 3 - 3
doc/classes/PhysicsServer3D.xml

@@ -850,7 +850,7 @@
 			<description>
 			</description>
 		</method>
-		<method name="ray_shape_create">
+		<method name="separation_ray_shape_create">
 			<return type="RID" />
 			<description>
 			</description>
@@ -1177,8 +1177,8 @@
 		<constant name="SHAPE_PLANE" value="0" enum="ShapeType">
 			The [Shape3D] is a [WorldMarginShape3D].
 		</constant>
-		<constant name="SHAPE_RAY" value="1" enum="ShapeType">
-			The [Shape3D] is a [RayShape3D].
+		<constant name="SHAPE_SEPARATION_RAY" value="1" enum="ShapeType">
+			The [Shape3D] is a [SeparationRayShape3D].
 		</constant>
 		<constant name="SHAPE_SPHERE" value="2" enum="ShapeType">
 			The [Shape3D] is a [SphereShape3D].

+ 4 - 4
doc/classes/RayShape3D.xml → doc/classes/SeparationRayShape2D.xml

@@ -1,17 +1,17 @@
 <?xml version="1.0" encoding="UTF-8" ?>
-<class name="RayShape3D" inherits="Shape3D" version="4.0">
+<class name="SeparationRayShape2D" inherits="Shape2D" version="4.0">
 	<brief_description>
-		Ray shape for 3D collisions.
+		Separation ray shape for 2D collisions.
 	</brief_description>
 	<description>
-		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.
+		Separation ray shape for 2D collisions. 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.
 	</description>
 	<tutorials>
 	</tutorials>
 	<methods>
 	</methods>
 	<members>
-		<member name="length" type="float" setter="set_length" getter="get_length" default="1.0">
+		<member name="length" type="float" setter="set_length" getter="get_length" default="20.0">
 			The ray's length.
 		</member>
 		<member name="slide_on_slope" type="bool" setter="set_slide_on_slope" getter="get_slide_on_slope" default="false">

+ 4 - 4
doc/classes/RayShape2D.xml → doc/classes/SeparationRayShape3D.xml

@@ -1,17 +1,17 @@
 <?xml version="1.0" encoding="UTF-8" ?>
-<class name="RayShape2D" inherits="Shape2D" version="4.0">
+<class name="SeparationRayShape3D" inherits="Shape3D" version="4.0">
 	<brief_description>
-		Ray shape for 2D collisions.
+		Separation ray shape for 3D collisions.
 	</brief_description>
 	<description>
-		Ray shape for 2D collisions. 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.
+		Separation 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.
 	</description>
 	<tutorials>
 	</tutorials>
 	<methods>
 	</methods>
 	<members>
-		<member name="length" type="float" setter="set_length" getter="get_length" default="20.0">
+		<member name="length" type="float" setter="set_length" getter="get_length" default="1.0">
 			The ray's length.
 		</member>
 		<member name="slide_on_slope" type="bool" setter="set_slide_on_slope" getter="get_slide_on_slope" default="false">

+ 0 - 0
editor/icons/RayShape2D.svg → editor/icons/SeparationRayShape2D.svg


+ 0 - 0
editor/icons/RayShape3D.svg → editor/icons/SeparationRayShape3D.svg


+ 2 - 2
editor/import/resource_importer_scene.cpp

@@ -45,8 +45,8 @@
 #include "scene/resources/animation.h"
 #include "scene/resources/box_shape_3d.h"
 #include "scene/resources/packed_scene.h"
-#include "scene/resources/ray_shape_3d.h"
 #include "scene/resources/resource_format_text.h"
+#include "scene/resources/separation_ray_shape_3d.h"
 #include "scene/resources/sphere_shape_3d.h"
 #include "scene/resources/surface_tool.h"
 #include "scene/resources/world_margin_shape_3d.h"
@@ -381,7 +381,7 @@ Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<E
 				boxShape->set_size(Vector3(2, 2, 2));
 				colshape->set_shape(boxShape);
 			} else if (empty_draw_type == "SINGLE_ARROW") {
-				RayShape3D *rayShape = memnew(RayShape3D);
+				SeparationRayShape3D *rayShape = memnew(SeparationRayShape3D);
 				rayShape->set_length(1);
 				colshape->set_shape(rayShape);
 				Object::cast_to<Node3D>(sb)->rotate_x(Math_PI / 2);

+ 11 - 11
editor/plugins/collision_shape_2d_editor_plugin.cpp

@@ -36,9 +36,9 @@
 #include "scene/resources/circle_shape_2d.h"
 #include "scene/resources/concave_polygon_shape_2d.h"
 #include "scene/resources/convex_polygon_shape_2d.h"
-#include "scene/resources/ray_shape_2d.h"
 #include "scene/resources/rectangle_shape_2d.h"
 #include "scene/resources/segment_shape_2d.h"
+#include "scene/resources/separation_ray_shape_2d.h"
 #include "scene/resources/world_margin_shape_2d.h"
 
 void CollisionShape2DEditor::_node_removed(Node *p_node) {
@@ -81,8 +81,8 @@ Variant CollisionShape2DEditor::get_handle_value(int idx) const {
 
 		} break;
 
-		case RAY_SHAPE: {
-			Ref<RayShape2D> ray = node->get_shape();
+		case SEPARATION_RAY_SHAPE: {
+			Ref<SeparationRayShape2D> ray = node->get_shape();
 
 			if (idx == 0) {
 				return ray->get_length();
@@ -162,8 +162,8 @@ void CollisionShape2DEditor::set_handle(int idx, Point2 &p_point) {
 
 		} break;
 
-		case RAY_SHAPE: {
-			Ref<RayShape2D> ray = node->get_shape();
+		case SEPARATION_RAY_SHAPE: {
+			Ref<SeparationRayShape2D> ray = node->get_shape();
 
 			ray->set_length(Math::abs(p_point.y));
 
@@ -272,8 +272,8 @@ void CollisionShape2DEditor::commit_handle(int idx, Variant &p_org) {
 
 		} break;
 
