fix rare physics crash

This commit is contained in:
rune-scape 2024-06-18 02:18:11 -07:00
parent 8c70c18132
commit ef9b82a076
2 changed files with 8 additions and 0 deletions

View File

@ -616,6 +616,8 @@ void GodotBody2D::integrate_velocities(real_t p_step) {
return; return;
} }
ERR_FAIL_NULL(get_space());
if (fi_callback_data || body_state_callback.is_valid()) { if (fi_callback_data || body_state_callback.is_valid()) {
get_space()->body_add_to_state_query_list(&direct_state_query_list); get_space()->body_add_to_state_query_list(&direct_state_query_list);
} }
@ -705,6 +707,8 @@ bool GodotBody2D::sleep_test(real_t p_step) {
return false; return false;
} }
ERR_FAIL_NULL_V(get_space(), true);
if (Math::abs(angular_velocity) < get_space()->get_body_angular_velocity_sleep_threshold() && Math::abs(linear_velocity.length_squared()) < get_space()->get_body_linear_velocity_sleep_threshold() * get_space()->get_body_linear_velocity_sleep_threshold()) { if (Math::abs(angular_velocity) < get_space()->get_body_angular_velocity_sleep_threshold() && Math::abs(linear_velocity.length_squared()) < get_space()->get_body_linear_velocity_sleep_threshold() * get_space()->get_body_linear_velocity_sleep_threshold()) {
still_time += p_step; still_time += p_step;

View File

@ -675,6 +675,8 @@ void GodotBody3D::integrate_velocities(real_t p_step) {
return; return;
} }
ERR_FAIL_NULL(get_space());
if (fi_callback_data || body_state_callback.is_valid()) { if (fi_callback_data || body_state_callback.is_valid()) {
get_space()->body_add_to_state_query_list(&direct_state_query_list); get_space()->body_add_to_state_query_list(&direct_state_query_list);
} }
@ -784,6 +786,8 @@ bool GodotBody3D::sleep_test(real_t p_step) {
return false; return false;
} }
ERR_FAIL_NULL_V(get_space(), true);
if (Math::abs(angular_velocity.length()) < get_space()->get_body_angular_velocity_sleep_threshold() && Math::abs(linear_velocity.length_squared()) < get_space()->get_body_linear_velocity_sleep_threshold() * get_space()->get_body_linear_velocity_sleep_threshold()) { if (Math::abs(angular_velocity.length()) < get_space()->get_body_angular_velocity_sleep_threshold() && Math::abs(linear_velocity.length_squared()) < get_space()->get_body_linear_velocity_sleep_threshold() * get_space()->get_body_linear_velocity_sleep_threshold()) {
still_time += p_step; still_time += p_step;