Merge pull request #54036 from nekomatata/fix-soft-body-memory-corruption
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commit
8688b97dda
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@ -250,7 +250,7 @@ void SoftDynamicBody3D::_notification(int p_what) {
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RID space = get_world_3d()->get_space();
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PhysicsServer3D::get_singleton()->soft_body_set_space(physics_rid, space);
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prepare_physics_server();
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_prepare_physics_server();
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} break;
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case NOTIFICATION_READY: {
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@ -284,13 +284,13 @@ void SoftDynamicBody3D::_notification(int p_what) {
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case NOTIFICATION_DISABLED: {
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if (is_inside_tree() && (disable_mode == DISABLE_MODE_REMOVE)) {
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prepare_physics_server();
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_prepare_physics_server();
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}
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} break;
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case NOTIFICATION_ENABLED: {
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if (is_inside_tree() && (disable_mode == DISABLE_MODE_REMOVE)) {
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prepare_physics_server();
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_prepare_physics_server();
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}
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} break;
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@ -378,7 +378,7 @@ void SoftDynamicBody3D::_bind_methods() {
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TypedArray<String> SoftDynamicBody3D::get_configuration_warnings() const {
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TypedArray<String> warnings = Node::get_configuration_warnings();
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if (get_mesh().is_null()) {
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if (mesh.is_null()) {
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warnings.push_back(TTR("This body will be ignored until you set a mesh."));
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}
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@ -407,11 +407,17 @@ void SoftDynamicBody3D::_update_physics_server() {
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}
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void SoftDynamicBody3D::_draw_soft_mesh() {
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if (get_mesh().is_null()) {
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if (mesh.is_null()) {
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return;
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}
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const RID mesh_rid = get_mesh()->get_rid();
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RID mesh_rid = mesh->get_rid();
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if (owned_mesh != mesh_rid) {
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_become_mesh_owner();
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mesh_rid = mesh->get_rid();
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PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, mesh_rid);
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}
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if (!rendering_server_handler.is_ready(mesh_rid)) {
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rendering_server_handler.prepare(mesh_rid, 0);
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@ -430,11 +436,11 @@ void SoftDynamicBody3D::_draw_soft_mesh() {
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rendering_server_handler.commit_changes();
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}
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void SoftDynamicBody3D::prepare_physics_server() {
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void SoftDynamicBody3D::_prepare_physics_server() {
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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if (get_mesh().is_valid()) {
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PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, get_mesh()->get_rid());
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if (mesh.is_valid()) {
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PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, mesh->get_rid());
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} else {
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PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, RID());
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}
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@ -443,9 +449,13 @@ void SoftDynamicBody3D::prepare_physics_server() {
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}
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#endif
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if (get_mesh().is_valid() && (is_enabled() || (disable_mode != DISABLE_MODE_REMOVE))) {
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become_mesh_owner();
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PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, get_mesh()->get_rid());
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if (mesh.is_valid() && (is_enabled() || (disable_mode != DISABLE_MODE_REMOVE))) {
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RID mesh_rid = mesh->get_rid();
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if (owned_mesh != mesh_rid) {
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_become_mesh_owner();
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mesh_rid = mesh->get_rid();
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}
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PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, mesh_rid);
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RS::get_singleton()->connect("frame_pre_draw", callable_mp(this, &SoftDynamicBody3D::_draw_soft_mesh));
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} else {
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PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, RID());
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@ -455,38 +465,32 @@ void SoftDynamicBody3D::prepare_physics_server() {
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}
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}
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void SoftDynamicBody3D::become_mesh_owner() {
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if (mesh.is_null()) {
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return;
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void SoftDynamicBody3D::_become_mesh_owner() {
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Vector<Ref<Material>> copy_materials;
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copy_materials.append_array(surface_override_materials);
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ERR_FAIL_COND(!mesh->get_surface_count());
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// Get current mesh array and create new mesh array with necessary flag for SoftDynamicBody
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Array surface_arrays = mesh->surface_get_arrays(0);
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Array surface_blend_arrays = mesh->surface_get_blend_shape_arrays(0);
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Dictionary surface_lods = mesh->surface_get_lods(0);
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uint32_t surface_format = mesh->surface_get_format(0);
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surface_format |= Mesh::ARRAY_FLAG_USE_DYNAMIC_UPDATE;
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Ref<ArrayMesh> soft_mesh;
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soft_mesh.instantiate();
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soft_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, surface_arrays, surface_blend_arrays, surface_lods, surface_format);
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soft_mesh->surface_set_material(0, mesh->surface_get_material(0));
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set_mesh(soft_mesh);
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for (int i = copy_materials.size() - 1; 0 <= i; --i) {
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set_surface_override_material(i, copy_materials[i]);
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}
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if (!mesh_owner) {
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mesh_owner = true;
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Vector<Ref<Material>> copy_materials;
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copy_materials.append_array(surface_override_materials);
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ERR_FAIL_COND(!mesh->get_surface_count());
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// Get current mesh array and create new mesh array with necessary flag for SoftDynamicBody
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Array surface_arrays = mesh->surface_get_arrays(0);
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Array surface_blend_arrays = mesh->surface_get_blend_shape_arrays(0);
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Dictionary surface_lods = mesh->surface_get_lods(0);
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uint32_t surface_format = mesh->surface_get_format(0);
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surface_format |= Mesh::ARRAY_FLAG_USE_DYNAMIC_UPDATE;
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Ref<ArrayMesh> soft_mesh;
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soft_mesh.instantiate();
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soft_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, surface_arrays, surface_blend_arrays, surface_lods, surface_format);
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soft_mesh->surface_set_material(0, mesh->surface_get_material(0));
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set_mesh(soft_mesh);
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for (int i = copy_materials.size() - 1; 0 <= i; --i) {
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set_surface_override_material(i, copy_materials[i]);
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}
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}
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owned_mesh = soft_mesh->get_rid();
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}
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void SoftDynamicBody3D::set_collision_mask(uint32_t p_mask) {
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@ -551,13 +555,13 @@ void SoftDynamicBody3D::set_disable_mode(DisableMode p_mode) {
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bool inside_tree = is_inside_tree();
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if (inside_tree && (disable_mode == DISABLE_MODE_REMOVE)) {
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prepare_physics_server();
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_prepare_physics_server();
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}
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disable_mode = p_mode;
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if (inside_tree && (disable_mode == DISABLE_MODE_REMOVE)) {
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prepare_physics_server();
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_prepare_physics_server();
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}
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}
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@ -90,7 +90,7 @@ private:
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DisableMode disable_mode = DISABLE_MODE_REMOVE;
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bool mesh_owner = false;
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RID owned_mesh;
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uint32_t collision_mask = 1;
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uint32_t collision_layer = 1;
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NodePath parent_collision_ignore;
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@ -106,6 +106,12 @@ private:
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void _update_pickable();
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void _update_physics_server();
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void _draw_soft_mesh();
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void _prepare_physics_server();
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void _become_mesh_owner();
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protected:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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@ -120,14 +126,7 @@ protected:
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TypedArray<String> get_configuration_warnings() const override;
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protected:
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void _update_physics_server();
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void _draw_soft_mesh();
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public:
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void prepare_physics_server();
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void become_mesh_owner();
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RID get_physics_rid() const { return physics_rid; }
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void set_collision_mask(uint32_t p_mask);
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