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

@@ -232,6 +232,12 @@
<member name="center_of_mass_local" type="Vector2" setter="" getter="get_center_of_mass_local">
The body's center of mass position in the body's local coordinate system.
</member>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer">
The body's collision layer.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
The body's collision mask.
</member>
<member name="inverse_inertia" type="float" setter="" getter="get_inverse_inertia">
The inverse of the inertia of the body.
</member>

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@@ -94,6 +94,16 @@
Implement to override the behavior of [member PhysicsDirectBodyState2D.center_of_mass_local] and its respective getter.
</description>
</method>
<method name="_get_collision_layer" qualifiers="virtual required const">
<return type="int" />
<description>
</description>
</method>
<method name="_get_collision_mask" qualifiers="virtual required const">
<return type="int" />
<description>
</description>
</method>
<method name="_get_constant_force" qualifiers="virtual required const">
<return type="Vector2" />
<description>
@@ -269,6 +279,18 @@
Implement to override the behavior of [member PhysicsDirectBodyState2D.angular_velocity] and its respective setter.
</description>
</method>
<method name="_set_collision_layer" qualifiers="virtual required">
<return type="void" />
<param index="0" name="layer" type="int" />
<description>
</description>
</method>
<method name="_set_collision_mask" qualifiers="virtual required">
<return type="void" />
<param index="0" name="mask" type="int" />
<description>
</description>
</method>
<method name="_set_constant_force" qualifiers="virtual required">
<return type="void" />
<param index="0" name="force" type="Vector2" />

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@@ -232,6 +232,12 @@
<member name="center_of_mass_local" type="Vector3" setter="" getter="get_center_of_mass_local">
The body's center of mass position in the body's local coordinate system.
</member>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer">
The body's collision layer.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
The body's collision mask.
</member>
<member name="inverse_inertia" type="Vector3" setter="" getter="get_inverse_inertia">
The inverse of the inertia of the body.
</member>

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@@ -82,6 +82,16 @@
<description>
</description>
</method>
<method name="_get_collision_layer" qualifiers="virtual required const">
<return type="int" />
<description>
</description>
</method>
<method name="_get_collision_mask" qualifiers="virtual required const">
<return type="int" />
<description>
</description>
</method>
<method name="_get_constant_force" qualifiers="virtual required const">
<return type="Vector3" />
<description>
@@ -240,6 +250,18 @@
<description>
</description>
</method>
<method name="_set_collision_layer" qualifiers="virtual required">
<return type="void" />
<param index="0" name="layer" type="int" />
<description>
</description>
</method>
<method name="_set_collision_mask" qualifiers="virtual required">
<return type="void" />
<param index="0" name="mask" type="int" />
<description>
</description>
</method>
<method name="_set_constant_force" qualifiers="virtual required">
<return type="void" />
<param index="0" name="force" type="Vector3" />

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@@ -166,6 +166,22 @@ bool GodotPhysicsDirectBodyState2D::is_sleeping() const {
return !body->is_active();
}
void GodotPhysicsDirectBodyState2D::set_collision_layer(uint32_t p_layer) {
body->set_collision_layer(p_layer);
}
uint32_t GodotPhysicsDirectBodyState2D::get_collision_layer() const {
return body->get_collision_layer();
}
void GodotPhysicsDirectBodyState2D::set_collision_mask(uint32_t p_mask) {
body->set_collision_mask(p_mask);
}
uint32_t GodotPhysicsDirectBodyState2D::get_collision_mask() const {
return body->get_collision_mask();
}
int GodotPhysicsDirectBodyState2D::get_contact_count() const {
return body->contact_count;
}

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@@ -81,6 +81,12 @@ public:
virtual void set_sleep_state(bool p_enable) override;
virtual bool is_sleeping() const override;
virtual void set_collision_layer(uint32_t p_layer) override;
virtual uint32_t get_collision_layer() const override;
virtual void set_collision_mask(uint32_t p_mask) override;
virtual uint32_t get_collision_mask() const override;
virtual int get_contact_count() const override;
virtual Vector2 get_contact_local_position(int p_contact_idx) const override;

View File

@@ -174,6 +174,22 @@ bool GodotPhysicsDirectBodyState3D::is_sleeping() const {
return !body->is_active();
}
void GodotPhysicsDirectBodyState3D::set_collision_layer(uint32_t p_layer) {
body->set_collision_layer(p_layer);
}
uint32_t GodotPhysicsDirectBodyState3D::get_collision_layer() const {
return body->get_collision_layer();
}
void GodotPhysicsDirectBodyState3D::set_collision_mask(uint32_t p_mask) {
body->set_collision_mask(p_mask);
}
uint32_t GodotPhysicsDirectBodyState3D::get_collision_mask() const {
return body->get_collision_mask();
}
int GodotPhysicsDirectBodyState3D::get_contact_count() const {
return body->contact_count;
}

