Merge pull request #21921 from AndreaCatania/bugfix2

Fix bullet crashes
This commit is contained in:
Rémi Verschelde 2018-09-10 08:20:15 +02:00 committed by GitHub
commit d9a96878f2
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3 changed files with 12 additions and 4 deletions

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@ -30,6 +30,7 @@
#include "area_bullet.h"
#include "bullet_physics_server.h"
#include "bullet_types_converter.h"
#include "bullet_utilities.h"
#include "collision_object_bullet.h"
@ -57,6 +58,7 @@ AreaBullet::AreaBullet() :
spOv_priority(0) {
btGhost = bulletnew(btGhostObject);
btGhost->setCollisionShape(BulletPhysicsServer::get_empty_shape());
setupBulletCollisionObject(btGhost);
/// Collision objects with a callback still have collision response with dynamic rigid bodies.
/// In order to use collision objects as trigger, you have to disable the collision response.
@ -162,7 +164,10 @@ bool AreaBullet::is_monitoring() const {
}
void AreaBullet::main_shape_resetted() {
if (get_main_shape())
btGhost->setCollisionShape(get_main_shape());
else
btGhost->setCollisionShape(BulletPhysicsServer::get_empty_shape());
}
void AreaBullet::reload_body() {

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@ -61,7 +61,7 @@ class BulletPhysicsServer : public PhysicsServer {
mutable RID_Owner<JointBullet> joint_owner;
private:
/// This is used when a collision shape is not active, so the bullet compound shapes index are always sync with godot index
/// This is used as replacement of collision shape inside a compound or main shape
static btEmptyShape *emptyShape;
public:

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@ -279,7 +279,7 @@ RigidBodyBullet::RigidBodyBullet() :
// Initial properties
const btVector3 localInertia(0, 0, 0);
btRigidBody::btRigidBodyConstructionInfo cInfo(mass, godotMotionState, NULL, localInertia);
btRigidBody::btRigidBodyConstructionInfo cInfo(mass, godotMotionState, BulletPhysicsServer::get_empty_shape(), localInertia);
btBody = bulletnew(btRigidBody(cInfo));
setupBulletCollisionObject(btBody);
@ -315,7 +315,10 @@ void RigidBodyBullet::destroy_kinematic_utilities() {
}
void RigidBodyBullet::main_shape_resetted() {
if (get_main_shape())
btBody->setCollisionShape(get_main_shape());
else
btBody->setCollisionShape(BulletPhysicsServer::get_empty_shape());
set_continuous_collision_detection(is_continuous_collision_detection_enabled()); // Reset
}