forked from bartvdbraak/blender
Fix for a crash caused by ReplaceMesh changing an objects physics shape. CcdShapeConstructionInfo::UpdateMesh() would change the CcdShapeConstructionInfo's m_meshObject, but didn't change m_meshShapeMap, which means the CcdShapeConstructionInfo object's destructor would not find it's m_meshObject in the m_meshShapeMap. This leaves some nasty dangling pointers laying around which caused issues if the scene was re-run, or the scene was changed to one that also had the mesh.
Note: This fix could cause other issues with shared physics meshes. In general, we may want to re-evaluate how we handle updating potentially shared physics meshes.
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@ -2048,6 +2048,15 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA
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m_forceReInstance= true;
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}
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// Make sure to also replace the mesh in the shape map! Otherwise we leave dangling references when we free.
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// Note, this whole business could cause issues with shared meshes. If we update one mesh, do we replace
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// them all?
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std::map<RAS_MeshObject*,CcdShapeConstructionInfo*>::iterator mit = m_meshShapeMap.find(m_meshObject);
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if (mit != m_meshShapeMap.end()) {
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m_meshShapeMap.erase(mit);
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m_meshShapeMap[meshobj] = this;
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}
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m_meshObject= meshobj;
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if (dm) {
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