Fixed physics server area cleaning
This commit is contained in:
parent
d2eb731878
commit
776942981b
|
@ -68,7 +68,8 @@ AreaBullet::AreaBullet() :
|
||||||
}
|
}
|
||||||
|
|
||||||
AreaBullet::~AreaBullet() {
|
AreaBullet::~AreaBullet() {
|
||||||
remove_all_overlapping_instantly();
|
// Call "remove_all_overlapping_instantly();" is not necessary because the exit
|
||||||
|
// signal are handled by godot, so just clear the array
|
||||||
}
|
}
|
||||||
|
|
||||||
void AreaBullet::dispatch_callbacks() {
|
void AreaBullet::dispatch_callbacks() {
|
||||||
|
@ -131,12 +132,13 @@ void AreaBullet::remove_all_overlapping_instantly() {
|
||||||
overlappingObjects.clear();
|
overlappingObjects.clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
void AreaBullet::remove_overlapping_instantly(CollisionObjectBullet *p_object) {
|
void AreaBullet::remove_overlapping_instantly(CollisionObjectBullet *p_object, bool p_notify) {
|
||||||
CollisionObjectBullet *supportObject;
|
CollisionObjectBullet *supportObject;
|
||||||
for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {
|
for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {
|
||||||
supportObject = overlappingObjects[i].object;
|
supportObject = overlappingObjects[i].object;
|
||||||
if (supportObject == p_object) {
|
if (supportObject == p_object) {
|
||||||
call_event(supportObject, PhysicsServer::AREA_BODY_REMOVED);
|
if (p_notify)
|
||||||
|
call_event(supportObject, PhysicsServer::AREA_BODY_REMOVED);
|
||||||
supportObject->on_exit_area(this);
|
supportObject->on_exit_area(this);
|
||||||
overlappingObjects.remove(i);
|
overlappingObjects.remove(i);
|
||||||
break;
|
break;
|
||||||
|
|
|
@ -152,7 +152,7 @@ public:
|
||||||
|
|
||||||
void remove_all_overlapping_instantly();
|
void remove_all_overlapping_instantly();
|
||||||
// Dispatch the callbacks and removes from overlapping list
|
// Dispatch the callbacks and removes from overlapping list
|
||||||
void remove_overlapping_instantly(CollisionObjectBullet *p_object);
|
void remove_overlapping_instantly(CollisionObjectBullet *p_object, bool p_notify);
|
||||||
|
|
||||||
virtual void on_collision_filters_change();
|
virtual void on_collision_filters_change();
|
||||||
virtual void on_collision_checker_start() {}
|
virtual void on_collision_checker_start() {}
|
||||||
|
|
|
@ -68,12 +68,10 @@ CollisionObjectBullet::CollisionObjectBullet(Type p_type) :
|
||||||
force_shape_reset(false) {}
|
force_shape_reset(false) {}
|
||||||
|
|
||||||
CollisionObjectBullet::~CollisionObjectBullet() {
|
CollisionObjectBullet::~CollisionObjectBullet() {
|
||||||
// Remove all overlapping
|
// Remove all overlapping, notify is not required since godot take care of it
|
||||||
for (int i = areasOverlapped.size() - 1; 0 <= i; --i) {
|
for (int i = areasOverlapped.size() - 1; 0 <= i; --i) {
|
||||||
areasOverlapped[i]->remove_overlapping_instantly(this);
|
areasOverlapped[i]->remove_overlapping_instantly(this, /*Notify*/ false);
|
||||||
}
|
}
|
||||||
// not required
|
|
||||||
// areasOverlapped.clear();
|
|
||||||
|
|
||||||
destroyBulletCollisionObject();
|
destroyBulletCollisionObject();
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue