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Renaming of servers for coherency.
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
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@@ -31,7 +31,7 @@
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#include "visual_instance_3d.h"
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#include "scene/scene_string_names.h"
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#include "servers/visual_server.h"
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#include "servers/rendering_server.h"
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#include "skeleton_3d.h"
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AABB VisualInstance3D::get_transformed_aabb() const {
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@@ -45,7 +45,7 @@ void VisualInstance3D::_update_visibility() {
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return;
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_change_notify("visible");
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VS::get_singleton()->instance_set_visible(get_instance(), is_visible_in_tree());
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RS::get_singleton()->instance_set_visible(get_instance(), is_visible_in_tree());
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}
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void VisualInstance3D::_notification(int p_what) {
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@@ -58,23 +58,23 @@ void VisualInstance3D::_notification(int p_what) {
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/*
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Skeleton *skeleton=Object::cast_to<Skeleton>(get_parent());
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if (skeleton)
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VisualServer::get_singleton()->instance_attach_skeleton( instance, skeleton->get_skeleton() );
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RenderingServer::get_singleton()->instance_attach_skeleton( instance, skeleton->get_skeleton() );
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*/
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ERR_FAIL_COND(get_world().is_null());
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VisualServer::get_singleton()->instance_set_scenario(instance, get_world()->get_scenario());
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RenderingServer::get_singleton()->instance_set_scenario(instance, get_world()->get_scenario());
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_update_visibility();
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} break;
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case NOTIFICATION_TRANSFORM_CHANGED: {
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Transform gt = get_global_transform();
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VisualServer::get_singleton()->instance_set_transform(instance, gt);
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RenderingServer::get_singleton()->instance_set_transform(instance, gt);
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} break;
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case NOTIFICATION_EXIT_WORLD: {
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VisualServer::get_singleton()->instance_set_scenario(instance, RID());
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VisualServer::get_singleton()->instance_attach_skeleton(instance, RID());
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//VS::get_singleton()->instance_geometry_set_baked_light_sampler(instance, RID() );
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RenderingServer::get_singleton()->instance_set_scenario(instance, RID());
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RenderingServer::get_singleton()->instance_attach_skeleton(instance, RID());
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//RS::get_singleton()->instance_geometry_set_baked_light_sampler(instance, RID() );
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} break;
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case NOTIFICATION_VISIBILITY_CHANGED: {
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@@ -97,7 +97,7 @@ RID VisualInstance3D::_get_visual_instance_rid() const {
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void VisualInstance3D::set_layer_mask(uint32_t p_mask) {
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layers = p_mask;
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VisualServer::get_singleton()->instance_set_layer_mask(instance, p_mask);
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RenderingServer::get_singleton()->instance_set_layer_mask(instance, p_mask);
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}
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uint32_t VisualInstance3D::get_layer_mask() const {
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@@ -137,7 +137,7 @@ void VisualInstance3D::_bind_methods() {
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void VisualInstance3D::set_base(const RID &p_base) {
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VisualServer::get_singleton()->instance_set_base(instance, p_base);
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RenderingServer::get_singleton()->instance_set_base(instance, p_base);
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base = p_base;
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}
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@@ -148,21 +148,21 @@ RID VisualInstance3D::get_base() const {
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VisualInstance3D::VisualInstance3D() {
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instance = VisualServer::get_singleton()->instance_create();
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VisualServer::get_singleton()->instance_attach_object_instance_id(instance, get_instance_id());
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instance = RenderingServer::get_singleton()->instance_create();
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RenderingServer::get_singleton()->instance_attach_object_instance_id(instance, get_instance_id());
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layers = 1;
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set_notify_transform(true);
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}
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VisualInstance3D::~VisualInstance3D() {
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VisualServer::get_singleton()->free(instance);
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RenderingServer::get_singleton()->free(instance);
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}
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void GeometryInstance3D::set_material_override(const Ref<Material> &p_material) {
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material_override = p_material;