-		case RAY_SHAPE: {
-			Ref<RayShape2D> ray = node->get_shape();
+		case SEPARATION_RAY_SHAPE: {
+			Ref<SeparationRayShape2D> ray = node->get_shape();
 
 			undo_redo->add_do_method(ray.ptr(), "set_length", ray->get_length());
 			undo_redo->add_do_method(canvas_item_editor, "update_viewport");
@@ -423,8 +423,8 @@ void CollisionShape2DEditor::_get_current_shape_type() {
 		shape_type = CONVEX_POLYGON_SHAPE;
 	} else if (Object::cast_to<WorldMarginShape2D>(*s)) {
 		shape_type = WORLD_MARGIN_SHAPE;
-	} else if (Object::cast_to<RayShape2D>(*s)) {
-		shape_type = RAY_SHAPE;
+	} else if (Object::cast_to<SeparationRayShape2D>(*s)) {
+		shape_type = SEPARATION_RAY_SHAPE;
 	} else if (Object::cast_to<RectangleShape2D>(*s)) {
 		shape_type = RECTANGLE_SHAPE;
 	} else if (Object::cast_to<SegmentShape2D>(*s)) {
@@ -502,8 +502,8 @@ void CollisionShape2DEditor::forward_canvas_draw_over_viewport(Control *p_overla
 
 		} break;
 
-		case RAY_SHAPE: {
-			Ref<RayShape2D> shape = node->get_shape();
+		case SEPARATION_RAY_SHAPE: {
+			Ref<SeparationRayShape2D> shape = node->get_shape();
 
 			handles.resize(1);
 			handles.write[0] = Point2(0, shape->get_length());

+ 1 - 1
editor/plugins/collision_shape_2d_editor_plugin.h

@@ -47,7 +47,7 @@ class CollisionShape2DEditor : public Control {
 		CONCAVE_POLYGON_SHAPE,
 		CONVEX_POLYGON_SHAPE,
 		WORLD_MARGIN_SHAPE,
-		RAY_SHAPE,
+		SEPARATION_RAY_SHAPE,
 		RECTANGLE_SHAPE,
 		SEGMENT_SHAPE
 	};

+ 11 - 11
editor/plugins/node_3d_editor_gizmos.cpp

@@ -66,7 +66,7 @@
 #include "scene/resources/cylinder_shape_3d.h"
 #include "scene/resources/height_map_shape_3d.h"
 #include "scene/resources/primitive_meshes.h"
-#include "scene/resources/ray_shape_3d.h"
+#include "scene/resources/separation_ray_shape_3d.h"
 #include "scene/resources/sphere_shape_3d.h"
 #include "scene/resources/surface_tool.h"
 #include "scene/resources/world_margin_shape_3d.h"
@@ -4068,7 +4068,7 @@ String CollisionShape3DGizmoPlugin::get_handle_name(const EditorNode3DGizmo *p_g
 		return p_id == 0 ? "Radius" : "Height";
 	}
 
-	if (Object::cast_to<RayShape3D>(*s)) {
+	if (Object::cast_to<SeparationRayShape3D>(*s)) {
 		return "Length";
 	}
 
@@ -4103,8 +4103,8 @@ Variant CollisionShape3DGizmoPlugin::get_handle_value(const EditorNode3DGizmo *p
 		return p_id == 0 ? cs2->get_radius() : cs2->get_height();
 	}
 
-	if (Object::cast_to<RayShape3D>(*s)) {
-		Ref<RayShape3D> cs2 = s;
+	if (Object::cast_to<SeparationRayShape3D>(*s)) {
+		Ref<SeparationRayShape3D> cs2 = s;
 		return cs2->get_length();
 	}
 
@@ -4143,8 +4143,8 @@ void CollisionShape3DGizmoPlugin::set_handle(const EditorNode3DGizmo *p_gizmo, i
 		ss->set_radius(d);
 	}
 
-	if (Object::cast_to<RayShape3D>(*s)) {
-		Ref<RayShape3D> rs = s;
+	if (Object::cast_to<SeparationRayShape3D>(*s)) {
+		Ref<SeparationRayShape3D> rs = s;
 		Vector3 ra, rb;
 		Geometry3D::get_closest_points_between_segments(Vector3(), Vector3(0, 0, 4096), sg[0], sg[1], ra, rb);
 		float d = ra.z;
@@ -4314,15 +4314,15 @@ void CollisionShape3DGizmoPlugin::commit_handle(const EditorNode3DGizmo *p_gizmo
 		ur->commit_action();
 	}
 
-	if (Object::cast_to<RayShape3D>(*s)) {
-		Ref<RayShape3D> ss = s;
+	if (Object::cast_to<SeparationRayShape3D>(*s)) {
+		Ref<SeparationRayShape3D> ss = s;
 		if (p_cancel) {
 			ss->set_length(p_restore);
 			return;
 		}
 
 		UndoRedo *ur = Node3DEditor::get_singleton()->get_undo_redo();
-		ur->create_action(TTR("Change Ray Shape Length"));
+		ur->create_action(TTR("Change Separation Ray Shape Length"));
 		ur->add_do_method(ss.ptr(), "set_length", ss->get_length());
 		ur->add_undo_method(ss.ptr(), "set_length", p_restore);
 		ur->commit_action();
@@ -4597,8 +4597,8 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
 		p_gizmo->add_collision_segments(cs2->get_debug_mesh_lines());
 	}
 
-	if (Object::cast_to<RayShape3D>(*s)) {
-		Ref<RayShape3D> rs = s;
+	if (Object::cast_to<SeparationRayShape3D>(*s)) {
+		Ref<SeparationRayShape3D> rs = s;
 
 		Vector<Vector3> points;
 		points.push_back(Vector3());

+ 6 - 5
scene/register_scene_types.cpp

@@ -157,11 +157,11 @@
 #include "scene/resources/physics_material.h"
 #include "scene/resources/polygon_path_finder.h"
 #include "scene/resources/primitive_meshes.h"
-#include "scene/resources/ray_shape_2d.h"
-#include "scene/resources/ray_shape_3d.h"
 #include "scene/resources/rectangle_shape_2d.h"
 #include "scene/resources/resource_format_text.h"
 #include "scene/resources/segment_shape_2d.h"
+#include "scene/resources/separation_ray_shape_2d.h"
+#include "scene/resources/separation_ray_shape_3d.h"
 #include "scene/resources/skeleton_modification_2d.h"
 #include "scene/resources/skeleton_modification_2d_ccdik.h"
 #include "scene/resources/skeleton_modification_2d_fabrik.h"
@@ -754,7 +754,7 @@ void register_scene_types() {
 	OS::get_singleton()->yield(); //may take time to init
 
