This commit is contained in:
Spartan322
2025-08-16 23:07:50 -04:00
90 changed files with 1009 additions and 230 deletions

View File

@@ -32,6 +32,10 @@
#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
@@ -418,10 +422,25 @@ 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 {