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VS::get_singleton()->instance_geometry_set_material_override(get_instance(), p_material.is_valid() ? p_material->get_rid() : RID());
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RS::get_singleton()->instance_geometry_set_material_override(get_instance(), p_material.is_valid() ? p_material->get_rid() : RID());
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}
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Ref<Material> GeometryInstance3D::get_material_override() const {
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@@ -173,7 +173,7 @@ Ref<Material> GeometryInstance3D::get_material_override() const {
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void GeometryInstance3D::set_lod_min_distance(float p_dist) {
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lod_min_distance = p_dist;
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VS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
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RS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
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}
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float GeometryInstance3D::get_lod_min_distance() const {
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@@ -184,7 +184,7 @@ float GeometryInstance3D::get_lod_min_distance() const {
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void GeometryInstance3D::set_lod_max_distance(float p_dist) {
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lod_max_distance = p_dist;
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VS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
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RS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
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}
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float GeometryInstance3D::get_lod_max_distance() const {
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@@ -195,7 +195,7 @@ float GeometryInstance3D::get_lod_max_distance() const {
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void GeometryInstance3D::set_lod_min_hysteresis(float p_dist) {
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lod_min_hysteresis = p_dist;
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VS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
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RS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
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}
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float GeometryInstance3D::get_lod_min_hysteresis() const {
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@@ -206,7 +206,7 @@ float GeometryInstance3D::get_lod_min_hysteresis() const {
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void GeometryInstance3D::set_lod_max_hysteresis(float p_dist) {
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lod_max_hysteresis = p_dist;
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VS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
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RS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
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}
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float GeometryInstance3D::get_lod_max_hysteresis() const {
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@@ -224,7 +224,7 @@ void GeometryInstance3D::set_flag(Flags p_flag, bool p_value) {
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return;
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flags[p_flag] = p_value;
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VS::get_singleton()->instance_geometry_set_flag(get_instance(), (VS::InstanceFlags)p_flag, p_value);
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RS::get_singleton()->instance_geometry_set_flag(get_instance(), (RS::InstanceFlags)p_flag, p_value);
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}
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bool GeometryInstance3D::get_flag(Flags p_flag) const {
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@@ -238,7 +238,7 @@ void GeometryInstance3D::set_cast_shadows_setting(ShadowCastingSetting p_shadow_
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shadow_casting_setting = p_shadow_casting_setting;
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VS::get_singleton()->instance_geometry_set_cast_shadows_setting(get_instance(), (VS::ShadowCastingSetting)p_shadow_casting_setting);
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RS::get_singleton()->instance_geometry_set_cast_shadows_setting(get_instance(), (RS::ShadowCastingSetting)p_shadow_casting_setting);
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}
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GeometryInstance3D::ShadowCastingSetting GeometryInstance3D::get_cast_shadows_setting() const {
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@@ -250,7 +250,7 @@ void GeometryInstance3D::set_extra_cull_margin(float p_margin) {
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ERR_FAIL_COND(p_margin < 0);
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extra_cull_margin = p_margin;
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VS::get_singleton()->instance_set_extra_visibility_margin(get_instance(), extra_cull_margin);
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RS::get_singleton()->instance_set_extra_visibility_margin(get_instance(), extra_cull_margin);
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}
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float GeometryInstance3D::get_extra_cull_margin() const {
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@@ -260,7 +260,7 @@ float GeometryInstance3D::get_extra_cull_margin() const {
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void GeometryInstance3D::set_custom_aabb(AABB aabb) {
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VS::get_singleton()->instance_set_custom_aabb(get_instance(), aabb);
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RS::get_singleton()->instance_set_custom_aabb(get_instance(), aabb);
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}
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void GeometryInstance3D::_bind_methods() {
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@@ -331,5 +331,5 @@ GeometryInstance3D::GeometryInstance3D() {
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shadow_casting_setting = SHADOW_CASTING_SETTING_ON;
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extra_cull_margin = 0;
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//VS::get_singleton()->instance_geometry_set_baked_light_texture_index(get_instance(),0);
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//RS::get_singleton()->instance_geometry_set_baked_light_texture_index(get_instance(),0);
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}
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