Rename Navigation uses of 'location' to 'position'
Contrary to the entire rest of the engine NavigationAgent's and NavigationLinks decided to deal with locations instead of positions.
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@@ -535,32 +535,32 @@ uint32_t GodotNavigationServer::link_get_navigation_layers(const RID p_link) con
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return link->get_navigation_layers();
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}
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COMMAND_2(link_set_start_location, RID, p_link, Vector3, p_location) {
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COMMAND_2(link_set_start_position, RID, p_link, Vector3, p_position) {
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NavLink *link = link_owner.get_or_null(p_link);
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ERR_FAIL_COND(link == nullptr);
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link->set_start_location(p_location);
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link->set_start_position(p_position);
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}
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Vector3 GodotNavigationServer::link_get_start_location(RID p_link) const {
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Vector3 GodotNavigationServer::link_get_start_position(RID p_link) const {
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const NavLink *link = link_owner.get_or_null(p_link);
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ERR_FAIL_COND_V(link == nullptr, Vector3());
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return link->get_start_location();
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return link->get_start_position();
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}
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COMMAND_2(link_set_end_location, RID, p_link, Vector3, p_location) {
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COMMAND_2(link_set_end_position, RID, p_link, Vector3, p_position) {
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NavLink *link = link_owner.get_or_null(p_link);
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ERR_FAIL_COND(link == nullptr);
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link->set_end_location(p_location);
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link->set_end_position(p_position);
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}
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Vector3 GodotNavigationServer::link_get_end_location(RID p_link) const {
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Vector3 GodotNavigationServer::link_get_end_position(RID p_link) const {
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const NavLink *link = link_owner.get_or_null(p_link);
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ERR_FAIL_COND_V(link == nullptr, Vector3());
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return link->get_end_location();
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return link->get_end_position();
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}
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COMMAND_2(link_set_enter_cost, RID, p_link, real_t, p_enter_cost) {
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