Merge pull request #34047 from nekomatata/physical-bone-remove-joint

Properly remove joint when a physical bone is removed from the scene
This commit is contained in:
Rémi Verschelde 2019-12-01 22:20:04 +01:00 committed by GitHub
commit e9b709a5db
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 7 additions and 1 deletions

View File

@ -2161,6 +2161,9 @@ void PhysicalBone::_notification(int p_what) {
update_bone_id(); update_bone_id();
reset_to_rest_position(); reset_to_rest_position();
_reset_physics_simulation_state(); _reset_physics_simulation_state();
if (!joint.is_valid() && joint_data) {
_reload_joint();
}
break; break;
case NOTIFICATION_EXIT_TREE: case NOTIFICATION_EXIT_TREE:
if (parent_skeleton) { if (parent_skeleton) {
@ -2169,7 +2172,10 @@ void PhysicalBone::_notification(int p_what) {
} }
} }
parent_skeleton = NULL; parent_skeleton = NULL;
update_bone_id(); if (joint.is_valid()) {
PhysicsServer::get_singleton()->free(joint);
joint = RID();
}
break; break;
case NOTIFICATION_TRANSFORM_CHANGED: case NOTIFICATION_TRANSFORM_CHANGED:
if (Engine::get_singleton()->is_editor_hint()) { if (Engine::get_singleton()->is_editor_hint()) {