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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

@@ -62,7 +62,7 @@ SkinReference::~SkinReference() {
skeleton_node->skin_bindings.erase(this);
}
VS::get_singleton()->free(skeleton);
RS::get_singleton()->free(skeleton);
}
bool Skeleton3D::_set(const StringName &p_path, const Variant &p_value) {
@@ -227,7 +227,7 @@ void Skeleton3D::_notification(int p_what) {
case NOTIFICATION_UPDATE_SKELETON: {
VisualServer *vs = VisualServer::get_singleton();
RenderingServer *vs = RenderingServer::get_singleton();
Bone *bonesptr = bones.ptrw();
int len = bones.size();
@@ -320,7 +320,7 @@ void Skeleton3D::_notification(int p_what) {
uint32_t bind_count = skin->get_bind_count();
if (E->get()->bind_count != bind_count) {
VS::get_singleton()->skeleton_allocate(skeleton, bind_count);
RS::get_singleton()->skeleton_allocate(skeleton, bind_count);
E->get()->bind_count = bind_count;
E->get()->skin_bone_indices.resize(bind_count);
E->get()->skin_bone_indices_ptrs = E->get()->skin_bone_indices.ptrw();
@@ -802,9 +802,9 @@ void _physical_bones_add_remove_collision_exception(bool p_add, Node *p_node, RI
CollisionObject3D *co = Object::cast_to<CollisionObject3D>(p_node);
if (co) {
if (p_add) {
PhysicsServer::get_singleton()->body_add_collision_exception(co->get_rid(), p_exception);
PhysicsServer3D::get_singleton()->body_add_collision_exception(co->get_rid(), p_exception);
} else {
PhysicsServer::get_singleton()->body_remove_collision_exception(co->get_rid(), p_exception);
PhysicsServer3D::get_singleton()->body_remove_collision_exception(co->get_rid(), p_exception);
}
}
}
@@ -871,7 +871,7 @@ Ref<SkinReference> Skeleton3D::register_skin(const Ref<Skin> &p_skin) {
skin_ref->skeleton_node = this;
skin_ref->bind_count = 0;
skin_ref->skeleton = VisualServer::get_singleton()->skeleton_create();
skin_ref->skeleton = RenderingServer::get_singleton()->skeleton_create();
skin_ref->skeleton_node = this;
skin_ref->skin = skin;