Simple workaround to make one way moving platforms work, fixes #9399
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@ -737,6 +737,19 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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cbk.valid_dir = body_shape_xform.get_axis(1).normalized();
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cbk.valid_depth = p_margin; //only valid depth is the collision margin
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cbk.invalid_by_dir = 0;
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if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) {
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const Body2DSW *b = static_cast<const Body2DSW *>(col_obj);
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if ((Physics2DServer::BODY_MODE_KINEMATIC || Physics2DServer::BODY_MODE_RIGID)) {
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//fix for moving platforms, margin is increased by how much it moved in the given direction
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Vector2 lv = b->get_linear_velocity();
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//compute displacement from linear velocity
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Vector2 motion = lv * Physics2DDirectBodyStateSW::singleton->step;
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float motion_len = motion.length();
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motion.normalize();
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cbk.valid_depth += motion_len * MAX(motion.dot(-cbk.valid_dir), 0.0);
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}
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}
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} else {
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cbk.valid_dir = Vector2();
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cbk.valid_depth = 0;
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