Added some checks to prevent accessing a null collider
Previously godot would try to access
`CollisionObjectBullet::bt_collision_object` even if it was null.
Fixes #46651
(cherry picked from commit c47070e165
)
This commit is contained in:
parent
749892c9fc
commit
aabb8d78ef
|
@ -156,17 +156,23 @@ void CollisionObjectBullet::add_collision_exception(const CollisionObjectBullet
|
|||
|
||||
void CollisionObjectBullet::remove_collision_exception(const CollisionObjectBullet *p_ignoreCollisionObject) {
|
||||
exceptions.erase(p_ignoreCollisionObject->get_self());
|
||||
if (!bt_collision_object) {
|
||||
return;
|
||||
}
|
||||
bt_collision_object->setIgnoreCollisionCheck(p_ignoreCollisionObject->bt_collision_object, false);
|
||||
if (space)
|
||||
space->get_broadphase()->getOverlappingPairCache()->cleanProxyFromPairs(bt_collision_object->getBroadphaseHandle(), space->get_dispatcher());
|
||||
}
|
||||
|
||||
bool CollisionObjectBullet::has_collision_exception(const CollisionObjectBullet *p_otherCollisionObject) const {
|
||||
return !bt_collision_object->checkCollideWith(p_otherCollisionObject->bt_collision_object);
|
||||
return exceptions.has(p_otherCollisionObject->get_self());
|
||||
}
|
||||
|
||||
void CollisionObjectBullet::set_collision_enabled(bool p_enabled) {
|
||||
collisionsEnabled = p_enabled;
|
||||
if (!bt_collision_object) {
|
||||
return;
|
||||
}
|
||||
if (collisionsEnabled) {
|
||||
bt_collision_object->setCollisionFlags(bt_collision_object->getCollisionFlags() & (~btCollisionObject::CF_NO_CONTACT_RESPONSE));
|
||||
} else {
|
||||
|
|
Loading…
Reference in New Issue