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-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.cpp9
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) {