 	GDREGISTER_VIRTUAL_CLASS(Shape3D);
-	GDREGISTER_CLASS(RayShape3D);
+	GDREGISTER_CLASS(SeparationRayShape3D);
 	GDREGISTER_CLASS(SphereShape3D);
 	GDREGISTER_CLASS(BoxShape3D);
 	GDREGISTER_CLASS(CapsuleShape3D);
@@ -843,7 +843,7 @@ void register_scene_types() {
 	GDREGISTER_VIRTUAL_CLASS(Shape2D);
 	GDREGISTER_CLASS(WorldMarginShape2D);
 	GDREGISTER_CLASS(SegmentShape2D);
-	GDREGISTER_CLASS(RayShape2D);
+	GDREGISTER_CLASS(SeparationRayShape2D);
 	GDREGISTER_CLASS(CircleShape2D);
 	GDREGISTER_CLASS(RectangleShape2D);
 	GDREGISTER_CLASS(CapsuleShape2D);
@@ -964,7 +964,8 @@ void register_scene_types() {
 	ClassDB::add_compatibility_class("ProceduralSky", "Sky");
 	ClassDB::add_compatibility_class("ProximityGroup", "ProximityGroup3D");
 	ClassDB::add_compatibility_class("RayCast", "RayCast3D");
-	ClassDB::add_compatibility_class("RayShape", "RayShape3D");
+	ClassDB::add_compatibility_class("RayShape", "SeparationRayShape3D");
+	ClassDB::add_compatibility_class("RayShape2D", "SeparationRayShape2D");
 	ClassDB::add_compatibility_class("RemoteTransform", "RemoteTransform3D");
 	ClassDB::add_compatibility_class("RigidBody", "RigidBody3D");
 	ClassDB::add_compatibility_class("Shape", "Shape3D");

+ 17 - 17
scene/resources/ray_shape_2d.cpp → scene/resources/separation_ray_shape_2d.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  ray_shape_2d.cpp                                                     */
+/*  separation_ray_shape_2d.cpp                                          */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */
@@ -28,12 +28,12 @@
 /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
 /*************************************************************************/
 
-#include "ray_shape_2d.h"
+#include "separation_ray_shape_2d.h"
 
 #include "servers/physics_server_2d.h"
 #include "servers/rendering_server.h"
 
-void RayShape2D::_update_shape() {
+void SeparationRayShape2D::_update_shape() {
 	Dictionary d;
 	d["length"] = length;
 	d["slide_on_slope"] = slide_on_slope;
@@ -41,7 +41,7 @@ void RayShape2D::_update_shape() {
 	emit_changed();
 }
 
-void RayShape2D::draw(const RID &p_to_rid, const Color &p_color) {
+void SeparationRayShape2D::draw(const RID &p_to_rid, const Color &p_color) {
 	const Vector2 target_position = Vector2(0, get_length());
 
 	const float max_arrow_size = 6;
@@ -72,7 +72,7 @@ void RayShape2D::draw(const RID &p_to_rid, const Color &p_color) {
 	RS::get_singleton()->canvas_item_add_primitive(p_to_rid, pts, cols, Vector<Point2>(), RID());
 }
 
-Rect2 RayShape2D::get_rect() const {
+Rect2 SeparationRayShape2D::get_rect() const {
 	Rect2 rect;
 	rect.position = Vector2();
 	rect.expand_to(Vector2(0, length));
@@ -80,40 +80,40 @@ Rect2 RayShape2D::get_rect() const {
 	return rect;
 }
 
-real_t RayShape2D::get_enclosing_radius() const {
+real_t SeparationRayShape2D::get_enclosing_radius() const {
 	return length;
 }
 
-void RayShape2D::_bind_methods() {
-	ClassDB::bind_method(D_METHOD("set_length", "length"), &RayShape2D::set_length);
-	ClassDB::bind_method(D_METHOD("get_length"), &RayShape2D::get_length);
+void SeparationRayShape2D::_bind_methods() {
+	ClassDB::bind_method(D_METHOD("set_length", "length"), &SeparationRayShape2D::set_length);
+	ClassDB::bind_method(D_METHOD("get_length"), &SeparationRayShape2D::get_length);
 
-	ClassDB::bind_method(D_METHOD("set_slide_on_slope", "active"), &RayShape2D::set_slide_on_slope);
-	ClassDB::bind_method(D_METHOD("get_slide_on_slope"), &RayShape2D::get_slide_on_slope);
+	ClassDB::bind_method(D_METHOD("set_slide_on_slope", "active"), &SeparationRayShape2D::set_slide_on_slope);
+	ClassDB::bind_method(D_METHOD("get_slide_on_slope"), &SeparationRayShape2D::get_slide_on_slope);
 
 	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "length"), "set_length", "get_length");
 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_slope"), "set_slide_on_slope", "get_slide_on_slope");
 }
 
-void RayShape2D::set_length(real_t p_length) {
+void SeparationRayShape2D::set_length(real_t p_length) {
 	length = p_length;
 	_update_shape();
 }
 
-real_t RayShape2D::get_length() const {
+real_t SeparationRayShape2D::get_length() const {
 	return length;
 }
 
-void RayShape2D::set_slide_on_slope(bool p_active) {
+void SeparationRayShape2D::set_slide_on_slope(bool p_active) {
 	slide_on_slope = p_active;
 	_update_shape();
 }
 
-bool RayShape2D::get_slide_on_slope() const {
+bool SeparationRayShape2D::get_slide_on_slope() const {
 	return slide_on_slope;
 }
 
-RayShape2D::RayShape2D() :
-		Shape2D(PhysicsServer2D::get_singleton()->ray_shape_create()) {
+SeparationRayShape2D::SeparationRayShape2D() :
+		Shape2D(PhysicsServer2D::get_singleton()->separation_ray_shape_create()) {
 	_update_shape();
 }

+ 7 - 7
scene/resources/ray_shape_2d.h → scene/resources/separation_ray_shape_2d.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  ray_shape_2d.h                                                       */
+/*  separation_ray_shape_2d.h                                            */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */
@@ -28,13 +28,13 @@
 /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
 /*************************************************************************/
 
-#ifndef RAY_SHAPE_2D_H
-#define RAY_SHAPE_2D_H
+#ifndef SEPARATION_RAY_SHAPE_2D_H
+#define SEPARATION_RAY_SHAPE_2D_H
 
 #include "scene/resources/shape_2d.h"
 
-class RayShape2D : public Shape2D {
-	GDCLASS(RayShape2D, Shape2D);
+class SeparationRayShape2D : public Shape2D {
+	GDCLASS(SeparationRayShape2D, Shape2D);
 
 	real_t length = 20.0;
 	bool slide_on_slope = false;
@@ -55,7 +55,7 @@ public:
 	virtual Rect2 get_rect() const override;
 	virtual real_t get_enclosing_radius() const override;
 
-	RayShape2D();
+	SeparationRayShape2D();
 };
 
