Fix move_and_slide forcing synchronization with physics thread

Co-authored-by: Ricardo Buring <ricardo.buring@gmail.com>
This commit is contained in:
Mikael Hermansson
2025-08-14 13:05:08 +02:00
parent de463e0241
commit 6c907c2d37
22 changed files with 226 additions and 2 deletions

View File

@@ -30,6 +30,10 @@
#include "character_body_2d.h"
#ifndef DISABLE_DEPRECATED
#include "servers/extensions/physics_server_2d_extension.h"
#endif
// So, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
#define FLOOR_ANGLE_THRESHOLD 0.01
@@ -416,10 +420,25 @@ void CharacterBody2D::_set_collision_direction(const PhysicsServer2D::MotionResu
}
void CharacterBody2D::_set_platform_data(const PhysicsServer2D::MotionResult &p_result) {
PhysicsDirectBodyState2D *bs = PhysicsServer2D::get_singleton()->body_get_direct_state(p_result.collider);
if (bs == nullptr) {
return;
}
platform_rid = p_result.collider;
platform_object_id = p_result.collider_id;
platform_velocity = p_result.collider_velocity;
platform_layer = PhysicsServer2D::get_singleton()->body_get_collision_layer(platform_rid);
#ifndef DISABLE_DEPRECATED
// Try to accommodate for any physics extensions that have yet to implement `PhysicsDirectBodyState2D::get_collision_layer`.
PhysicsDirectBodyState2DExtension *bs_ext = Object::cast_to<PhysicsDirectBodyState2DExtension>(bs);
if (bs_ext != nullptr && !GDVIRTUAL_IS_OVERRIDDEN_PTR(bs_ext, _get_collision_layer)) {
platform_layer = PhysicsServer2D::get_singleton()->body_get_collision_layer(p_result.collider);
} else
#endif
{
platform_layer = bs->get_collision_layer();
}
}
const Vector2 &CharacterBody2D::get_velocity() const {

View File

@@ -30,6 +30,10 @@
#include "character_body_3d.h"
#ifndef DISABLE_DEPRECATED
#include "servers/extensions/physics_server_3d_extension.h"
#endif
//so, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
#define FLOOR_ANGLE_THRESHOLD 0.01
@@ -607,11 +611,26 @@ void CharacterBody3D::_set_collision_direction(const PhysicsServer3D::MotionResu
}
void CharacterBody3D::_set_platform_data(const PhysicsServer3D::MotionCollision &p_collision) {
PhysicsDirectBodyState3D *bs = PhysicsServer3D::get_singleton()->body_get_direct_state(p_collision.collider);
if (bs == nullptr) {
return;
}
platform_rid = p_collision.collider;
platform_object_id = p_collision.collider_id;
platform_velocity = p_collision.collider_velocity;
platform_angular_velocity = p_collision.collider_angular_velocity;
platform_layer = PhysicsServer3D::get_singleton()->body_get_collision_layer(platform_rid);
#ifndef DISABLE_DEPRECATED
// Try to accommodate for any physics extensions that have yet to implement `PhysicsDirectBodyState3D::get_collision_layer`.
PhysicsDirectBodyState3DExtension *bs_ext = Object::cast_to<PhysicsDirectBodyState3DExtension>(bs);
if (bs_ext != nullptr && !GDVIRTUAL_IS_OVERRIDDEN_PTR(bs_ext, _get_collision_layer)) {
platform_layer = PhysicsServer3D::get_singleton()->body_get_collision_layer(p_collision.collider);
} else
#endif
{
platform_layer = bs->get_collision_layer();
}
}
void CharacterBody3D::set_safe_margin(real_t p_margin) {