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Merge pull request #10561 from AndrewMeadows/sanity-check-physics
fix crash in EntityMotionState::handleDeactivation()
This commit is contained in:
commit
bc2311cb35
7 changed files with 15 additions and 6 deletions
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@ -1683,6 +1683,10 @@ Application::~Application() {
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_physicsEngine->setCharacterController(nullptr);
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// the _shapeManager should have zero references
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_shapeManager.collectGarbage();
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assert(_shapeManager.getNumShapes() == 0);
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// shutdown render engine
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_main3DScene = nullptr;
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_renderEngine = nullptr;
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@ -4490,12 +4494,13 @@ void Application::update(float deltaTime) {
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getEntities()->getTree()->withWriteLock([&] {
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PerformanceTimer perfTimer("handleOutgoingChanges");
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const VectorOfMotionStates& deactivations = _physicsEngine->getDeactivatedMotionStates();
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_entitySimulation->handleDeactivatedMotionStates(deactivations);
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const VectorOfMotionStates& outgoingChanges = _physicsEngine->getChangedMotionStates();
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_entitySimulation->handleChangedMotionStates(outgoingChanges);
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avatarManager->handleChangedMotionStates(outgoingChanges);
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const VectorOfMotionStates& deactivations = _physicsEngine->getDeactivatedMotionStates();
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_entitySimulation->handleDeactivatedMotionStates(deactivations);
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});
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if (!_aboutToQuit) {
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@ -114,6 +114,7 @@ void EntityMotionState::handleDeactivation() {
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// virtual
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void EntityMotionState::handleEasyChanges(uint32_t& flags) {
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assert(_entity);
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assert(entityTreeIsLocked());
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updateServerPhysicsVariables();
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ObjectMotionState::handleEasyChanges(flags);
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@ -170,6 +171,7 @@ void EntityMotionState::handleEasyChanges(uint32_t& flags) {
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// virtual
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bool EntityMotionState::handleHardAndEasyChanges(uint32_t& flags, PhysicsEngine* engine) {
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assert(_entity);
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updateServerPhysicsVariables();
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return ObjectMotionState::handleHardAndEasyChanges(flags, engine);
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}
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@ -202,6 +202,7 @@ void ObjectMotionState::setShape(const btCollisionShape* shape) {
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}
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void ObjectMotionState::handleEasyChanges(uint32_t& flags) {
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assert(_body && _shape);
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if (flags & Simulation::DIRTY_POSITION) {
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btTransform worldTrans = _body->getWorldTransform();
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btVector3 newPosition = glmToBullet(getObjectPosition());
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@ -282,6 +283,7 @@ void ObjectMotionState::handleEasyChanges(uint32_t& flags) {
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}
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bool ObjectMotionState::handleHardAndEasyChanges(uint32_t& flags, PhysicsEngine* engine) {
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assert(_body && _shape);
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if (flags & Simulation::DIRTY_SHAPE) {
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// make sure the new shape is valid
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if (!isReadyToComputeShape()) {
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@ -79,7 +79,7 @@ public:
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static ShapeManager* getShapeManager();
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ObjectMotionState(const btCollisionShape* shape);
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~ObjectMotionState();
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virtual ~ObjectMotionState();
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virtual void handleEasyChanges(uint32_t& flags);
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virtual bool handleHardAndEasyChanges(uint32_t& flags, PhysicsEngine* engine);
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@ -130,7 +130,7 @@ void PhysicalEntitySimulation::clearEntitiesInternal() {
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}
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// then remove the objects (aka MotionStates) from physics
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_physicsEngine->removeObjects(_physicalObjects);
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_physicsEngine->removeSetOfObjects(_physicalObjects);
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// delete the MotionStates
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// TODO: after we invert the entities/physics lib dependencies we will let EntityItem delete
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@ -207,7 +207,7 @@ void PhysicsEngine::removeObjects(const VectorOfMotionStates& objects) {
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}
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// Same as above, but takes a Set instead of a Vector. Should only be called during teardown.
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void PhysicsEngine::removeObjects(const SetOfMotionStates& objects) {
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void PhysicsEngine::removeSetOfObjects(const SetOfMotionStates& objects) {
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_contactMap.clear();
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for (auto object : objects) {
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btRigidBody* body = object->getRigidBody();
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@ -53,7 +53,7 @@ public:
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uint32_t getNumSubsteps();
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void removeObjects(const VectorOfMotionStates& objects);
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void removeObjects(const SetOfMotionStates& objects); // only called during teardown
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void removeSetOfObjects(const SetOfMotionStates& objects); // only called during teardown
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void addObjects(const VectorOfMotionStates& objects);
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VectorOfMotionStates changeObjects(const VectorOfMotionStates& objects);
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