Fixed physics server area cleaning
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d2eb731878
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@ -68,7 +68,8 @@ AreaBullet::AreaBullet() :
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}
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AreaBullet::~AreaBullet() {
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remove_all_overlapping_instantly();
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// Call "remove_all_overlapping_instantly();" is not necessary because the exit
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// signal are handled by godot, so just clear the array
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}
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void AreaBullet::dispatch_callbacks() {
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@ -131,11 +132,12 @@ void AreaBullet::remove_all_overlapping_instantly() {
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overlappingObjects.clear();
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}
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void AreaBullet::remove_overlapping_instantly(CollisionObjectBullet *p_object) {
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void AreaBullet::remove_overlapping_instantly(CollisionObjectBullet *p_object, bool p_notify) {
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CollisionObjectBullet *supportObject;
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for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {
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supportObject = overlappingObjects[i].object;
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if (supportObject == p_object) {
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if (p_notify)
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call_event(supportObject, PhysicsServer::AREA_BODY_REMOVED);
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supportObject->on_exit_area(this);
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overlappingObjects.remove(i);
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@ -152,7 +152,7 @@ public:
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void remove_all_overlapping_instantly();
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// Dispatch the callbacks and removes from overlapping list
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void remove_overlapping_instantly(CollisionObjectBullet *p_object);
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void remove_overlapping_instantly(CollisionObjectBullet *p_object, bool p_notify);
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virtual void on_collision_filters_change();
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virtual void on_collision_checker_start() {}
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@ -68,12 +68,10 @@ CollisionObjectBullet::CollisionObjectBullet(Type p_type) :
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force_shape_reset(false) {}
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CollisionObjectBullet::~CollisionObjectBullet() {
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// Remove all overlapping
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// Remove all overlapping, notify is not required since godot take care of it
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for (int i = areasOverlapped.size() - 1; 0 <= i; --i) {
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areasOverlapped[i]->remove_overlapping_instantly(this);
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areasOverlapped[i]->remove_overlapping_instantly(this, /*Notify*/ false);
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}
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// not required
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// areasOverlapped.clear();
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destroyBulletCollisionObject();
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}
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