1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-13 13:31:48 +00:00

Renaming of servers for coherency.

VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
This commit is contained in:
Juan Linietsky
2020-03-27 15:21:27 -03:00
parent 307b1b3a58
commit a6f3bc7c69
390 changed files with 10701 additions and 10702 deletions

View File

@@ -40,7 +40,7 @@
void GPUParticles2D::set_emitting(bool p_emitting) {
VS::get_singleton()->particles_set_emitting(particles, p_emitting);
RS::get_singleton()->particles_set_emitting(particles, p_emitting);
if (p_emitting && one_shot) {
set_process_internal(true);
@@ -53,25 +53,25 @@ void GPUParticles2D::set_amount(int p_amount) {
ERR_FAIL_COND_MSG(p_amount < 1, "Amount of particles cannot be smaller than 1.");
amount = p_amount;
VS::get_singleton()->particles_set_amount(particles, amount);
RS::get_singleton()->particles_set_amount(particles, amount);
}
void GPUParticles2D::set_lifetime(float p_lifetime) {
ERR_FAIL_COND_MSG(p_lifetime <= 0, "Particles lifetime must be greater than 0.");
lifetime = p_lifetime;
VS::get_singleton()->particles_set_lifetime(particles, lifetime);
RS::get_singleton()->particles_set_lifetime(particles, lifetime);
}
void GPUParticles2D::set_one_shot(bool p_enable) {
one_shot = p_enable;
VS::get_singleton()->particles_set_one_shot(particles, one_shot);
RS::get_singleton()->particles_set_one_shot(particles, one_shot);
if (is_emitting()) {
set_process_internal(true);
if (!one_shot)
VisualServer::get_singleton()->particles_restart(particles);
RenderingServer::get_singleton()->particles_restart(particles);
}
if (!one_shot)
@@ -80,17 +80,17 @@ void GPUParticles2D::set_one_shot(bool p_enable) {
void GPUParticles2D::set_pre_process_time(float p_time) {
pre_process_time = p_time;
VS::get_singleton()->particles_set_pre_process_time(particles, pre_process_time);
RS::get_singleton()->particles_set_pre_process_time(particles, pre_process_time);
}
void GPUParticles2D::set_explosiveness_ratio(float p_ratio) {
explosiveness_ratio = p_ratio;
VS::get_singleton()->particles_set_explosiveness_ratio(particles, explosiveness_ratio);
RS::get_singleton()->particles_set_explosiveness_ratio(particles, explosiveness_ratio);
}
void GPUParticles2D::set_randomness_ratio(float p_ratio) {
randomness_ratio = p_ratio;
VS::get_singleton()->particles_set_randomness_ratio(particles, randomness_ratio);
RS::get_singleton()->particles_set_randomness_ratio(particles, randomness_ratio);
}
void GPUParticles2D::set_visibility_rect(const Rect2 &p_visibility_rect) {
@@ -101,7 +101,7 @@ void GPUParticles2D::set_visibility_rect(const Rect2 &p_visibility_rect) {
aabb.size.x = p_visibility_rect.size.x;
aabb.size.y = p_visibility_rect.size.y;
VS::get_singleton()->particles_set_custom_aabb(particles, aabb);
RS::get_singleton()->particles_set_custom_aabb(particles, aabb);
_change_notify("visibility_rect");
update();
@@ -109,7 +109,7 @@ void GPUParticles2D::set_visibility_rect(const Rect2 &p_visibility_rect) {
void GPUParticles2D::set_use_local_coordinates(bool p_enable) {
local_coords = p_enable;
VS::get_singleton()->particles_set_use_local_coordinates(particles, local_coords);
RS::get_singleton()->particles_set_use_local_coordinates(particles, local_coords);
set_notify_transform(!p_enable);
if (!p_enable && is_inside_tree()) {
_update_particle_emission_transform();
@@ -124,7 +124,7 @@ void GPUParticles2D::_update_particle_emission_transform() {
xf.basis.set_axis(1, Vector3(xf2d.get_axis(1).x, xf2d.get_axis(1).y, 0));
xf.set_origin(Vector3(xf2d.get_origin().x, xf2d.get_origin().y, 0));
VS::get_singleton()->particles_set_emission_transform(particles, xf);
RS::get_singleton()->particles_set_emission_transform(particles, xf);
}
void GPUParticles2D::set_process_material(const Ref<Material> &p_material) {
@@ -139,7 +139,7 @@ void GPUParticles2D::set_process_material(const Ref<Material> &p_material) {
RID material_rid;
if (process_material.is_valid())
material_rid = process_material->get_rid();
VS::get_singleton()->particles_set_process_material(particles, material_rid);
RS::get_singleton()->particles_set_process_material(particles, material_rid);
update_configuration_warning();
}