-#endif // RAY_SHAPE_2D_H
+#endif // SEPARATION_RAY_SHAPE_2D_H

+ 16 - 16
scene/resources/ray_shape_3d.cpp → scene/resources/separation_ray_shape_3d.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  ray_shape_3d.cpp                                                     */
+/*  separation_ray_shape_3d.cpp                                          */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */
@@ -28,11 +28,11 @@
 /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
 /*************************************************************************/
 
-#include "ray_shape_3d.h"
+#include "separation_ray_shape_3d.h"
 
 #include "servers/physics_server_3d.h"
 
-Vector<Vector3> RayShape3D::get_debug_mesh_lines() const {
+Vector<Vector3> SeparationRayShape3D::get_debug_mesh_lines() const {
 	Vector<Vector3> points;
 	points.push_back(Vector3());
 	points.push_back(Vector3(0, 0, get_length()));
@@ -40,11 +40,11 @@ Vector<Vector3> RayShape3D::get_debug_mesh_lines() const {
 	return points;
 }
 
-real_t RayShape3D::get_enclosing_radius() const {
+real_t SeparationRayShape3D::get_enclosing_radius() const {
 	return length;
 }
 
-void RayShape3D::_update_shape() {
+void SeparationRayShape3D::_update_shape() {
 	Dictionary d;
 	d["length"] = length;
 	d["slide_on_slope"] = slide_on_slope;
@@ -52,39 +52,39 @@ void RayShape3D::_update_shape() {
 	Shape3D::_update_shape();
 }
 
-void RayShape3D::set_length(float p_length) {
+void SeparationRayShape3D::set_length(float p_length) {
 	length = p_length;
 	_update_shape();
 	notify_change_to_owners();
 }
 
-float RayShape3D::get_length() const {
+float SeparationRayShape3D::get_length() const {
 	return length;
 }
 
-void RayShape3D::set_slide_on_slope(bool p_active) {
+void SeparationRayShape3D::set_slide_on_slope(bool p_active) {
 	slide_on_slope = p_active;
 	_update_shape();
 	notify_change_to_owners();
 }
 
-bool RayShape3D::get_slide_on_slope() const {
+bool SeparationRayShape3D::get_slide_on_slope() const {
 	return slide_on_slope;
 }
 
-void RayShape3D::_bind_methods() {
-	ClassDB::bind_method(D_METHOD("set_length", "length"), &RayShape3D::set_length);
-	ClassDB::bind_method(D_METHOD("get_length"), &RayShape3D::get_length);
+void SeparationRayShape3D::_bind_methods() {
+	ClassDB::bind_method(D_METHOD("set_length", "length"), &SeparationRayShape3D::set_length);
+	ClassDB::bind_method(D_METHOD("get_length"), &SeparationRayShape3D::get_length);
 
-	ClassDB::bind_method(D_METHOD("set_slide_on_slope", "active"), &RayShape3D::set_slide_on_slope);
-	ClassDB::bind_method(D_METHOD("get_slide_on_slope"), &RayShape3D::get_slide_on_slope);
+	ClassDB::bind_method(D_METHOD("set_slide_on_slope", "active"), &SeparationRayShape3D::set_slide_on_slope);
+	ClassDB::bind_method(D_METHOD("get_slide_on_slope"), &SeparationRayShape3D::get_slide_on_slope);
 
 	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "length", PROPERTY_HINT_RANGE, "0,4096,0.001"), "set_length", "get_length");
 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_slope"), "set_slide_on_slope", "get_slide_on_slope");
 }
 
-RayShape3D::RayShape3D() :
-		Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_RAY)) {
+SeparationRayShape3D::SeparationRayShape3D() :
+		Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_SEPARATION_RAY)) {
 	/* Code copied from setters to prevent the use of uninitialized variables */
 	_update_shape();
 	notify_change_to_owners();

+ 7 - 7
scene/resources/ray_shape_3d.h → scene/resources/separation_ray_shape_3d.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  ray_shape_3d.h                                                       */
+/*  separation_ray_shape_3d.h                                            */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */
@@ -28,12 +28,12 @@
 /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
 /*************************************************************************/
 
-#ifndef RAY_SHAPE_H
-#define RAY_SHAPE_H
+#ifndef SEPARATION_RAY_SHAPE_H
+#define SEPARATION_RAY_SHAPE_H
 #include "scene/resources/shape_3d.h"
 
-class RayShape3D : public Shape3D {
-	GDCLASS(RayShape3D, Shape3D);
+class SeparationRayShape3D : public Shape3D {
+	GDCLASS(SeparationRayShape3D, Shape3D);
 	float length = 1.0;
 	bool slide_on_slope = false;
 
@@ -51,6 +51,6 @@ public:
 	virtual Vector<Vector3> get_debug_mesh_lines() const override;
 	virtual real_t get_enclosing_radius() const override;
 
-	RayShape3D();
+	SeparationRayShape3D();
 };
-#endif // RAY_SHAPE_H
+#endif // SEPARATION_RAY_SHAPE_H

+ 2 - 2
servers/physics_2d/collision_solver_2d_sat.cpp

@@ -1115,13 +1115,13 @@ bool sat_2d_calculate_penetration(const Shape2DSW *p_shape_A, const Transform2D
 	PhysicsServer2D::ShapeType type_A = p_shape_A->get_type();
 
 	ERR_FAIL_COND_V(type_A == PhysicsServer2D::SHAPE_WORLD_MARGIN, false);
-	ERR_FAIL_COND_V(type_A == PhysicsServer2D::SHAPE_RAY, false);
+	ERR_FAIL_COND_V(type_A == PhysicsServer2D::SHAPE_SEPARATION_RAY, false);
 	ERR_FAIL_COND_V(p_shape_A->is_concave(), false);
 
 	PhysicsServer2D::ShapeType type_B = p_shape_B->get_type();
 
 	ERR_FAIL_COND_V(type_B == PhysicsServer2D::SHAPE_WORLD_MARGIN, false);
-	ERR_FAIL_COND_V(type_B == PhysicsServer2D::SHAPE_RAY, false);
+	ERR_FAIL_COND_V(type_B == PhysicsServer2D::SHAPE_SEPARATION_RAY, false);
 	ERR_FAIL_COND_V(p_shape_B->is_concave(), false);
 
 	static const CollisionFunc collision_table[5][5] = {

+ 7 - 7
servers/physics_2d/collision_solver_2d_sw.cpp

@@ -73,9 +73,9 @@ bool CollisionSolver2DSW::solve_static_world_margin(const Shape2DSW *p_shape_A,
 	return found;
 }
 