View File

@@ -84,6 +84,12 @@ public:
virtual void set_sleep_state(bool p_sleep) override;
virtual bool is_sleeping() const override;
virtual void set_collision_layer(uint32_t p_layer) override;
virtual uint32_t get_collision_layer() const override;
virtual void set_collision_mask(uint32_t p_mask) override;
virtual uint32_t get_collision_mask() const override;
virtual int get_contact_count() const override;
virtual Vector3 get_contact_local_position(int p_contact_idx) const override;

View File

@@ -162,6 +162,22 @@ void JoltPhysicsDirectBodyState3D::set_sleep_state(bool p_enabled) {
body->set_is_sleeping(p_enabled);
}
void JoltPhysicsDirectBodyState3D::set_collision_layer(uint32_t p_layer) {
body->set_collision_layer(p_layer);
}
uint32_t JoltPhysicsDirectBodyState3D::get_collision_layer() const {
return body->get_collision_layer();
}
void JoltPhysicsDirectBodyState3D::set_collision_mask(uint32_t p_mask) {
body->set_collision_mask(p_mask);
}
uint32_t JoltPhysicsDirectBodyState3D::get_collision_mask() const {
return body->get_collision_mask();
}
int JoltPhysicsDirectBodyState3D::get_contact_count() const {
return body->get_contact_count();
}

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@@ -90,6 +90,12 @@ public:
virtual void set_sleep_state(bool p_enabled) override;
virtual bool is_sleeping() const override;
virtual void set_collision_layer(uint32_t p_layer) override;
virtual uint32_t get_collision_layer() const override;
virtual void set_collision_mask(uint32_t p_mask) override;
virtual uint32_t get_collision_mask() const override;
virtual int get_contact_count() const override;
virtual Vector3 get_contact_local_position(int p_contact_idx) const override;

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 {

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@@ -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) {

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@@ -92,6 +92,12 @@ void PhysicsDirectBodyState2DExtension::_bind_methods() {
GDVIRTUAL_BIND(_set_sleep_state, "enabled");
GDVIRTUAL_BIND(_is_sleeping);
GDVIRTUAL_BIND(_set_collision_layer, "layer");
GDVIRTUAL_BIND(_get_collision_layer);
GDVIRTUAL_BIND(_set_collision_mask, "mask");
GDVIRTUAL_BIND(_get_collision_mask);
GDVIRTUAL_BIND(_get_contact_count);
GDVIRTUAL_BIND(_get_contact_local_position, "contact_idx");

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@@ -86,6 +86,12 @@ public:
EXBIND1(set_sleep_state, bool)
EXBIND0RC(bool, is_sleeping)
EXBIND1(set_collision_layer, uint32_t);
EXBIND0RC(uint32_t, get_collision_layer);
EXBIND1(set_collision_mask, uint32_t);
EXBIND0RC(uint32_t, get_collision_mask);
EXBIND0RC(int, get_contact_count)
EXBIND1RC(Vector2, get_contact_local_position, int)

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@@ -96,6 +96,12 @@ void PhysicsDirectBodyState3DExtension::_bind_methods() {
GDVIRTUAL_BIND(_set_sleep_state, "enabled");
GDVIRTUAL_BIND(_is_sleeping);
GDVIRTUAL_BIND(_set_collision_layer, "layer");
GDVIRTUAL_BIND(_get_collision_layer);
GDVIRTUAL_BIND(_set_collision_mask, "mask");
GDVIRTUAL_BIND(_get_collision_mask);
GDVIRTUAL_BIND(_get_contact_count);
GDVIRTUAL_BIND(_get_contact_local_position, "contact_idx");

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@@ -88,6 +88,12 @@ public:
EXBIND1(set_sleep_state, bool)
EXBIND0RC(bool, is_sleeping)
EXBIND1(set_collision_layer, uint32_t);
EXBIND0RC(uint32_t, get_collision_layer);
EXBIND1(set_collision_mask, uint32_t);
EXBIND0RC(uint32_t, get_collision_mask);
EXBIND0RC(int, get_contact_count)
EXBIND1RC(Vector3, get_contact_local_position, int)

