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authorBenoit Bolsee <benoit.bolsee@online.be>2012-04-15 16:49:34 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2012-04-15 16:49:34 +0400
commit6627fe3f75217bd288bb3fb53dc7bb1dd20c3706 (patch)
treee963298df27cc66e3015b3fd5311611797f57772 /source/gameengine/Physics/Bullet
parent5f0c43d2c2835554ab6f6dc6bafd4ca760996427 (diff)
BGE bug #30555: crash in Replace Mesh when physics shape is triangle mesh and new mesh has no collision faces. The fix consists in keeping the previous physics shape, which is not quite correct, but the situation is unusual anyway.
Diffstat (limited to 'source/gameengine/Physics/Bullet')
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
index 73ba187d732..9a85471fb9a 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
@@ -1918,6 +1918,10 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA
}
}
+ // This case happens when none of the polys are colliders
+ if (tot_bt_tris == 0 || tot_bt_verts == 0)
+ return false;
+
m_vertexArray.resize(tot_bt_verts*3);
btScalar *bt= &m_vertexArray[0];