Merge pull request #18081 from AndreaCatania/arcle
Corrected area overlap cleaning
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commit
e15f2636ea
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@ -68,8 +68,9 @@ AreaBullet::AreaBullet() :
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}
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}
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AreaBullet::~AreaBullet() {
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AreaBullet::~AreaBullet() {
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// Call "remove_all_overlapping_instantly();" is not necessary because the exit
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// signal are handled by godot, so just clear without notify
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// signal are handled by godot, so just clear the array
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for (int i = overlappingObjects.size() - 1; 0 <= i; --i)
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overlappingObjects[i].object->on_exit_area(this);
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}
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}
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void AreaBullet::dispatch_callbacks() {
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void AreaBullet::dispatch_callbacks() {
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@ -122,24 +123,21 @@ void AreaBullet::scratch() {
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isScratched = true;
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isScratched = true;
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}
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}
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void AreaBullet::remove_all_overlapping_instantly() {
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void AreaBullet::clear_overlaps(bool p_notify) {
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CollisionObjectBullet *supportObject;
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for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {
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for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {
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supportObject = overlappingObjects[i].object;
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if (p_notify)
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call_event(supportObject, PhysicsServer::AREA_BODY_REMOVED);
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call_event(overlappingObjects[i].object, PhysicsServer::AREA_BODY_REMOVED);
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supportObject->on_exit_area(this);
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overlappingObjects[i].object->on_exit_area(this);
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}
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}
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overlappingObjects.clear();
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overlappingObjects.clear();
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}
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}
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void AreaBullet::remove_overlapping_instantly(CollisionObjectBullet *p_object, bool p_notify) {
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void AreaBullet::remove_overlap(CollisionObjectBullet *p_object, bool p_notify) {
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CollisionObjectBullet *supportObject;
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for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {
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for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {
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supportObject = overlappingObjects[i].object;
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if (overlappingObjects[i].object == p_object) {
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if (supportObject == p_object) {
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if (p_notify)
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if (p_notify)
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call_event(supportObject, PhysicsServer::AREA_BODY_REMOVED);
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call_event(overlappingObjects[i].object, PhysicsServer::AREA_BODY_REMOVED);
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supportObject->on_exit_area(this);
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overlappingObjects[i].object->on_exit_area(this);
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overlappingObjects.remove(i);
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overlappingObjects.remove(i);
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break;
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break;
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}
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}
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@ -150,9 +150,9 @@ public:
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void set_on_state_change(ObjectID p_id, const StringName &p_method, const Variant &p_udata = Variant());
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void set_on_state_change(ObjectID p_id, const StringName &p_method, const Variant &p_udata = Variant());
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void scratch();
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void scratch();
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void remove_all_overlapping_instantly();
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void clear_overlaps(bool p_notify);
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// Dispatch the callbacks and removes from overlapping list
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// Dispatch the callbacks and removes from overlapping list
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void remove_overlapping_instantly(CollisionObjectBullet *p_object, bool p_notify);
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void remove_overlap(CollisionObjectBullet *p_object, bool p_notify);
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virtual void on_collision_filters_change();
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virtual void on_collision_filters_change();
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virtual void on_collision_checker_start() {}
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virtual void on_collision_checker_start() {}
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@ -70,7 +70,7 @@ CollisionObjectBullet::CollisionObjectBullet(Type p_type) :
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CollisionObjectBullet::~CollisionObjectBullet() {
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CollisionObjectBullet::~CollisionObjectBullet() {
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// Remove all overlapping, notify is not required since godot take care of it
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// Remove all overlapping, notify is not required since godot take care of it
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for (int i = areasOverlapped.size() - 1; 0 <= i; --i) {
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for (int i = areasOverlapped.size() - 1; 0 <= i; --i) {
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areasOverlapped[i]->remove_overlapping_instantly(this, /*Notify*/ false);
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areasOverlapped[i]->remove_overlap(this, /*Notify*/ false);
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}
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}
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destroyBulletCollisionObject();
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destroyBulletCollisionObject();
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