From 414097ebd954c2f05e1b57a6fab2bbdd195feb3d Mon Sep 17 00:00:00 2001 From: Juan Linietsky Date: Fri, 2 Nov 2018 16:22:23 -0300 Subject: [PATCH] Simple workaround to make one way moving platforms work, fixes #9399 --- servers/physics_2d/space_2d_sw.cpp | 13 +++++++++++++ 1 file changed, 13 insertions(+) diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/space_2d_sw.cpp index 85d817e33a6..244a67b70ed 100644 --- a/servers/physics_2d/space_2d_sw.cpp +++ b/servers/physics_2d/space_2d_sw.cpp @@ -737,6 +737,19 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co cbk.valid_dir = body_shape_xform.get_axis(1).normalized(); cbk.valid_depth = p_margin; //only valid depth is the collision margin cbk.invalid_by_dir = 0; + + if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) { + const Body2DSW *b = static_cast(col_obj); + if ((Physics2DServer::BODY_MODE_KINEMATIC || Physics2DServer::BODY_MODE_RIGID)) { + //fix for moving platforms, margin is increased by how much it moved in the given direction + Vector2 lv = b->get_linear_velocity(); + //compute displacement from linear velocity + Vector2 motion = lv * Physics2DDirectBodyStateSW::singleton->step; + float motion_len = motion.length(); + motion.normalize(); + cbk.valid_depth += motion_len * MAX(motion.dot(-cbk.valid_dir), 0.0); + } + } } else { cbk.valid_dir = Vector2(); cbk.valid_depth = 0;