-bool CollisionSolver2DSW::solve_raycast(const Shape2DSW *p_shape_A, const Vector2 &p_motion_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis, real_t p_margin) {
-	const RayShape2DSW *ray = static_cast<const RayShape2DSW *>(p_shape_A);
-	if (p_shape_B->get_type() == PhysicsServer2D::SHAPE_RAY) {
+bool CollisionSolver2DSW::solve_separation_ray(const Shape2DSW *p_shape_A, const Vector2 &p_motion_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis, real_t p_margin) {
+	const SeparationRayShape2DSW *ray = static_cast<const SeparationRayShape2DSW *>(p_shape_A);
+	if (p_shape_B->get_type() == PhysicsServer2D::SHAPE_SEPARATION_RAY) {
 		return false;
 	}
 
@@ -236,15 +236,15 @@ bool CollisionSolver2DSW::solve(const Shape2DSW *p_shape_A, const Transform2D &p
 			return solve_static_world_margin(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false);
 		}
 
-	} else if (type_A == PhysicsServer2D::SHAPE_RAY) {
-		if (type_B == PhysicsServer2D::SHAPE_RAY) {
+	} else if (type_A == PhysicsServer2D::SHAPE_SEPARATION_RAY) {
+		if (type_B == PhysicsServer2D::SHAPE_SEPARATION_RAY) {
 			return false; //no ray-ray
 		}
 
 		if (swap) {
-			return solve_raycast(p_shape_B, p_motion_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true, r_sep_axis, p_margin_B);
+			return solve_separation_ray(p_shape_B, p_motion_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true, r_sep_axis, p_margin_B);
 		} else {
-			return solve_raycast(p_shape_A, p_motion_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false, r_sep_axis, p_margin_A);
+			return solve_separation_ray(p_shape_A, p_motion_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false, r_sep_axis, p_margin_A);
 		}
 
 	} else if (concave_B) {

+ 1 - 1
servers/physics_2d/collision_solver_2d_sw.h

@@ -41,7 +41,7 @@ private:
 	static bool solve_static_world_margin(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result);
 	static void concave_callback(void *p_userdata, Shape2DSW *p_convex);
 	static bool solve_concave(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0);
-	static bool solve_raycast(const Shape2DSW *p_shape_A, const Vector2 &p_motion_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis = nullptr, real_t p_margin = 0);
+	static bool solve_separation_ray(const Shape2DSW *p_shape_A, const Vector2 &p_motion_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis = nullptr, real_t p_margin = 0);
 
 public:
 	static bool solve(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, Vector2 *r_sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0);

+ 4 - 4
servers/physics_2d/physics_server_2d_sw.cpp

@@ -45,8 +45,8 @@ RID PhysicsServer2DSW::_shape_create(ShapeType p_shape) {
 		case SHAPE_WORLD_MARGIN: {
 			shape = memnew(WorldMarginShape2DSW);
 		} break;
-		case SHAPE_RAY: {
-			shape = memnew(RayShape2DSW);
+		case SHAPE_SEPARATION_RAY: {
+			shape = memnew(SeparationRayShape2DSW);
 		} break;
 		case SHAPE_SEGMENT: {
 			shape = memnew(SegmentShape2DSW);
@@ -82,8 +82,8 @@ RID PhysicsServer2DSW::world_margin_shape_create() {
 	return _shape_create(SHAPE_WORLD_MARGIN);
 }
 
-RID PhysicsServer2DSW::ray_shape_create() {
-	return _shape_create(SHAPE_RAY);
+RID PhysicsServer2DSW::separation_ray_shape_create() {
+	return _shape_create(SHAPE_SEPARATION_RAY);
 }
 
 RID PhysicsServer2DSW::segment_shape_create() {

+ 1 - 1
servers/physics_2d/physics_server_2d_sw.h

@@ -88,7 +88,7 @@ public:
 	};
 
 	virtual RID world_margin_shape_create() override;
-	virtual RID ray_shape_create() override;
+	virtual RID separation_ray_shape_create() override;
 	virtual RID segment_shape_create() override;
 	virtual RID circle_shape_create() override;
 	virtual RID rectangle_shape_create() override;

+ 1 - 1
servers/physics_2d/physics_server_2d_wrap_mt.h

@@ -80,7 +80,7 @@ public:
 
 	//FUNC1RID(shape,ShapeType); todo fix
 	FUNCRID(world_margin_shape)
-	FUNCRID(ray_shape)
+	FUNCRID(separation_ray_shape)
 	FUNCRID(segment_shape)
 	FUNCRID(circle_shape)
 	FUNCRID(rectangle_shape)

+ 6 - 6
servers/physics_2d/shape_2d_sw.cpp

@@ -143,7 +143,7 @@ Variant WorldMarginShape2DSW::get_data() const {
 /*********************************************************/
 /*********************************************************/
 
-void RayShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
+void SeparationRayShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
 	r_amount = 1;
 
 	if (p_normal.y > 0) {
@@ -153,26 +153,26 @@ void RayShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, in
 	}
 }
 
-bool RayShape2DSW::contains_point(const Vector2 &p_point) const {
+bool SeparationRayShape2DSW::contains_point(const Vector2 &p_point) const {
 	return false;
 }
 
-bool RayShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
+bool SeparationRayShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
 	return false; //rays can't be intersected
 }
 
-real_t RayShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
+real_t SeparationRayShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
 	return 0; //rays are mass-less
 }
 
-void RayShape2DSW::set_data(const Variant &p_data) {
+void SeparationRayShape2DSW::set_data(const Variant &p_data) {
 	Dictionary d = p_data;
 	length = d["length"];
 	slide_on_slope = d["slide_on_slope"];
 	configure(Rect2(0, 0, 0.001, length));
 }
 
-Variant RayShape2DSW::get_data() const {
+Variant SeparationRayShape2DSW::get_data() const {
 	Dictionary d;
 	d["length"] = length;
 	d["slide_on_slope"] = slide_on_slope;

+ 11 - 11
servers/physics_2d/shape_2d_sw.h

@@ -179,7 +179,7 @@ public:
 	}
 };
 
-class RayShape2DSW : public Shape2DSW {
+class SeparationRayShape2DSW : public Shape2DSW {
 	real_t length;
 	bool slide_on_slope;
 
@@ -187,19 +187,19 @@ public:
 	_FORCE_INLINE_ real_t get_length() const { return length; }
 	_FORCE_INLINE_ bool get_slide_on_slope() const { return slide_on_slope; }
 
-	virtual PhysicsServer2D::ShapeType get_type() const { return PhysicsServer2D::SHAPE_RAY; }
+	virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_SEPARATION_RAY; }
 
 	virtual bool allows_one_way_collision() const override { return false; }
 
-	virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal, p_transform, r_min, r_max); }
-	virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const;
+	virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { project_range(p_normal, p_transform, r_min, r_max); }
+	virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override;
 
