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Merge pull request #7069 from AndrewMeadows/another-crash-fix
Fix crash when propagating simulation ownership on deleted objects
This commit is contained in:
commit
c3218a3af9
3 changed files with 30 additions and 26 deletions
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@ -167,12 +167,13 @@ void PhysicalEntitySimulation::getObjectsToRemoveFromPhysics(VectorOfMotionState
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_entitiesToAddToPhysics.remove(entity);
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EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo());
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assert(motionState);
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_pendingChanges.remove(motionState);
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_outgoingChanges.remove(motionState);
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_physicalObjects.remove(motionState);
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result.push_back(motionState);
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_entitiesToRelease.insert(entity);
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if (motionState) {
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_pendingChanges.remove(motionState);
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_outgoingChanges.remove(motionState);
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_physicalObjects.remove(motionState);
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result.push_back(motionState);
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_entitiesToRelease.insert(entity);
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}
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if (entity->isSimulated() && entity->isDead()) {
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_entitiesToDelete.insert(entity);
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@ -136,23 +136,19 @@ void PhysicsEngine::addObjectToDynamicsWorld(ObjectMotionState* motionState) {
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motionState->clearIncomingDirtyFlags();
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}
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// private
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void PhysicsEngine::removeObjectFromDynamicsWorld(ObjectMotionState* object) {
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// wake up anything touching this object
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bump(object);
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removeContacts(object);
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btRigidBody* body = object->getRigidBody();
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assert(body);
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_dynamicsWorld->removeRigidBody(body);
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}
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void PhysicsEngine::removeObjects(const VectorOfMotionStates& objects) {
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// first bump and prune contacts for all objects in the list
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for (auto object : objects) {
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removeObjectFromDynamicsWorld(object);
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bumpAndPruneContacts(object);
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}
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// then remove them
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for (auto object : objects) {
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btRigidBody* body = object->getRigidBody();
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assert(body);
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_dynamicsWorld->removeRigidBody(body);
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// NOTE: setRigidBody() modifies body->m_userPointer so we should clear the MotionState's body BEFORE deleting it.
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btRigidBody* body = object->getRigidBody();
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object->setRigidBody(nullptr);
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body->setMotionState(nullptr);
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delete body;
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@ -163,7 +159,8 @@ void PhysicsEngine::removeObjects(const VectorOfMotionStates& objects) {
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void PhysicsEngine::removeObjects(const SetOfMotionStates& objects) {
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for (auto object : objects) {
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btRigidBody* body = object->getRigidBody();
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removeObjectFromDynamicsWorld(object);
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assert(body);
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_dynamicsWorld->removeRigidBody(body);
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// NOTE: setRigidBody() modifies body->m_userPointer so we should clear the MotionState's body BEFORE deleting it.
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object->setRigidBody(nullptr);
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@ -200,7 +197,13 @@ VectorOfMotionStates PhysicsEngine::changeObjects(const VectorOfMotionStates& ob
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}
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void PhysicsEngine::reinsertObject(ObjectMotionState* object) {
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removeObjectFromDynamicsWorld(object);
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// remove object from DynamicsWorld
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bumpAndPruneContacts(object);
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btRigidBody* body = object->getRigidBody();
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assert(body);
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_dynamicsWorld->removeRigidBody(body);
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// add it back
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addObjectToDynamicsWorld(object);
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}
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@ -402,7 +405,7 @@ void PhysicsEngine::dumpStatsIfNecessary() {
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// CF_DISABLE_VISUALIZE_OBJECT = 32, //disable debug drawing
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// CF_DISABLE_SPU_COLLISION_PROCESSING = 64//disable parallel/SPU processing
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void PhysicsEngine::bump(ObjectMotionState* motionState) {
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void PhysicsEngine::bumpAndPruneContacts(ObjectMotionState* motionState) {
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// Find all objects that touch the object corresponding to motionState and flag the other objects
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// for simulation ownership by the local simulation.
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@ -434,6 +437,7 @@ void PhysicsEngine::bump(ObjectMotionState* motionState) {
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}
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}
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}
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removeContacts(motionState);
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}
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void PhysicsEngine::setCharacterController(CharacterController* character) {
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@ -78,9 +78,6 @@ public:
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/// \return position of simulation origin in domain-frame
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const glm::vec3& getOriginOffset() const { return _originOffset; }
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/// \brief call bump on any objects that touch the object corresponding to motionState
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void bump(ObjectMotionState* motionState);
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void setCharacterController(CharacterController* character);
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void dumpNextStats() { _dumpNextStats = true; }
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@ -94,7 +91,9 @@ public:
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private:
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void addObjectToDynamicsWorld(ObjectMotionState* motionState);
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void removeObjectFromDynamicsWorld(ObjectMotionState* motionState);
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/// \brief bump any objects that touch this one, then remove contact info
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void bumpAndPruneContacts(ObjectMotionState* motionState);
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void removeContacts(ObjectMotionState* motionState);
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