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Merge pull request #79460 from AThousandShips/area_object
Prevent mapping areas with invalid IDs for `Area2D/3D`
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612791ef8b
@ -6,6 +6,7 @@
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<description>
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[Area2D] is a region of 2D space defined by one or multiple [CollisionShape2D] or [CollisionPolygon2D] child nodes. It detects when other [CollisionObject2D]s enter or exit it, and it also keeps track of which collision objects haven't exited it yet (i.e. which one are overlapping it).
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This node can also locally alter or override physics parameters (gravity, damping) and route audio to custom audio buses.
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[b]Note:[/b] Areas and bodies created with [PhysicsServer2D] might not interact as expected with [Area2D]s, and might not emit signals or track objects correctly.
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</description>
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<tutorials>
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<link title="Using Area2D">$DOCS_URL/tutorials/physics/using_area_2d.html</link>
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@ -6,6 +6,7 @@
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<description>
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[Area3D] is a region of 3D space defined by one or multiple [CollisionShape3D] or [CollisionPolygon3D] child nodes. It detects when other [CollisionObject3D]s enter or exit it, and it also keeps track of which collision objects haven't exited it yet (i.e. which one are overlapping it).
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This node can also locally alter or override physics parameters (gravity, damping) and route audio to custom audio buses.
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[b]Note:[/b] Areas and bodies created with [PhysicsServer3D] might not interact as expected with [Area3D]s, and might not emit signals or track objects correctly.
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[b]Warning:[/b] Using a [ConcavePolygonShape3D] inside a [CollisionShape3D] child of this node (created e.g. by using the [b]Create Trimesh Collision Sibling[/b] option in the [b]Mesh[/b] menu that appears when selecting a [MeshInstance3D] node) may give unexpected results, since this collision shape is hollow. If this is not desired, it has to be split into multiple [ConvexPolygonShape3D]s or primitive shapes like [BoxShape3D], or in some cases it may be replaceable by a [CollisionPolygon3D].
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</description>
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<tutorials>
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@ -166,6 +166,21 @@ void Area2D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, i
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bool body_in = p_status == PhysicsServer2D::AREA_BODY_ADDED;
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ObjectID objid = p_instance;
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// Exit early if instance is invalid.
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if (objid.is_null()) {
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// Emit the appropriate signals.
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lock_callback();
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locked = true;
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if (body_in) {
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emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, (Node *)nullptr, p_body_shape, p_area_shape);
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} else {
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emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, (Node *)nullptr, p_body_shape, p_area_shape);
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}
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locked = false;
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unlock_callback();
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return;
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}
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Object *obj = ObjectDB::get_instance(objid);
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Node *node = Object::cast_to<Node>(obj);
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@ -262,6 +277,21 @@ void Area2D::_area_inout(int p_status, const RID &p_area, ObjectID p_instance, i
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bool area_in = p_status == PhysicsServer2D::AREA_BODY_ADDED;
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ObjectID objid = p_instance;
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// Exit early if instance is invalid.
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if (objid.is_null()) {
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// Emit the appropriate signals.
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lock_callback();
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locked = true;
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if (area_in) {
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emit_signal(SceneStringNames::get_singleton()->area_shape_entered, p_area, (Node *)nullptr, p_area_shape, p_self_shape);
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} else {
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emit_signal(SceneStringNames::get_singleton()->area_shape_exited, p_area, (Node *)nullptr, p_area_shape, p_self_shape);
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}
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locked = false;
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unlock_callback();
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return;
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}
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Object *obj = ObjectDB::get_instance(objid);
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Node *node = Object::cast_to<Node>(obj);
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@ -223,6 +223,21 @@ void Area3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, i
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bool body_in = p_status == PhysicsServer3D::AREA_BODY_ADDED;
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ObjectID objid = p_instance;
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// Exit early if instance is invalid.
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if (objid.is_null()) {
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lock_callback();
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locked = true;
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// Emit the appropriate signals.
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if (body_in) {
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emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, (Node *)nullptr, p_body_shape, p_area_shape);
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} else {
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emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, (Node *)nullptr, p_body_shape, p_area_shape);
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}
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locked = false;
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unlock_callback();
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return;
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}
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Object *obj = ObjectDB::get_instance(objid);
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Node *node = Object::cast_to<Node>(obj);
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@ -254,7 +269,7 @@ void Area3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, i
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E->value.shapes.insert(ShapePair(p_body_shape, p_area_shape));
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}
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if (E->value.in_tree) {
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if (!node || E->value.in_tree) {
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emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, node, p_body_shape, p_area_shape);
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}
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@ -276,7 +291,7 @@ void Area3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, i
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}
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}
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}
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if (node && in_tree) {
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if (!node || in_tree) {
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emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, obj, p_body_shape, p_area_shape);
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}
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}
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@ -414,6 +429,21 @@ void Area3D::_area_inout(int p_status, const RID &p_area, ObjectID p_instance, i
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bool area_in = p_status == PhysicsServer3D::AREA_BODY_ADDED;
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ObjectID objid = p_instance;
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// Exit if instance is invalid.
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if (objid.is_null()) {
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lock_callback();
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locked = true;
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// Emit the appropriate signals.
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if (area_in) {
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emit_signal(SceneStringNames::get_singleton()->area_shape_entered, p_area, (Node *)nullptr, p_area_shape, p_self_shape);
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} else {
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emit_signal(SceneStringNames::get_singleton()->area_shape_exited, p_area, (Node *)nullptr, p_area_shape, p_self_shape);
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}
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locked = false;
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unlock_callback();
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return;
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}
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Object *obj = ObjectDB::get_instance(objid);
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Node *node = Object::cast_to<Node>(obj);
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