Fix errors in CharacterBody when floor is destroyed or removed

In all physics servers, body_get_direct_state() now silently returns
nullptr when the body has been already freed or is removed from space,
so the client code can detect this state and invalidate the body rid.

In 2D, there is no change in behavior (just no more errors).

In 3D, the Bullet server returned a valid direct body state when the
body was removed from the physics space, but in this case it didn't
make sense to use the information from the body state.
This commit is contained in:
PouleyKetchoupp 2021-11-09 15:30:15 -07:00
parent e8870ddefc
commit bfd0d33244
7 changed files with 35 additions and 4 deletions

View file

@ -346,7 +346,7 @@
<return type="PhysicsDirectBodyState2D" /> <return type="PhysicsDirectBodyState2D" />
<argument index="0" name="body" type="RID" /> <argument index="0" name="body" type="RID" />
<description> <description>
Returns the [PhysicsDirectBodyState2D] of the body. Returns the [PhysicsDirectBodyState2D] of the body. Returns [code]null[/code] if the body is destroyed or removed from the physics space.
</description> </description>
</method> </method>
<method name="body_get_max_contacts_reported" qualifiers="const"> <method name="body_get_max_contacts_reported" qualifiers="const">

View file

@ -320,7 +320,7 @@
<return type="PhysicsDirectBodyState3D" /> <return type="PhysicsDirectBodyState3D" />
<argument index="0" name="body" type="RID" /> <argument index="0" name="body" type="RID" />
<description> <description>
Returns the [PhysicsDirectBodyState3D] of the body. Returns the [PhysicsDirectBodyState3D] of the body. Returns [code]null[/code] if the body is destroyed or removed from the physics space.
</description> </description>
</method> </method>
<method name="body_get_max_contacts_reported" qualifiers="const"> <method name="body_get_max_contacts_reported" qualifiers="const">

View file

@ -837,8 +837,17 @@ void BulletPhysicsServer3D::body_set_ray_pickable(RID p_body, bool p_enable) {
} }
PhysicsDirectBodyState3D *BulletPhysicsServer3D::body_get_direct_state(RID p_body) { PhysicsDirectBodyState3D *BulletPhysicsServer3D::body_get_direct_state(RID p_body) {
if (!rigid_body_owner.owns(p_body)) {
return nullptr;
}
RigidBodyBullet *body = rigid_body_owner.get_or_null(p_body); RigidBodyBullet *body = rigid_body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, nullptr); ERR_FAIL_COND_V(!body, nullptr);
if (!body->get_space()) {
return nullptr;
}
return BulletPhysicsDirectBodyState3D::get_singleton(body); return BulletPhysicsDirectBodyState3D::get_singleton(body);
} }

View file

@ -1101,6 +1101,10 @@ bool CharacterBody2D::move_and_slide() {
if (bs) { if (bs) {
Vector2 local_position = gt.elements[2] - bs->get_transform().elements[2]; Vector2 local_position = gt.elements[2] - bs->get_transform().elements[2];
current_platform_velocity = bs->get_velocity_at_local_position(local_position); current_platform_velocity = bs->get_velocity_at_local_position(local_position);
} else {
// Body is removed or destroyed, invalidate floor.
current_platform_velocity = Vector2();
platform_rid = RID();
} }
} else { } else {
current_platform_velocity = Vector2(); current_platform_velocity = Vector2();

View file

@ -1145,6 +1145,10 @@ bool CharacterBody3D::move_and_slide() {
if (bs) { if (bs) {
Vector3 local_position = gt.origin - bs->get_transform().origin; Vector3 local_position = gt.origin - bs->get_transform().origin;
current_platform_velocity = bs->get_velocity_at_local_position(local_position); current_platform_velocity = bs->get_velocity_at_local_position(local_position);
} else {
// Body is removed or destroyed, invalidate floor.
current_platform_velocity = Vector3();
platform_rid = RID();
} }
} else { } else {
current_platform_velocity = Vector3(); current_platform_velocity = Vector3();

View file

@ -963,10 +963,17 @@ bool GodotPhysicsServer2D::body_test_motion(RID p_body, const MotionParameters &
PhysicsDirectBodyState2D *GodotPhysicsServer2D::body_get_direct_state(RID p_body) { PhysicsDirectBodyState2D *GodotPhysicsServer2D::body_get_direct_state(RID p_body) {
ERR_FAIL_COND_V_MSG((using_threads && !doing_sync), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification."); ERR_FAIL_COND_V_MSG((using_threads && !doing_sync), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification.");
if (!body_owner.owns(p_body)) {
return nullptr;
}
GodotBody2D *body = body_owner.get_or_null(p_body); GodotBody2D *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, nullptr); ERR_FAIL_COND_V(!body, nullptr);
ERR_FAIL_COND_V(!body->get_space(), nullptr); if (!body->get_space()) {
return nullptr;
}
ERR_FAIL_COND_V_MSG(body->get_space()->is_locked(), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification."); ERR_FAIL_COND_V_MSG(body->get_space()->is_locked(), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification.");
return body->get_direct_state(); return body->get_direct_state();

View file

@ -881,10 +881,17 @@ bool GodotPhysicsServer3D::body_test_motion(RID p_body, const MotionParameters &
PhysicsDirectBodyState3D *GodotPhysicsServer3D::body_get_direct_state(RID p_body) { PhysicsDirectBodyState3D *GodotPhysicsServer3D::body_get_direct_state(RID p_body) {
ERR_FAIL_COND_V_MSG((using_threads && !doing_sync), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification."); ERR_FAIL_COND_V_MSG((using_threads && !doing_sync), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification.");
if (!body_owner.owns(p_body)) {
return nullptr;
}
GodotBody3D *body = body_owner.get_or_null(p_body); GodotBody3D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL_V(body, nullptr); ERR_FAIL_NULL_V(body, nullptr);
ERR_FAIL_NULL_V(body->get_space(), nullptr); if (!body->get_space()) {
return nullptr;
}
ERR_FAIL_COND_V_MSG(body->get_space()->is_locked(), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification."); ERR_FAIL_COND_V_MSG(body->get_space()->is_locked(), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification.");
return body->get_direct_state(); return body->get_direct_state();