-	virtual bool contains_point(const Vector2 &p_point) const;
-	virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const;
-	virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const;
+	virtual bool contains_point(const Vector2 &p_point) const override;
+	virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override;
+	virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override;
 
-	virtual void set_data(const Variant &p_data);
-	virtual Variant get_data() const;
+	virtual void set_data(const Variant &p_data) override;
+	virtual Variant get_data() const override;
 
 	_FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const {
 		//real large
@@ -212,8 +212,8 @@ public:
 
 	DEFAULT_PROJECT_RANGE_CAST
 
-	_FORCE_INLINE_ RayShape2DSW() {}
-	_FORCE_INLINE_ RayShape2DSW(real_t p_length) { length = p_length; }
+	_FORCE_INLINE_ SeparationRayShape2DSW() {}
+	_FORCE_INLINE_ SeparationRayShape2DSW(real_t p_length) { length = p_length; }
 };
 
 class SegmentShape2DSW : public Shape2DSW {

+ 2 - 2
servers/physics_2d/space_2d_sw.cpp

@@ -729,9 +729,9 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
 
 			// Colliding separation rays allows to properly snap to the ground,
 			// otherwise it's not needed in regular motion.
-			if (!p_collide_separation_ray && (body_shape->get_type() == PhysicsServer2D::SHAPE_RAY)) {
+			if (!p_collide_separation_ray && (body_shape->get_type() == PhysicsServer2D::SHAPE_SEPARATION_RAY)) {
 				// When slide on slope is on, separation ray shape acts like a regular shape.
-				if (!static_cast<RayShape2DSW *>(body_shape)->get_slide_on_slope()) {
+				if (!static_cast<SeparationRayShape2DSW *>(body_shape)->get_slide_on_slope()) {
 					continue;
 				}
 			}

+ 2 - 2
servers/physics_3d/collision_solver_3d_sat.cpp

@@ -2273,13 +2273,13 @@ bool sat_calculate_penetration(const Shape3DSW *p_shape_A, const Transform3D &p_
 	PhysicsServer3D::ShapeType type_A = p_shape_A->get_type();
 
 	ERR_FAIL_COND_V(type_A == PhysicsServer3D::SHAPE_PLANE, false);
-	ERR_FAIL_COND_V(type_A == PhysicsServer3D::SHAPE_RAY, false);
+	ERR_FAIL_COND_V(type_A == PhysicsServer3D::SHAPE_SEPARATION_RAY, false);
 	ERR_FAIL_COND_V(p_shape_A->is_concave(), false);
 
 	PhysicsServer3D::ShapeType type_B = p_shape_B->get_type();
 
 	ERR_FAIL_COND_V(type_B == PhysicsServer3D::SHAPE_PLANE, false);
-	ERR_FAIL_COND_V(type_B == PhysicsServer3D::SHAPE_RAY, false);
+	ERR_FAIL_COND_V(type_B == PhysicsServer3D::SHAPE_SEPARATION_RAY, false);
 	ERR_FAIL_COND_V(p_shape_B->is_concave(), false);
 
 	static const CollisionFunc collision_table[6][6] = {

+ 7 - 7
servers/physics_3d/collision_solver_3d_sw.cpp

@@ -89,8 +89,8 @@ bool CollisionSolver3DSW::solve_static_plane(const Shape3DSW *p_shape_A, const T
 	return found;
 }
 
-bool CollisionSolver3DSW::solve_ray(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin) {
-	const RayShape3DSW *ray = static_cast<const RayShape3DSW *>(p_shape_A);
+bool CollisionSolver3DSW::solve_separation_ray(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin) {
+	const SeparationRayShape3DSW *ray = static_cast<const SeparationRayShape3DSW *>(p_shape_A);
 
 	Vector3 from = p_transform_A.origin;
 	Vector3 to = from + p_transform_A.basis.get_axis(2) * (ray->get_length() + p_margin);
@@ -361,7 +361,7 @@ bool CollisionSolver3DSW::solve_static(const Shape3DSW *p_shape_A, const Transfo
 		if (type_B == PhysicsServer3D::SHAPE_PLANE) {
 			return false;
 		}
-		if (type_B == PhysicsServer3D::SHAPE_RAY) {
+		if (type_B == PhysicsServer3D::SHAPE_SEPARATION_RAY) {
 			return false;
 		}
 		if (type_B == PhysicsServer3D::SHAPE_SOFT_BODY) {
@@ -374,15 +374,15 @@ bool CollisionSolver3DSW::solve_static(const Shape3DSW *p_shape_A, const Transfo
 			return solve_static_plane(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false);
 		}
 
-	} else if (type_A == PhysicsServer3D::SHAPE_RAY) {
-		if (type_B == PhysicsServer3D::SHAPE_RAY) {
+	} else if (type_A == PhysicsServer3D::SHAPE_SEPARATION_RAY) {
+		if (type_B == PhysicsServer3D::SHAPE_SEPARATION_RAY) {
 			return false;
 		}
 
 		if (swap) {
-			return solve_ray(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true, p_margin_B);
+			return solve_separation_ray(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true, p_margin_B);
 		} else {
-			return solve_ray(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false, p_margin_A);
+			return solve_separation_ray(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false, p_margin_A);
 		}
 
 	} else if (type_B == PhysicsServer3D::SHAPE_SOFT_BODY) {

+ 1 - 1
servers/physics_3d/collision_solver_3d_sw.h

@@ -43,7 +43,7 @@ private:
 	static void soft_body_concave_callback(void *p_userdata, Shape3DSW *p_convex);
 	static void concave_callback(void *p_userdata, Shape3DSW *p_convex);
 	static bool solve_static_plane(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result);
-	static bool solve_ray(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin = 0);
+	static bool solve_separation_ray(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin = 0);
 	static bool solve_soft_body(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result);
 	static bool solve_concave(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin_A = 0, real_t p_margin_B = 0);
 	static void concave_distance_callback(void *p_userdata, Shape3DSW *p_convex);

+ 2 - 2
servers/physics_3d/physics_server_3d_sw.cpp

@@ -48,8 +48,8 @@ RID PhysicsServer3DSW::plane_shape_create() {
 	shape->set_self(rid);
 	return rid;
 }
-RID PhysicsServer3DSW::ray_shape_create() {
-	Shape3DSW *shape = memnew(RayShape3DSW);
+RID PhysicsServer3DSW::separation_ray_shape_create() {
+	Shape3DSW *shape = memnew(SeparationRayShape3DSW);
 	RID rid = shape_owner.make_rid(shape);
 	shape->set_self(rid);
 	return rid;

