Fix move_and_slide forcing synchronization with physics thread
Co-authored-by: Ricardo Buring <ricardo.buring@gmail.com>
This commit is contained in:
@ -166,6 +166,22 @@ bool GodotPhysicsDirectBodyState2D::is_sleeping() const {
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return !body->is_active();
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}
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void GodotPhysicsDirectBodyState2D::set_collision_layer(uint32_t p_layer) {
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body->set_collision_layer(p_layer);
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}
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uint32_t GodotPhysicsDirectBodyState2D::get_collision_layer() const {
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return body->get_collision_layer();
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}
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void GodotPhysicsDirectBodyState2D::set_collision_mask(uint32_t p_mask) {
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body->set_collision_mask(p_mask);
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}
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uint32_t GodotPhysicsDirectBodyState2D::get_collision_mask() const {
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return body->get_collision_mask();
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}
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int GodotPhysicsDirectBodyState2D::get_contact_count() const {
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return body->contact_count;
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}
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@ -81,6 +81,12 @@ public:
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virtual void set_sleep_state(bool p_enable) override;
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virtual bool is_sleeping() const override;
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virtual void set_collision_layer(uint32_t p_layer) override;
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virtual uint32_t get_collision_layer() const override;
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virtual void set_collision_mask(uint32_t p_mask) override;
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virtual uint32_t get_collision_mask() const override;
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virtual int get_contact_count() const override;
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virtual Vector2 get_contact_local_position(int p_contact_idx) const override;
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@ -174,6 +174,22 @@ bool GodotPhysicsDirectBodyState3D::is_sleeping() const {
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return !body->is_active();
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}
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void GodotPhysicsDirectBodyState3D::set_collision_layer(uint32_t p_layer) {
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body->set_collision_layer(p_layer);
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}
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uint32_t GodotPhysicsDirectBodyState3D::get_collision_layer() const {
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return body->get_collision_layer();
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}
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void GodotPhysicsDirectBodyState3D::set_collision_mask(uint32_t p_mask) {
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body->set_collision_mask(p_mask);
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}
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uint32_t GodotPhysicsDirectBodyState3D::get_collision_mask() const {
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return body->get_collision_mask();
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}
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int GodotPhysicsDirectBodyState3D::get_contact_count() const {
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return body->contact_count;
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}
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@ -84,6 +84,12 @@ public:
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virtual void set_sleep_state(bool p_sleep) override;
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virtual bool is_sleeping() const override;
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virtual void set_collision_layer(uint32_t p_layer) override;
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virtual uint32_t get_collision_layer() const override;
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virtual void set_collision_mask(uint32_t p_mask) override;
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virtual uint32_t get_collision_mask() const override;
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virtual int get_contact_count() const override;
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virtual Vector3 get_contact_local_position(int p_contact_idx) const override;
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@ -162,6 +162,22 @@ void JoltPhysicsDirectBodyState3D::set_sleep_state(bool p_enabled) {
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body->set_is_sleeping(p_enabled);
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}
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void JoltPhysicsDirectBodyState3D::set_collision_layer(uint32_t p_layer) {
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body->set_collision_layer(p_layer);
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}
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uint32_t JoltPhysicsDirectBodyState3D::get_collision_layer() const {
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return body->get_collision_layer();
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}
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void JoltPhysicsDirectBodyState3D::set_collision_mask(uint32_t p_mask) {
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body->set_collision_mask(p_mask);
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}
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uint32_t JoltPhysicsDirectBodyState3D::get_collision_mask() const {
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return body->get_collision_mask();
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}
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int JoltPhysicsDirectBodyState3D::get_contact_count() const {
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return body->get_contact_count();
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}
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@ -90,6 +90,12 @@ public:
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virtual void set_sleep_state(bool p_enabled) override;
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virtual bool is_sleeping() const override;
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virtual void set_collision_layer(uint32_t p_layer) override;
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virtual uint32_t get_collision_layer() const override;
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virtual void set_collision_mask(uint32_t p_mask) override;
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virtual uint32_t get_collision_mask() const override;
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virtual int get_contact_count() const override;
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virtual Vector3 get_contact_local_position(int p_contact_idx) const override;
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