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@@ -114,6 +114,12 @@ void PhysicsDirectBodyState2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_sleep_state", "enabled"), &PhysicsDirectBodyState2D::set_sleep_state);
ClassDB::bind_method(D_METHOD("is_sleeping"), &PhysicsDirectBodyState2D::is_sleeping);
ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &PhysicsDirectBodyState2D::set_collision_layer);
ClassDB::bind_method(D_METHOD("get_collision_layer"), &PhysicsDirectBodyState2D::get_collision_layer);
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &PhysicsDirectBodyState2D::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsDirectBodyState2D::get_collision_mask);
ClassDB::bind_method(D_METHOD("get_contact_count"), &PhysicsDirectBodyState2D::get_contact_count);
ClassDB::bind_method(D_METHOD("get_contact_local_position", "contact_idx"), &PhysicsDirectBodyState2D::get_contact_local_position);
@@ -142,6 +148,8 @@ void PhysicsDirectBodyState2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleep_state", "is_sleeping");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer"), "set_collision_layer", "get_collision_layer");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask"), "set_collision_mask", "get_collision_mask");
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "transform"), "set_transform", "get_transform");
}

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@@ -88,6 +88,12 @@ public:
virtual void set_sleep_state(bool p_enable) = 0;
virtual bool is_sleeping() const = 0;
virtual void set_collision_layer(uint32_t p_layer) = 0;
virtual uint32_t get_collision_layer() const = 0;
virtual void set_collision_mask(uint32_t p_mask) = 0;
virtual uint32_t get_collision_mask() const = 0;
virtual int get_contact_count() const = 0;
virtual Vector2 get_contact_local_position(int p_contact_idx) const = 0;

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@@ -79,6 +79,12 @@ public:
virtual void set_sleep_state(bool p_enable) override {}
virtual bool is_sleeping() const override { return false; }
virtual void set_collision_layer(uint32_t p_layer) override {}
virtual uint32_t get_collision_layer() const override { return 0; }
virtual void set_collision_mask(uint32_t p_mask) override {}
virtual uint32_t get_collision_mask() const override { return 0; }
virtual int get_contact_count() const override { return 0; }
virtual Vector2 get_contact_local_position(int p_contact_idx) const override { return Vector2(); }

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@@ -138,6 +138,12 @@ void PhysicsDirectBodyState3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_sleep_state", "enabled"), &PhysicsDirectBodyState3D::set_sleep_state);
ClassDB::bind_method(D_METHOD("is_sleeping"), &PhysicsDirectBodyState3D::is_sleeping);
ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &PhysicsDirectBodyState3D::set_collision_layer);
ClassDB::bind_method(D_METHOD("get_collision_layer"), &PhysicsDirectBodyState3D::get_collision_layer);
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &PhysicsDirectBodyState3D::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsDirectBodyState3D::get_collision_mask);
ClassDB::bind_method(D_METHOD("get_contact_count"), &PhysicsDirectBodyState3D::get_contact_count);
ClassDB::bind_method(D_METHOD("get_contact_local_position", "contact_idx"), &PhysicsDirectBodyState3D::get_contact_local_position);
@@ -168,6 +174,8 @@ void PhysicsDirectBodyState3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleep_state", "is_sleeping");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer"), "set_collision_layer", "get_collision_layer");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask"), "set_collision_mask", "get_collision_mask");
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "transform"), "set_transform", "get_transform");
}

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@@ -91,6 +91,12 @@ public:
virtual void set_sleep_state(bool p_sleep) = 0;
virtual bool is_sleeping() const = 0;
virtual void set_collision_layer(uint32_t p_layer) = 0;
virtual uint32_t get_collision_layer() const = 0;
virtual void set_collision_mask(uint32_t p_mask) = 0;
virtual uint32_t get_collision_mask() const = 0;
virtual int get_contact_count() const = 0;
virtual Vector3 get_contact_local_position(int p_contact_idx) const = 0;

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@@ -81,6 +81,12 @@ public:
virtual void set_sleep_state(bool p_sleep) override {}
virtual bool is_sleeping() const override { return false; }
virtual void set_collision_layer(uint32_t p_layer) override {}
virtual uint32_t get_collision_layer() const override { return 0; }
virtual void set_collision_mask(uint32_t p_mask) override {}
virtual uint32_t get_collision_mask() const override { return 0; }
virtual int get_contact_count() const override { return 0; }
virtual Vector3 get_contact_local_position(int p_contact_idx) const override { return Vector3(); }