@@ -147,12 +147,12 @@ void GPUParticles2D::set_process_material(const Ref<Material> &p_material) {
void GPUParticles2D::set_speed_scale(float p_scale) {
speed_scale = p_scale;
VS::get_singleton()->particles_set_speed_scale(particles, p_scale);
RS::get_singleton()->particles_set_speed_scale(particles, p_scale);
}
bool GPUParticles2D::is_emitting() const {
return VS::get_singleton()->particles_get_emitting(particles);
return RS::get_singleton()->particles_get_emitting(particles);
}
int GPUParticles2D::get_amount() const {
@@ -200,7 +200,7 @@ float GPUParticles2D::get_speed_scale() const {
void GPUParticles2D::set_draw_order(DrawOrder p_order) {
draw_order = p_order;
VS::get_singleton()->particles_set_draw_order(particles, VS::ParticlesDrawOrder(p_order));
RS::get_singleton()->particles_set_draw_order(particles, RS::ParticlesDrawOrder(p_order));
}
GPUParticles2D::DrawOrder GPUParticles2D::get_draw_order() const {
@@ -210,7 +210,7 @@ GPUParticles2D::DrawOrder GPUParticles2D::get_draw_order() const {
void GPUParticles2D::set_fixed_fps(int p_count) {
fixed_fps = p_count;
VS::get_singleton()->particles_set_fixed_fps(particles, p_count);
RS::get_singleton()->particles_set_fixed_fps(particles, p_count);
}
int GPUParticles2D::get_fixed_fps() const {
@@ -219,7 +219,7 @@ int GPUParticles2D::get_fixed_fps() const {
void GPUParticles2D::set_fractional_delta(bool p_enable) {
fractional_delta = p_enable;
VS::get_singleton()->particles_set_fractional_delta(particles, p_enable);
RS::get_singleton()->particles_set_fractional_delta(particles, p_enable);
}
bool GPUParticles2D::get_fractional_delta() const {
@@ -228,7 +228,7 @@ bool GPUParticles2D::get_fractional_delta() const {
String GPUParticles2D::get_configuration_warning() const {
if (VisualServer::get_singleton()->is_low_end()) {
if (RenderingServer::get_singleton()->is_low_end()) {
return TTR("GPU-based particles are not supported by the GLES2 video driver.\nUse the CPUParticles2D node instead. You can use the \"Convert to CPUParticles\" option for this purpose.");
}
@@ -259,7 +259,7 @@ String GPUParticles2D::get_configuration_warning() const {
Rect2 GPUParticles2D::capture_rect() const {
AABB aabb = VS::get_singleton()->particles_get_current_aabb(particles);
AABB aabb = RS::get_singleton()->particles_get_current_aabb(particles);
Rect2 r;
r.position.x = aabb.position.x;
r.position.y = aabb.position.y;
@@ -291,8 +291,8 @@ void GPUParticles2D::_validate_property(PropertyInfo &property) const {
}
void GPUParticles2D::restart() {
VS::get_singleton()->particles_restart(particles);
VS::get_singleton()->particles_set_emitting(particles, true);
RS::get_singleton()->particles_restart(particles);
RS::get_singleton()->particles_set_emitting(particles, true);
}
void GPUParticles2D::_notification(int p_what) {
@@ -306,7 +306,7 @@ void GPUParticles2D::_notification(int p_what) {
if (normal_map.is_valid())
normal_rid = normal_map->get_rid();
VS::get_singleton()->canvas_item_add_particles(get_canvas_item(), particles, texture_rid, normal_rid);
RS::get_singleton()->canvas_item_add_particles(get_canvas_item(), particles, texture_rid, normal_rid);
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint() && (this == get_tree()->get_edited_scene_root() || get_tree()->get_edited_scene_root()->is_a_parent_of(this))) {
@@ -318,10 +318,10 @@ void GPUParticles2D::_notification(int p_what) {
if (p_what == NOTIFICATION_PAUSED || p_what == NOTIFICATION_UNPAUSED) {
if (can_process()) {
VS::get_singleton()->particles_set_speed_scale(particles, speed_scale);
RS::get_singleton()->particles_set_speed_scale(particles, speed_scale);
} else {
VS::get_singleton()->particles_set_speed_scale(particles, 0);
RS::get_singleton()->particles_set_speed_scale(particles, 0);
}
}
@@ -408,7 +408,7 @@ void GPUParticles2D::_bind_methods() {
GPUParticles2D::GPUParticles2D() {
particles = VS::get_singleton()->particles_create();
particles = RS::get_singleton()->particles_create();
one_shot = false; // Needed so that set_emitting doesn't access uninitialized values
set_emitting(true);
@@ -428,5 +428,5 @@ GPUParticles2D::GPUParticles2D() {
GPUParticles2D::~GPUParticles2D() {
VS::get_singleton()->free(particles);
RS::get_singleton()->free(particles);
}