diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml
index d60cc1ee6b1..c7cca7d7bda 100644
--- a/doc/classes/PhysicsDirectBodyState2D.xml
+++ b/doc/classes/PhysicsDirectBodyState2D.xml
@@ -232,6 +232,12 @@
The body's center of mass position in the body's local coordinate system.
+
+ The body's collision layer.
+
+
+ The body's collision mask.
+
The inverse of the inertia of the body.
diff --git a/doc/classes/PhysicsDirectBodyState2DExtension.xml b/doc/classes/PhysicsDirectBodyState2DExtension.xml
index af5750fef85..25ad7e23f14 100644
--- a/doc/classes/PhysicsDirectBodyState2DExtension.xml
+++ b/doc/classes/PhysicsDirectBodyState2DExtension.xml
@@ -94,6 +94,16 @@
Implement to override the behavior of [member PhysicsDirectBodyState2D.center_of_mass_local] and its respective getter.
+
+
+
+
+
+
+
+
+
+
@@ -269,6 +279,18 @@
Implement to override the behavior of [member PhysicsDirectBodyState2D.angular_velocity] and its respective setter.
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml
index e8c3f3f89db..76a5bdb5b9c 100644
--- a/doc/classes/PhysicsDirectBodyState3D.xml
+++ b/doc/classes/PhysicsDirectBodyState3D.xml
@@ -232,6 +232,12 @@
The body's center of mass position in the body's local coordinate system.
+
+ The body's collision layer.
+
+
+ The body's collision mask.
+
The inverse of the inertia of the body.
diff --git a/doc/classes/PhysicsDirectBodyState3DExtension.xml b/doc/classes/PhysicsDirectBodyState3DExtension.xml
index 496c57fcc90..cecc37e30ef 100644
--- a/doc/classes/PhysicsDirectBodyState3DExtension.xml
+++ b/doc/classes/PhysicsDirectBodyState3DExtension.xml
@@ -82,6 +82,16 @@
+
+
+
+
+
+
+
+
+
+
@@ -240,6 +250,18 @@
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/modules/godot_physics_2d/godot_body_direct_state_2d.cpp b/modules/godot_physics_2d/godot_body_direct_state_2d.cpp
index dc8739c656a..9c8bfdee650 100644
--- a/modules/godot_physics_2d/godot_body_direct_state_2d.cpp
+++ b/modules/godot_physics_2d/godot_body_direct_state_2d.cpp
@@ -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;
}
diff --git a/modules/godot_physics_2d/godot_body_direct_state_2d.h b/modules/godot_physics_2d/godot_body_direct_state_2d.h
index dcceb860523..cc4710c0ce9 100644
--- a/modules/godot_physics_2d/godot_body_direct_state_2d.h
+++ b/modules/godot_physics_2d/godot_body_direct_state_2d.h
@@ -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;
diff --git a/modules/godot_physics_3d/godot_body_direct_state_3d.cpp b/modules/godot_physics_3d/godot_body_direct_state_3d.cpp
index 0af746c68d9..36ea2ce7be7 100644
--- a/modules/godot_physics_3d/godot_body_direct_state_3d.cpp
+++ b/modules/godot_physics_3d/godot_body_direct_state_3d.cpp
@@ -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;
}
diff --git a/modules/godot_physics_3d/godot_body_direct_state_3d.h b/modules/godot_physics_3d/godot_body_direct_state_3d.h
index 55246857883..efd8df009df 100644
--- a/modules/godot_physics_3d/godot_body_direct_state_3d.h
+++ b/modules/godot_physics_3d/godot_body_direct_state_3d.h
@@ -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;
diff --git a/modules/jolt_physics/objects/jolt_physics_direct_body_state_3d.cpp b/modules/jolt_physics/objects/jolt_physics_direct_body_state_3d.cpp
index 2e450446116..4bfc23fa9eb 100644
--- a/modules/jolt_physics/objects/jolt_physics_direct_body_state_3d.cpp
+++ b/modules/jolt_physics/objects/jolt_physics_direct_body_state_3d.cpp
@@ -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();
}
diff --git a/modules/jolt_physics/objects/jolt_physics_direct_body_state_3d.h b/modules/jolt_physics/objects/jolt_physics_direct_body_state_3d.h
index 77220fe9cf1..1b924ae5568 100644
