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.
This commit is contained in:
Mitchell Stokes 2012-07-10 02:05:06 +00:00
parent 565f10a541
commit 1f9adff26f

@ -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) {