diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml index 7368fe06ab..6f88707259 100644 --- a/doc/classes/PhysicsServer2D.xml +++ b/doc/classes/PhysicsServer2D.xml @@ -346,7 +346,7 @@ - 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. diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml index 0f02cdf92f..b144c2c299 100644 --- a/doc/classes/PhysicsServer3D.xml +++ b/doc/classes/PhysicsServer3D.xml @@ -320,7 +320,7 @@ - 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. diff --git a/modules/bullet/bullet_physics_server.cpp b/modules/bullet/bullet_physics_server.cpp index 610d2145cd..684a20cf4d 100644 --- a/modules/bullet/bullet_physics_server.cpp +++ b/modules/bullet/bullet_physics_server.cpp @@ -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) { + if (!rigid_body_owner.owns(p_body)) { + return nullptr; + } + RigidBodyBullet *body = rigid_body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!body, nullptr); + + if (!body->get_space()) { + return nullptr; + } + return BulletPhysicsDirectBodyState3D::get_singleton(body); } diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index a43d498a62..9d140f744f 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -1101,6 +1101,10 @@ bool CharacterBody2D::move_and_slide() { if (bs) { Vector2 local_position = gt.elements[2] - bs->get_transform().elements[2]; 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 { current_platform_velocity = Vector2(); diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index d0506227b4..ea881b6d54 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -1145,6 +1145,10 @@ bool CharacterBody3D::move_and_slide() { if (bs) { Vector3 local_position = gt.origin - bs->get_transform().origin; 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 { current_platform_velocity = Vector3(); diff --git a/servers/physics_2d/godot_physics_server_2d.cpp b/servers/physics_2d/godot_physics_server_2d.cpp index cf66b80076..617fa6470a 100644 --- a/servers/physics_2d/godot_physics_server_2d.cpp +++ b/servers/physics_2d/godot_physics_server_2d.cpp @@ -963,10 +963,17 @@ bool GodotPhysicsServer2D::body_test_motion(RID p_body, const MotionParameters & 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."); + if (!body_owner.owns(p_body)) { + return nullptr; + } + GodotBody2D *body = body_owner.get_or_null(p_body); 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."); return body->get_direct_state(); diff --git a/servers/physics_3d/godot_physics_server_3d.cpp b/servers/physics_3d/godot_physics_server_3d.cpp index 73654939ca..3e7f9faa27 100644 --- a/servers/physics_3d/godot_physics_server_3d.cpp +++ b/servers/physics_3d/godot_physics_server_3d.cpp @@ -881,10 +881,17 @@ bool GodotPhysicsServer3D::body_test_motion(RID p_body, const MotionParameters & 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."); + if (!body_owner.owns(p_body)) { + return nullptr; + } + GodotBody3D *body = body_owner.get_or_null(p_body); 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."); return body->get_direct_state();