diff options
author | Benoit Bolsee <benoit.bolsee@online.be> | 2008-10-17 03:33:40 +0400 |
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committer | Benoit Bolsee <benoit.bolsee@online.be> | 2008-10-17 03:33:40 +0400 |
commit | c119fb6e51b07faec288c5b20739b773f24cc748 (patch) | |
tree | 0c80bc9ac0fa0a61d77c16f87a8c46e468fcb369 /source/gameengine/Ketsji/KX_VehicleWrapper.cpp | |
parent | d8d2358ab2b31ec5cd3b87b336589db3b22341b3 (diff) |
BGE showstopper bug fix:
- Reset hit object pointer at end of frame of touch sensor to avoid returning invalid pointer to getHitObject().
- Clear all references in KX_TouchSensor::m_colliders when the sensor is disabled to avoid loose references.
- Test GetSGNode() systematically for all KX_GameObject functions that can be called from python in case a python controller keeps a reference in GameLogic (bad practice anyway).
Diffstat (limited to 'source/gameengine/Ketsji/KX_VehicleWrapper.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_VehicleWrapper.cpp | 43 |
1 files changed, 23 insertions, 20 deletions
diff --git a/source/gameengine/Ketsji/KX_VehicleWrapper.cpp b/source/gameengine/Ketsji/KX_VehicleWrapper.cpp index 342e71c5093..028f96f6c5b 100644 --- a/source/gameengine/Ketsji/KX_VehicleWrapper.cpp +++ b/source/gameengine/Ketsji/KX_VehicleWrapper.cpp @@ -49,26 +49,29 @@ PyObject* KX_VehicleWrapper::PyAddWheel(PyObject* self, if (PyArg_ParseTuple(args,"OOOOffi",&wheelGameObject,&pylistPos,&pylistDir,&pylistAxleDir,&suspensionRestLength,&wheelRadius,&hasSteering)) { KX_GameObject* gameOb = (KX_GameObject*) wheelGameObject; - - PHY_IMotionState* motionState = new KX_MotionState(gameOb->GetSGNode()); - - MT_Vector3 attachPos,attachDir,attachAxle; - PyVecTo(pylistPos,attachPos); - PyVecTo(pylistDir,attachDir); - PyVecTo(pylistAxleDir,attachAxle); - PHY__Vector3 aPos,aDir,aAxle; - aPos[0] = attachPos[0]; - aPos[1] = attachPos[1]; - aPos[2] = attachPos[2]; - aDir[0] = attachDir[0]; - aDir[1] = attachDir[1]; - aDir[2] = attachDir[2]; - aAxle[0] = -attachAxle[0];//someone reverse some conventions inside Bullet (axle winding) - aAxle[1] = -attachAxle[1]; - aAxle[2] = -attachAxle[2]; - - printf("attempt for addWheel: suspensionRestLength%f wheelRadius %f, hasSteering:%d\n",suspensionRestLength,wheelRadius,hasSteering); - m_vehicle->AddWheel(motionState,aPos,aDir,aAxle,suspensionRestLength,wheelRadius,hasSteering); + + if (gameOb->GetSGNode()) + { + PHY_IMotionState* motionState = new KX_MotionState(gameOb->GetSGNode()); + + MT_Vector3 attachPos,attachDir,attachAxle; + PyVecTo(pylistPos,attachPos); + PyVecTo(pylistDir,attachDir); + PyVecTo(pylistAxleDir,attachAxle); + PHY__Vector3 aPos,aDir,aAxle; + aPos[0] = attachPos[0]; + aPos[1] = attachPos[1]; + aPos[2] = attachPos[2]; + aDir[0] = attachDir[0]; + aDir[1] = attachDir[1]; + aDir[2] = attachDir[2]; + aAxle[0] = -attachAxle[0];//someone reverse some conventions inside Bullet (axle winding) + aAxle[1] = -attachAxle[1]; + aAxle[2] = -attachAxle[2]; + + printf("attempt for addWheel: suspensionRestLength%f wheelRadius %f, hasSteering:%d\n",suspensionRestLength,wheelRadius,hasSteering); + m_vehicle->AddWheel(motionState,aPos,aDir,aAxle,suspensionRestLength,wheelRadius,hasSteering); + } } else { return NULL; |