--- a/modules/jolt_physics/objects/jolt_physics_direct_body_state_3d.h
+++ b/modules/jolt_physics/objects/jolt_physics_direct_body_state_3d.h
@@ -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;
diff --git a/scene/2d/physics/character_body_2d.cpp b/scene/2d/physics/character_body_2d.cpp
index e5022a28b25..c1804c6483e 100644
--- a/scene/2d/physics/character_body_2d.cpp
+++ b/scene/2d/physics/character_body_2d.cpp
@@ -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(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 {
diff --git a/scene/3d/physics/character_body_3d.cpp b/scene/3d/physics/character_body_3d.cpp
index 886492fe740..a1869a2965f 100644
--- a/scene/3d/physics/character_body_3d.cpp
+++ b/scene/3d/physics/character_body_3d.cpp
@@ -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(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) {
diff --git a/servers/extensions/physics_server_2d_extension.cpp b/servers/extensions/physics_server_2d_extension.cpp
index f8e78d655f4..ea4e229e53b 100644
--- a/servers/extensions/physics_server_2d_extension.cpp
+++ b/servers/extensions/physics_server_2d_extension.cpp
@@ -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");
diff --git a/servers/extensions/physics_server_2d_extension.h b/servers/extensions/physics_server_2d_extension.h
index 6c6d69b2dfe..7803dcfcfca 100644
--- a/servers/extensions/physics_server_2d_extension.h
+++ b/servers/extensions/physics_server_2d_extension.h
@@ -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)
diff --git a/servers/extensions/physics_server_3d_extension.cpp b/servers/extensions/physics_server_3d_extension.cpp
index ca0423bb5eb..f630b093cd2 100644
--- a/servers/extensions/physics_server_3d_extension.cpp
+++ b/servers/extensions/physics_server_3d_extension.cpp
@@ -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");
diff --git a/servers/extensions/physics_server_3d_extension.h b/servers/extensions/physics_server_3d_extension.h
index acc811fbca2..95d2ed9a655 100644
--- a/servers/extensions/physics_server_3d_extension.h
+++ b/servers/extensions/physics_server_3d_extension.h
@@ -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)
diff --git a/servers/physics_server_2d.cpp b/servers/physics_server_2d.cpp
index 10244cc0580..52a3f962219 100644
--- a/servers/physics_server_2d.cpp
+++ b/servers/physics_server_2d.cpp
@@ -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");
}
diff --git a/servers/physics_server_2d.h b/servers/physics_server_2d.h
index 9c5bb233e3b..5abdf1be328 100644
--- a/servers/physics_server_2d.h
+++ b/servers/physics_server_2d.h
@@ -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;
diff --git a/servers/physics_server_2d_dummy.h b/servers/physics_server_2d_dummy.h
index 71c55cf614c..f7a9150dc38 100644
--- a/servers/physics_server_2d_dummy.h
+++ b/servers/physics_server_2d_dummy.h
@@ -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(); }
diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp
index 7c907d66c32..8730309fccc 100644
--- a/servers/physics_server_3d.cpp
+++ b/servers/physics_server_3d.cpp
@@ -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");
}
diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h
index 8c857f18432..04e24c24fdd 100644
--- a/servers/physics_server_3d.h
+++ b/servers/physics_server_3d.h
@@ -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;
diff --git a/servers/physics_server_3d_dummy.h b/servers/physics_server_3d_dummy.h
index 55368c5d39a..e171c0c98c1 100644
--- a/servers/physics_server_3d_dummy.h
+++ b/servers/physics_server_3d_dummy.h
@@ -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(); }