Fixed physics server area cleaning

This commit is contained in:
Andrea Catania 2018-04-06 07:48:30 +02:00
parent d2eb731878
commit 776942981b
3 changed files with 8 additions and 8 deletions

View file

@ -68,7 +68,8 @@ AreaBullet::AreaBullet() :
}
AreaBullet::~AreaBullet() {
remove_all_overlapping_instantly();
// Call "remove_all_overlapping_instantly();" is not necessary because the exit
// signal are handled by godot, so just clear the array
}
void AreaBullet::dispatch_callbacks() {
@ -131,12 +132,13 @@ void AreaBullet::remove_all_overlapping_instantly() {
overlappingObjects.clear();
}
void AreaBullet::remove_overlapping_instantly(CollisionObjectBullet *p_object) {
void AreaBullet::remove_overlapping_instantly(CollisionObjectBullet *p_object, bool p_notify) {
CollisionObjectBullet *supportObject;
for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {
supportObject = overlappingObjects[i].object;
if (supportObject == p_object) {
call_event(supportObject, PhysicsServer::AREA_BODY_REMOVED);
if (p_notify)
call_event(supportObject, PhysicsServer::AREA_BODY_REMOVED);
supportObject->on_exit_area(this);
overlappingObjects.remove(i);
break;

View file

@ -152,7 +152,7 @@ public:
void remove_all_overlapping_instantly();
// Dispatch the callbacks and removes from overlapping list
void remove_overlapping_instantly(CollisionObjectBullet *p_object);
void remove_overlapping_instantly(CollisionObjectBullet *p_object, bool p_notify);
virtual void on_collision_filters_change();
virtual void on_collision_checker_start() {}

View file

@ -68,12 +68,10 @@ CollisionObjectBullet::CollisionObjectBullet(Type p_type) :
force_shape_reset(false) {}
CollisionObjectBullet::~CollisionObjectBullet() {
// Remove all overlapping
// Remove all overlapping, notify is not required since godot take care of it
for (int i = areasOverlapped.size() - 1; 0 <= i; --i) {
areasOverlapped[i]->remove_overlapping_instantly(this);
areasOverlapped[i]->remove_overlapping_instantly(this, /*Notify*/ false);
}
// not required
// areasOverlapped.clear();
destroyBulletCollisionObject();
}