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

@ -41,7 +41,7 @@
#include "plugins/node_3d_editor_plugin.h"
#include "scene/3d/camera_3d.h"
#include "scene/gui/popup_menu.h"
#include "servers/visual_server.h"
#include "servers/rendering_server.h"
Array EditorInterface::_make_mesh_previews(const Array &p_meshes, int p_preview_size) {
@ -64,25 +64,25 @@ Vector<Ref<Texture2D>> EditorInterface::make_mesh_previews(const Vector<Ref<Mesh
int size = p_preview_size;
RID scenario = VS::get_singleton()->scenario_create();
RID scenario = RS::get_singleton()->scenario_create();
RID viewport = VS::get_singleton()->viewport_create();
VS::get_singleton()->viewport_set_update_mode(viewport, VS::VIEWPORT_UPDATE_ALWAYS);
VS::get_singleton()->viewport_set_scenario(viewport, scenario);
VS::get_singleton()->viewport_set_size(viewport, size, size);
VS::get_singleton()->viewport_set_transparent_background(viewport, true);
VS::get_singleton()->viewport_set_active(viewport, true);
RID viewport_texture = VS::get_singleton()->viewport_get_texture(viewport);
RID viewport = RS::get_singleton()->viewport_create();
RS::get_singleton()->viewport_set_update_mode(viewport, RS::VIEWPORT_UPDATE_ALWAYS);
RS::get_singleton()->viewport_set_scenario(viewport, scenario);
RS::get_singleton()->viewport_set_size(viewport, size, size);
RS::get_singleton()->viewport_set_transparent_background(viewport, true);
RS::get_singleton()->viewport_set_active(viewport, true);
RID viewport_texture = RS::get_singleton()->viewport_get_texture(viewport);
RID camera = VS::get_singleton()->camera_create();
VS::get_singleton()->viewport_attach_camera(viewport, camera);
RID camera = RS::get_singleton()->camera_create();
RS::get_singleton()->viewport_attach_camera(viewport, camera);
RID light = VS::get_singleton()->directional_light_create();
RID light_instance = VS::get_singleton()->instance_create2(light, scenario);
RID light = RS::get_singleton()->directional_light_create();
RID light_instance = RS::get_singleton()->instance_create2(light, scenario);
RID light2 = VS::get_singleton()->directional_light_create();
VS::get_singleton()->light_set_color(light2, Color(0.7, 0.7, 0.7));
RID light_instance2 = VS::get_singleton()->instance_create2(light2, scenario);
RID light2 = RS::get_singleton()->directional_light_create();
RS::get_singleton()->light_set_color(light2, Color(0.7, 0.7, 0.7));
RID light_instance2 = RS::get_singleton()->instance_create2(light2, scenario);
EditorProgress ep("mlib", TTR("Creating Mesh Previews"), p_meshes.size());
@ -101,8 +101,8 @@ Vector<Ref<Texture2D>> EditorInterface::make_mesh_previews(const Vector<Ref<Mesh
mesh_xform = (*p_transforms)[i];
}
RID inst = VS::get_singleton()->instance_create2(mesh->get_rid(), scenario);
VS::get_singleton()->instance_set_transform(inst, mesh_xform);
RID inst = RS::get_singleton()->instance_create2(mesh->get_rid(), scenario);
RS::get_singleton()->instance_set_transform(inst, mesh_xform);
AABB aabb = mesh->get_aabb();
Vector3 ofs = aabb.position + aabb.size * 0.5;
@ -121,32 +121,32 @@ Vector<Ref<Texture2D>> EditorInterface::make_mesh_previews(const Vector<Ref<Mesh
xform.invert();
xform = mesh_xform * xform;
VS::get_singleton()->camera_set_transform(camera, xform * Transform(Basis(), Vector3(0, 0, 3)));
VS::get_singleton()->camera_set_orthogonal(camera, m * 2, 0.01, 1000.0);
RS::get_singleton()->camera_set_transform(camera, xform * Transform(Basis(), Vector3(0, 0, 3)));
RS::get_singleton()->camera_set_orthogonal(camera, m * 2, 0.01, 1000.0);
VS::get_singleton()->instance_set_transform(light_instance, xform * Transform().looking_at(Vector3(-2, -1, -1), Vector3(0, 1, 0)));
VS::get_singleton()->instance_set_transform(light_instance2, xform * Transform().looking_at(Vector3(+1, -1, -2), Vector3(0, 1, 0)));
RS::get_singleton()->instance_set_transform(light_instance, xform * Transform().looking_at(Vector3(-2, -1, -1), Vector3(0, 1, 0)));
RS::get_singleton()->instance_set_transform(light_instance2, xform * Transform().looking_at(Vector3(+1, -1, -2), Vector3(0, 1, 0)));
ep.step(TTR("Thumbnail..."), i);
Main::iteration();
Main::iteration();
Ref<Image> img = VS::get_singleton()->texture_2d_get(viewport_texture);
Ref<Image> img = RS::get_singleton()->texture_2d_get(viewport_texture);
ERR_CONTINUE(!img.is_valid() || img->empty());
Ref<ImageTexture> it(memnew(ImageTexture));
it->create_from_image(img);
VS::get_singleton()->free(inst);
RS::get_singleton()->free(inst);
textures.push_back(it);
}
VS::get_singleton()->free(viewport);
VS::get_singleton()->free(light);
VS::get_singleton()->free(light_instance);
VS::get_singleton()->free(light2);
VS::get_singleton()->free(light_instance2);
VS::get_singleton()->free(camera);
VS::get_singleton()->free(scenario);
RS::get_singleton()->free(viewport);
RS::get_singleton()->free(light);
RS::get_singleton()->free(light_instance);
RS::get_singleton()->free(light2);
RS::get_singleton()->free(light_instance2);
RS::get_singleton()->free(camera);
RS::get_singleton()->free(scenario);
return textures;
}