diff options
author | Campbell Barton <ideasman42@gmail.com> | 2009-04-05 18:01:49 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2009-04-05 18:01:49 +0400 |
commit | 033a63f8580227582a9695ebdd78ac0b4322e867 (patch) | |
tree | 61517f343a2908f894d54c46269baa5c54338135 /source/gameengine/Ketsji/KX_RayCast.cpp | |
parent | 7d4dc4f0f5d34d91703b2219323ef4a3db28a572 (diff) |
BGE Bugfixes (mostly in the py api)
KX_PolygonMaterial and KX_BlenderMaterial - Added a print function (would raise a python error on printing)
* Crashes *
KX_GameObject SetParent - Disallowed setting a parent to its self, caused a recursion crash.
KX_MeshProxy "materials" attribute was segfaulting because of my recent change - I was wrong, you do need to check material types (no idea why since they are both PyObject * at the base)
KX_VisibilityActuator - Wasn't initialized with PyType_Ready() making it crash on access (own fault)
* Crashes because of missing NULL checks *
KX_PolygonMaterial's "gl_texture" attribute wasnt checking for a valid m_tface
KX_GameObject - added checks for GetPhysicsController()
KX_RayCast::RayTest - didnt check for a valid physics_environment
KX_SceneActuator's getCamera python function wasnt checking if there was a camera.
Diffstat (limited to 'source/gameengine/Ketsji/KX_RayCast.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_RayCast.cpp | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_RayCast.cpp b/source/gameengine/Ketsji/KX_RayCast.cpp index 974d4b992a6..8c7612bf663 100644 --- a/source/gameengine/Ketsji/KX_RayCast.cpp +++ b/source/gameengine/Ketsji/KX_RayCast.cpp @@ -56,12 +56,15 @@ void KX_RayCast::reportHit(PHY_RayCastResult* result) bool KX_RayCast::RayTest(PHY_IPhysicsEnvironment* physics_environment, const MT_Point3& _frompoint, const MT_Point3& topoint, KX_RayCast& callback) { + if(physics_environment==NULL) return false; /* prevents crashing in some cases */ + // Loops over all physics objects between frompoint and topoint, // calling callback.RayHit for each one. // // callback.RayHit should return true to stop looking, or false to continue. // // returns true if an object was found, false if not. + MT_Point3 frompoint(_frompoint); const MT_Vector3 todir( (topoint - frompoint).safe_normalized() ); MT_Point3 prevpoint(_frompoint+todir*(-1.f)); |