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mirror of https://github.com/godotengine/godot.git synced 2025-11-24 15:26:15 +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

@@ -275,9 +275,9 @@ void World3D::set_environment(const Ref<Environment> &p_environment) {
environment = p_environment;
if (environment.is_valid())
VS::get_singleton()->scenario_set_environment(scenario, environment->get_rid());
RS::get_singleton()->scenario_set_environment(scenario, environment->get_rid());
else
VS::get_singleton()->scenario_set_environment(scenario, RID());
RS::get_singleton()->scenario_set_environment(scenario, RID());
emit_changed();
}
@@ -294,9 +294,9 @@ void World3D::set_fallback_environment(const Ref<Environment> &p_environment) {
fallback_environment = p_environment;
if (fallback_environment.is_valid())
VS::get_singleton()->scenario_set_fallback_environment(scenario, p_environment->get_rid());
RS::get_singleton()->scenario_set_fallback_environment(scenario, p_environment->get_rid());
else
VS::get_singleton()->scenario_set_fallback_environment(scenario, RID());
RS::get_singleton()->scenario_set_fallback_environment(scenario, RID());
emit_changed();
}
@@ -310,9 +310,9 @@ void World3D::set_camera_effects(const Ref<CameraEffects> &p_camera_effects) {
camera_effects = p_camera_effects;
if (camera_effects.is_valid())
VS::get_singleton()->scenario_set_camera_effects(scenario, camera_effects->get_rid());
RS::get_singleton()->scenario_set_camera_effects(scenario, camera_effects->get_rid());
else
VS::get_singleton()->scenario_set_camera_effects(scenario, RID());
RS::get_singleton()->scenario_set_camera_effects(scenario, RID());
}
Ref<CameraEffects> World3D::get_camera_effects() const {
@@ -320,9 +320,9 @@ Ref<CameraEffects> World3D::get_camera_effects() const {
return camera_effects;
}
PhysicsDirectSpaceState *World3D::get_direct_space_state() {
PhysicsDirectSpaceState3D *World3D::get_direct_space_state() {
return PhysicsServer::get_singleton()->space_get_direct_state(space);
return PhysicsServer3D::get_singleton()->space_get_direct_state(space);
}
void World3D::get_camera_list(List<Camera3D *> *r_cameras) {
@@ -353,15 +353,15 @@ void World3D::_bind_methods() {
World3D::World3D() {
space = PhysicsServer::get_singleton()->space_create();
scenario = VisualServer::get_singleton()->scenario_create();
space = PhysicsServer3D::get_singleton()->space_create();
scenario = RenderingServer::get_singleton()->scenario_create();
PhysicsServer::get_singleton()->space_set_active(space, true);
PhysicsServer::get_singleton()->area_set_param(space, PhysicsServer::AREA_PARAM_GRAVITY, GLOBAL_DEF("physics/3d/default_gravity", 9.8));
PhysicsServer::get_singleton()->area_set_param(space, PhysicsServer::AREA_PARAM_GRAVITY_VECTOR, GLOBAL_DEF("physics/3d/default_gravity_vector", Vector3(0, -1, 0)));
PhysicsServer::get_singleton()->area_set_param(space, PhysicsServer::AREA_PARAM_LINEAR_DAMP, GLOBAL_DEF("physics/3d/default_linear_damp", 0.1));
PhysicsServer3D::get_singleton()->space_set_active(space, true);
PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_GRAVITY, GLOBAL_DEF("physics/3d/default_gravity", 9.8));
PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR, GLOBAL_DEF("physics/3d/default_gravity_vector", Vector3(0, -1, 0)));
PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_LINEAR_DAMP, GLOBAL_DEF("physics/3d/default_linear_damp", 0.1));
ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/default_linear_damp", PropertyInfo(Variant::FLOAT, "physics/3d/default_linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"));
PhysicsServer::get_singleton()->area_set_param(space, PhysicsServer::AREA_PARAM_ANGULAR_DAMP, GLOBAL_DEF("physics/3d/default_angular_damp", 0.1));
PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP, GLOBAL_DEF("physics/3d/default_angular_damp", 0.1));
ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/default_angular_damp", PropertyInfo(Variant::FLOAT, "physics/3d/default_angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"));
#ifdef _3D_DISABLED
@@ -373,8 +373,8 @@ World3D::World3D() {
World3D::~World3D() {
PhysicsServer::get_singleton()->free(space);
VisualServer::get_singleton()->free(scenario);
PhysicsServer3D::get_singleton()->free(space);
RenderingServer::get_singleton()->free(scenario);
#ifndef _3D_DISABLED
memdelete(indexer);