+ 1 - 1
servers/physics_3d/physics_server_3d_sw.h

@@ -83,7 +83,7 @@ public:
 	static void _shape_col_cbk(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata);
 
 	virtual RID plane_shape_create() override;
-	virtual RID ray_shape_create() override;
+	virtual RID separation_ray_shape_create() override;
 	virtual RID sphere_shape_create() override;
 	virtual RID box_shape_create() override;
 	virtual RID capsule_shape_create() override;

+ 1 - 1
servers/physics_3d/physics_server_3d_wrap_mt.h

@@ -79,7 +79,7 @@ public:
 
 	//FUNC1RID(shape,ShapeType); todo fix
 	FUNCRID(plane_shape)
-	FUNCRID(ray_shape)
+	FUNCRID(separation_ray_shape)
 	FUNCRID(sphere_shape)
 	FUNCRID(box_shape)
 	FUNCRID(capsule_shape)

+ 13 - 13
servers/physics_3d/shape_3d_sw.cpp

@@ -166,21 +166,21 @@ PlaneShape3DSW::PlaneShape3DSW() {
 
 //
 
-real_t RayShape3DSW::get_length() const {
+real_t SeparationRayShape3DSW::get_length() const {
 	return length;
 }
 
-bool RayShape3DSW::get_slide_on_slope() const {
+bool SeparationRayShape3DSW::get_slide_on_slope() const {
 	return slide_on_slope;
 }
 
-void RayShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
+void SeparationRayShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
 	// don't think this will be even used
 	r_min = 0;
 	r_max = 1;
 }
 
-Vector3 RayShape3DSW::get_support(const Vector3 &p_normal) const {
+Vector3 SeparationRayShape3DSW::get_support(const Vector3 &p_normal) const {
 	if (p_normal.z > 0) {
 		return Vector3(0, 0, length);
 	} else {
@@ -188,7 +188,7 @@ Vector3 RayShape3DSW::get_support(const Vector3 &p_normal) const {
 	}
 }
 
-void RayShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
+void SeparationRayShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
 	if (Math::abs(p_normal.z) < _EDGE_IS_VALID_SUPPORT_THRESHOLD) {
 		r_amount = 2;
 		r_type = FEATURE_EDGE;
@@ -205,15 +205,15 @@ void RayShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_s
 	}
 }
 
-bool RayShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
+bool SeparationRayShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
 	return false; //simply not possible
 }
 
-bool RayShape3DSW::intersect_point(const Vector3 &p_point) const {
+bool SeparationRayShape3DSW::intersect_point(const Vector3 &p_point) const {
 	return false; //simply not possible
 }
 
-Vector3 RayShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
+Vector3 SeparationRayShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
 	Vector3 s[2] = {
 		Vector3(0, 0, 0),
 		Vector3(0, 0, length)
@@ -222,29 +222,29 @@ Vector3 RayShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
 	return Geometry3D::get_closest_point_to_segment(p_point, s);
 }
 
-Vector3 RayShape3DSW::get_moment_of_inertia(real_t p_mass) const {
+Vector3 SeparationRayShape3DSW::get_moment_of_inertia(real_t p_mass) const {
 	return Vector3();
 }
 
-void RayShape3DSW::_setup(real_t p_length, bool p_slide_on_slope) {
+void SeparationRayShape3DSW::_setup(real_t p_length, bool p_slide_on_slope) {
 	length = p_length;
 	slide_on_slope = p_slide_on_slope;
 	configure(AABB(Vector3(0, 0, 0), Vector3(0.1, 0.1, length)));
 }
 
-void RayShape3DSW::set_data(const Variant &p_data) {
+void SeparationRayShape3DSW::set_data(const Variant &p_data) {
 	Dictionary d = p_data;
 	_setup(d["length"], d["slide_on_slope"]);
 }
 
-Variant RayShape3DSW::get_data() const {
+Variant SeparationRayShape3DSW::get_data() const {
 	Dictionary d;
 	d["length"] = length;
 	d["slide_on_slope"] = slide_on_slope;
 	return d;
 }
 
-RayShape3DSW::RayShape3DSW() {
+SeparationRayShape3DSW::SeparationRayShape3DSW() {
 	length = 1;
 	slide_on_slope = false;
 }

+ 24 - 24
servers/physics_3d/shape_3d_sw.h

@@ -117,24 +117,24 @@ class PlaneShape3DSW : public Shape3DSW {
 public:
 	Plane get_plane() const;
 
-	virtual real_t get_area() const { return INFINITY; }
-	virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_PLANE; }
-	virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const;
-	virtual Vector3 get_support(const Vector3 &p_normal) const;
-	virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { r_amount = 0; }
+	virtual real_t get_area() const override { return INFINITY; }
+	virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_PLANE; }
+	virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
+	virtual Vector3 get_support(const Vector3 &p_normal) const override;
+	virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; }
 
-	virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
-	virtual bool intersect_point(const Vector3 &p_point) const;
-	virtual Vector3 get_closest_point_to(const Vector3 &p_point) const;
-	virtual Vector3 get_moment_of_inertia(real_t p_mass) const;
+	virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override;
+	virtual bool intersect_point(const Vector3 &p_point) const override;
+	virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
+	virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
 
-	virtual void set_data(const Variant &p_data);
-	virtual Variant get_data() const;
+	virtual void set_data(const Variant &p_data) override;
+	virtual Variant get_data() const override;
 
 	PlaneShape3DSW();
 };
 
-class RayShape3DSW : public Shape3DSW {
+class SeparationRayShape3DSW : public Shape3DSW {
 	real_t length;
 	bool slide_on_slope;
 
@@ -144,22 +144,22 @@ public:
 	real_t get_length() const;
 	bool get_slide_on_slope() const;
 
-	virtual real_t get_area() const { return 0.0; }
-	virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_RAY; }
-	virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const;
-	virtual Vector3 get_support(const Vector3 &p_normal) const;
-	virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const;
+	virtual real_t get_area() const override { return 0.0; }
+	virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_SEPARATION_RAY; }
+	virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
+	virtual Vector3 get_support(const Vector3 &p_normal) const override;
+	virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
 
-	virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
-	virtual bool intersect_point(const Vector3 &p_point) const;
-	virtual Vector3 get_closest_point_to(const Vector3 &p_point) const;
+	virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override;
+	virtual bool intersect_point(const Vector3 &p_point) const override;
+	virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
 
-	virtual Vector3 get_moment_of_inertia(real_t p_mass) const;
+	virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
 
