Merge pull request #93286 from rune-scape/fix-rare-physics-crash

GodotPhysics: Fix crash on null space
This commit is contained in:
Rémi Verschelde 2024-06-18 14:08:58 +02:00
commit 29654bdc4f
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2 changed files with 8 additions and 0 deletions

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@ -616,6 +616,8 @@ void GodotBody2D::integrate_velocities(real_t p_step) {
return; return;
} }
ERR_FAIL_NULL(get_space());
if (fi_callback_data || body_state_callback.is_valid()) { if (fi_callback_data || body_state_callback.is_valid()) {
get_space()->body_add_to_state_query_list(&direct_state_query_list); get_space()->body_add_to_state_query_list(&direct_state_query_list);
} }
@ -705,6 +707,8 @@ bool GodotBody2D::sleep_test(real_t p_step) {
return false; return false;
} }
ERR_FAIL_NULL_V(get_space(), true);
if (Math::abs(angular_velocity) < get_space()->get_body_angular_velocity_sleep_threshold() && Math::abs(linear_velocity.length_squared()) < get_space()->get_body_linear_velocity_sleep_threshold() * get_space()->get_body_linear_velocity_sleep_threshold()) { if (Math::abs(angular_velocity) < get_space()->get_body_angular_velocity_sleep_threshold() && Math::abs(linear_velocity.length_squared()) < get_space()->get_body_linear_velocity_sleep_threshold() * get_space()->get_body_linear_velocity_sleep_threshold()) {
still_time += p_step; still_time += p_step;

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@ -675,6 +675,8 @@ void GodotBody3D::integrate_velocities(real_t p_step) {
return; return;
} }
ERR_FAIL_NULL(get_space());
if (fi_callback_data || body_state_callback.is_valid()) { if (fi_callback_data || body_state_callback.is_valid()) {
get_space()->body_add_to_state_query_list(&direct_state_query_list); get_space()->body_add_to_state_query_list(&direct_state_query_list);
} }
@ -784,6 +786,8 @@ bool GodotBody3D::sleep_test(real_t p_step) {
return false; return false;
} }
ERR_FAIL_NULL_V(get_space(), true);
if (Math::abs(angular_velocity.length()) < get_space()->get_body_angular_velocity_sleep_threshold() && Math::abs(linear_velocity.length_squared()) < get_space()->get_body_linear_velocity_sleep_threshold() * get_space()->get_body_linear_velocity_sleep_threshold()) { if (Math::abs(angular_velocity.length()) < get_space()->get_body_angular_velocity_sleep_threshold() && Math::abs(linear_velocity.length_squared()) < get_space()->get_body_linear_velocity_sleep_threshold() * get_space()->get_body_linear_velocity_sleep_threshold()) {
still_time += p_step; still_time += p_step;