Merge pull request #22157 from muiroc/fix_cast_crash
Add null check in godot result callback
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dbee7856e3
@ -164,9 +164,11 @@ bool GodotClosestConvexResultCallback::needsCollision(btBroadphaseProxy *proxy0)
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btScalar GodotClosestConvexResultCallback::addSingleResult(btCollisionWorld::LocalConvexResult &convexResult, bool normalInWorldSpace) {
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btScalar GodotClosestConvexResultCallback::addSingleResult(btCollisionWorld::LocalConvexResult &convexResult, bool normalInWorldSpace) {
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btScalar res = btCollisionWorld::ClosestConvexResultCallback::addSingleResult(convexResult, normalInWorldSpace);
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if (convexResult.m_localShapeInfo)
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m_shapeId = convexResult.m_localShapeInfo->m_triangleIndex; // "m_triangleIndex" Is a odd name but contains the compound shape ID
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m_shapeId = convexResult.m_localShapeInfo->m_triangleIndex; // "m_triangleIndex" Is a odd name but contains the compound shape ID
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return res;
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else
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m_shapeId = 0;
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return btCollisionWorld::ClosestConvexResultCallback::addSingleResult(convexResult, normalInWorldSpace);
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}
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}
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bool GodotAllContactResultCallback::needsCollision(btBroadphaseProxy *proxy0) const {
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bool GodotAllContactResultCallback::needsCollision(btBroadphaseProxy *proxy0) const {
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