diff --git a/modules/bullet/area_bullet.cpp b/modules/bullet/area_bullet.cpp index 648919e6126..ec78cddb6ae 100644 --- a/modules/bullet/area_bullet.cpp +++ b/modules/bullet/area_bullet.cpp @@ -68,7 +68,8 @@ 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() { @@ -131,12 +132,13 @@ void AreaBullet::remove_all_overlapping_instantly() { overlappingObjects.clear(); } -void AreaBullet::remove_overlapping_instantly(CollisionObjectBullet *p_object) { +void AreaBullet::remove_overlapping_instantly(CollisionObjectBullet *p_object, bool p_notify) { CollisionObjectBullet *supportObject; for (int i = overlappingObjects.size() - 1; 0 <= i; --i) { supportObject = overlappingObjects[i].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); overlappingObjects.remove(i); break; diff --git a/modules/bullet/area_bullet.h b/modules/bullet/area_bullet.h index 78136d574b4..4104780de93 100644 --- a/modules/bullet/area_bullet.h +++ b/modules/bullet/area_bullet.h @@ -152,7 +152,7 @@ public: void remove_all_overlapping_instantly(); // 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_checker_start() {} diff --git a/modules/bullet/collision_object_bullet.cpp b/modules/bullet/collision_object_bullet.cpp index 34aff68a4a2..77f8df34cb7 100644 --- a/modules/bullet/collision_object_bullet.cpp +++ b/modules/bullet/collision_object_bullet.cpp @@ -68,12 +68,10 @@ CollisionObjectBullet::CollisionObjectBullet(Type p_type) : force_shape_reset(false) {} 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) { - areasOverlapped[i]->remove_overlapping_instantly(this); + areasOverlapped[i]->remove_overlapping_instantly(this, /*Notify*/ false); } - // not required - // areasOverlapped.clear(); destroyBulletCollisionObject(); }