-	virtual void set_data(const Variant &p_data);
-	virtual Variant get_data() const;
+	virtual void set_data(const Variant &p_data) override;
+	virtual Variant get_data() const override;
 
-	RayShape3DSW();
+	SeparationRayShape3DSW();
 };
 
 class SphereShape3DSW : public Shape3DSW {

+ 2 - 2
servers/physics_3d/space_3d_sw.cpp

@@ -718,9 +718,9 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co
 
 			// Colliding separation rays allows to properly snap to the ground,
 			// otherwise it's not needed in regular motion.
-			if (!p_collide_separation_ray && (body_shape->get_type() == PhysicsServer3D::SHAPE_RAY)) {
+			if (!p_collide_separation_ray && (body_shape->get_type() == PhysicsServer3D::SHAPE_SEPARATION_RAY)) {
 				// When slide on slope is on, separation ray shape acts like a regular shape.
-				if (!static_cast<RayShape3DSW *>(body_shape)->get_slide_on_slope()) {
+				if (!static_cast<SeparationRayShape3DSW *>(body_shape)->get_slide_on_slope()) {
 					continue;
 				}
 			}

+ 2 - 2
servers/physics_server_2d.cpp

@@ -514,7 +514,7 @@ bool PhysicsServer2D::_body_test_motion(RID p_body, const Transform2D &p_from, c
 
 void PhysicsServer2D::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("world_margin_shape_create"), &PhysicsServer2D::world_margin_shape_create);
-	ClassDB::bind_method(D_METHOD("ray_shape_create"), &PhysicsServer2D::ray_shape_create);
+	ClassDB::bind_method(D_METHOD("separation_ray_shape_create"), &PhysicsServer2D::separation_ray_shape_create);
 	ClassDB::bind_method(D_METHOD("segment_shape_create"), &PhysicsServer2D::segment_shape_create);
 	ClassDB::bind_method(D_METHOD("circle_shape_create"), &PhysicsServer2D::circle_shape_create);
 	ClassDB::bind_method(D_METHOD("rectangle_shape_create"), &PhysicsServer2D::rectangle_shape_create);
@@ -676,7 +676,7 @@ void PhysicsServer2D::_bind_methods() {
 	BIND_ENUM_CONSTANT(SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH);
 
 	BIND_ENUM_CONSTANT(SHAPE_WORLD_MARGIN);
-	BIND_ENUM_CONSTANT(SHAPE_RAY);
+	BIND_ENUM_CONSTANT(SHAPE_SEPARATION_RAY);
 	BIND_ENUM_CONSTANT(SHAPE_SEGMENT);
 	BIND_ENUM_CONSTANT(SHAPE_CIRCLE);
 	BIND_ENUM_CONSTANT(SHAPE_RECTANGLE);

+ 2 - 2
servers/physics_server_2d.h

@@ -220,7 +220,7 @@ public:
 
 	enum ShapeType {
 		SHAPE_WORLD_MARGIN, ///< plane:"plane"
-		SHAPE_RAY, ///< float:"length"
+		SHAPE_SEPARATION_RAY, ///< float:"length"
 		SHAPE_SEGMENT, ///< float:"length"
 		SHAPE_CIRCLE, ///< float:"radius"
 		SHAPE_RECTANGLE, ///< vec3:"extents"
@@ -231,7 +231,7 @@ public:
 	};
 
 	virtual RID world_margin_shape_create() = 0;
-	virtual RID ray_shape_create() = 0;
+	virtual RID separation_ray_shape_create() = 0;
 	virtual RID segment_shape_create() = 0;
 	virtual RID circle_shape_create() = 0;
 	virtual RID rectangle_shape_create() = 0;

+ 4 - 4
servers/physics_server_3d.cpp

@@ -463,8 +463,8 @@ RID PhysicsServer3D::shape_create(ShapeType p_shape) {
 	switch (p_shape) {
 		case SHAPE_PLANE:
 			return plane_shape_create();
-		case SHAPE_RAY:
-			return ray_shape_create();
+		case SHAPE_SEPARATION_RAY:
+			return separation_ray_shape_create();
 		case SHAPE_SPHERE:
 			return sphere_shape_create();
 		case SHAPE_BOX:
@@ -490,7 +490,7 @@ void PhysicsServer3D::_bind_methods() {
 #ifndef _3D_DISABLED
 
 	ClassDB::bind_method(D_METHOD("plane_shape_create"), &PhysicsServer3D::plane_shape_create);
-	ClassDB::bind_method(D_METHOD("ray_shape_create"), &PhysicsServer3D::ray_shape_create);
+	ClassDB::bind_method(D_METHOD("separation_ray_shape_create"), &PhysicsServer3D::separation_ray_shape_create);
 	ClassDB::bind_method(D_METHOD("sphere_shape_create"), &PhysicsServer3D::sphere_shape_create);
 	ClassDB::bind_method(D_METHOD("box_shape_create"), &PhysicsServer3D::box_shape_create);
 	ClassDB::bind_method(D_METHOD("capsule_shape_create"), &PhysicsServer3D::capsule_shape_create);
@@ -751,7 +751,7 @@ void PhysicsServer3D::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("get_process_info", "process_info"), &PhysicsServer3D::get_process_info);
 
 	BIND_ENUM_CONSTANT(SHAPE_PLANE);
-	BIND_ENUM_CONSTANT(SHAPE_RAY);
+	BIND_ENUM_CONSTANT(SHAPE_SEPARATION_RAY);
 	BIND_ENUM_CONSTANT(SHAPE_SPHERE);
 	BIND_ENUM_CONSTANT(SHAPE_BOX);
 	BIND_ENUM_CONSTANT(SHAPE_CAPSULE);

+ 2 - 2
servers/physics_server_3d.h

@@ -222,7 +222,7 @@ public:
 
 	enum ShapeType {
 		SHAPE_PLANE, ///< plane:"plane"
-		SHAPE_RAY, ///< float:"length"
+		SHAPE_SEPARATION_RAY, ///< float:"length"
 		SHAPE_SPHERE, ///< float:"radius"
 		SHAPE_BOX, ///< vec3:"extents"
 		SHAPE_CAPSULE, ///< dict( float:"radius", float:"height"):capsule
@@ -237,7 +237,7 @@ public:
 	RID shape_create(ShapeType p_shape);
 
 	virtual RID plane_shape_create() = 0;
-	virtual RID ray_shape_create() = 0;
+	virtual RID separation_ray_shape_create() = 0;
 	virtual RID sphere_shape_create() = 0;
 	virtual RID box_shape_create() = 0;
 	virtual RID capsule_shape_create() = 0;