Simple workaround to make one way moving platforms work, fixes #9399
This commit is contained in:
parent
64f649a80c
commit
414097ebd9
1 changed files with 13 additions and 0 deletions
|
@ -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<const Body2DSW *>(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;
|
||||
|
|
Loading…
Reference in a new issue