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author | Mitchell Stokes <mogurijin@gmail.com> | 2012-07-10 06:05:06 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2012-07-10 06:05:06 +0400 |
commit | 1f9adff26fd79f03f9d6616ef70976f0fc81ee0c (patch) | |
tree | d2283e12045d66095ee88c55ce82201da194aaf9 | |
parent | 565f10a5416fca5fb794c313d37dfdccdea505cc (diff) |
Fix for a crash caused by ReplaceMesh changing an objects physics shape. CcdShapeConstructionInfo::UpdateMesh() would change the CcdShapeConstructionInfo's m_meshObject, but didn't change m_meshShapeMap, which means the CcdShapeConstructionInfo object's destructor would not find it's m_meshObject in the m_meshShapeMap. This leaves some nasty dangling pointers laying around which caused issues if the scene was re-run, or the scene was changed to one that also had the mesh.
Note: This fix could cause other issues with shared physics meshes. In general, we may want to re-evaluate how we handle updating potentially shared physics meshes.
-rw-r--r-- | source/gameengine/Physics/Bullet/CcdPhysicsController.cpp | 9 |
1 files changed, 9 insertions, 0 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp index e63724fffc6..0a105ee1c1a 100644 --- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp +++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp @@ -2048,6 +2048,15 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA m_forceReInstance= true; } + // Make sure to also replace the mesh in the shape map! Otherwise we leave dangling references when we free. + // Note, this whole business could cause issues with shared meshes. If we update one mesh, do we replace + // them all? + std::map<RAS_MeshObject*,CcdShapeConstructionInfo*>::iterator mit = m_meshShapeMap.find(m_meshObject); + if (mit != m_meshShapeMap.end()) { + m_meshShapeMap.erase(mit); + m_meshShapeMap[meshobj] = this; + } + m_meshObject= meshobj; if (dm) { |