Rename "GodotPhysics" to "GodotPhysics{2D,3D}"

This commit is contained in:
WARIO-MDMA 2020-03-28 23:33:24 +11:00
parent 26ecd924cc
commit 6d5c6ffbe0
5 changed files with 30 additions and 30 deletions

View file

@ -497,28 +497,28 @@ void Generic6DOFJoint3DSW::set_param(Vector3::Axis p_axis, PhysicsServer3D::G6DO
} break;
case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY: {
// Not implemented in GodotPhysics backend
// Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT: {
// Not implemented in GodotPhysics backend
// Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS: {
// Not implemented in GodotPhysics backend
// Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING: {
// Not implemented in GodotPhysics backend
// Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT: {
// Not implemented in GodotPhysics backend
// Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS: {
// Not implemented in GodotPhysics backend
// Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING: {
// Not implemented in GodotPhysics backend
// Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT: {
// Not implemented in GodotPhysics backend
// Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_MAX: break; // Can't happen, but silences warning
}
@ -597,28 +597,28 @@ real_t Generic6DOFJoint3DSW::get_param(Vector3::Axis p_axis, PhysicsServer3D::G6
} break;
case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY: {
// Not implemented in GodotPhysics backend
// Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT: {
// Not implemented in GodotPhysics backend
// Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS: {
// Not implemented in GodotPhysics backend
// Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING: {
// Not implemented in GodotPhysics backend
// Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT: {
// Not implemented in GodotPhysics backend
// Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS: {
// Not implemented in GodotPhysics backend
// Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING: {
// Not implemented in GodotPhysics backend
// Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT: {
// Not implemented in GodotPhysics backend
// Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_MAX: break; // Can't happen, but silences warning
}
@ -643,13 +643,13 @@ void Generic6DOFJoint3DSW::set_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOF
m_angularLimits[p_axis].m_enableMotor = p_value;
} break;
case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR: {
// Not implemented in GodotPhysics backend
// Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING: {
// Not implemented in GodotPhysics backend
// Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING: {
// Not implemented in GodotPhysics backend
// Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_FLAG_MAX: break; // Can't happen, but silences warning
}
@ -671,13 +671,13 @@ bool Generic6DOFJoint3DSW::get_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOF
return m_angularLimits[p_axis].m_enableMotor;
} break;
case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR: {
// Not implemented in GodotPhysics backend
// Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING: {
// Not implemented in GodotPhysics backend
// Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING: {
// Not implemented in GodotPhysics backend
// Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_FLAG_MAX: break; // Can't happen, but silences warning
}

View file

@ -70,7 +70,7 @@ RID PhysicsServer3DSW::shape_create(ShapeType p_shape) {
} break;
case SHAPE_CYLINDER: {
ERR_FAIL_V_MSG(RID(), "CylinderShape3D is not supported in GodotPhysics. Please switch to Bullet in the Project Settings.");
ERR_FAIL_V_MSG(RID(), "CylinderShape3D is not supported in GodotPhysics3D. Please switch to Bullet in the Project Settings.");
} break;
case SHAPE_CONVEX_POLYGON: {

View file

@ -174,15 +174,15 @@ void register_server_types() {
GLOBAL_DEF(PhysicsServer2DManager::setting_property_name, "DEFAULT");
ProjectSettings::get_singleton()->set_custom_property_info(PhysicsServer2DManager::setting_property_name, PropertyInfo(Variant::STRING, PhysicsServer2DManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"));
PhysicsServer2DManager::register_server("GodotPhysics", &_createGodotPhysics2DCallback);
PhysicsServer2DManager::set_default_server("GodotPhysics");
PhysicsServer2DManager::register_server("GodotPhysics2D", &_createGodotPhysics2DCallback);
PhysicsServer2DManager::set_default_server("GodotPhysics2D");
// Physics 3D
GLOBAL_DEF(PhysicsServer3DManager::setting_property_name, "DEFAULT");
ProjectSettings::get_singleton()->set_custom_property_info(PhysicsServer3DManager::setting_property_name, PropertyInfo(Variant::STRING, PhysicsServer3DManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"));
PhysicsServer3DManager::register_server("GodotPhysics", &_createGodotPhysics3DCallback);
PhysicsServer3DManager::set_default_server("GodotPhysics");
PhysicsServer3DManager::register_server("GodotPhysics3D", &_createGodotPhysics3DCallback);
PhysicsServer3DManager::set_default_server("GodotPhysics3D");
}
void unregister_server_types() {