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authorRĂ©mi Verschelde <remi@verschelde.fr>2021-10-04 19:21:08 +0200
committerGitHub <noreply@github.com>2021-10-04 19:21:08 +0200
commita2361851dcce0f9ba0ce78ae619aa65d4069bd10 (patch)
treea64a4ca2ab5f3caa8e4bf4644a508f34ba007c66
parentd1c77d6b6218be9174656f088b9a3fb420b63950 (diff)
parentf9702cc8d0bc414effc0c17b915f0a42df6d1265 (diff)
Merge pull request #53398 from nekomatata/soft-body-index-check
Fix remaining crashes with pinned vertices in GodotPhysics Soft Body
-rw-r--r--servers/physics_3d/soft_body_3d_sw.cpp26
1 files changed, 18 insertions, 8 deletions
diff --git a/servers/physics_3d/soft_body_3d_sw.cpp b/servers/physics_3d/soft_body_3d_sw.cpp
index 7d173f9294..c9166810fe 100644
--- a/servers/physics_3d/soft_body_3d_sw.cpp
+++ b/servers/physics_3d/soft_body_3d_sw.cpp
@@ -318,11 +318,13 @@ void SoftBody3DSW::apply_nodes_transform(const Transform3D &p_transform) {
}
Vector3 SoftBody3DSW::get_vertex_position(int p_index) const {
+ ERR_FAIL_COND_V(p_index < 0, Vector3());
+
if (soft_mesh.is_null()) {
return Vector3();
}
- ERR_FAIL_INDEX_V(p_index, (int)map_visual_to_physics.size(), Vector3());
+ ERR_FAIL_COND_V(p_index >= (int)map_visual_to_physics.size(), Vector3());
uint32_t node_index = map_visual_to_physics[p_index];
ERR_FAIL_COND_V(node_index >= nodes.size(), Vector3());
@@ -330,11 +332,13 @@ Vector3 SoftBody3DSW::get_vertex_position(int p_index) const {
}
void SoftBody3DSW::set_vertex_position(int p_index, const Vector3 &p_position) {
+ ERR_FAIL_COND(p_index < 0);
+
if (soft_mesh.is_null()) {
return;
}
- ERR_FAIL_INDEX(p_index, (int)map_visual_to_physics.size());
+ ERR_FAIL_COND(p_index >= (int)map_visual_to_physics.size());
uint32_t node_index = map_visual_to_physics[p_index];
ERR_FAIL_COND(node_index >= nodes.size());
@@ -344,6 +348,8 @@ void SoftBody3DSW::set_vertex_position(int p_index, const Vector3 &p_position) {
}
void SoftBody3DSW::pin_vertex(int p_index) {
+ ERR_FAIL_COND(p_index < 0);
+
if (is_vertex_pinned(p_index)) {
return;
}
@@ -351,7 +357,7 @@ void SoftBody3DSW::pin_vertex(int p_index) {
pinned_vertices.push_back(p_index);
if (!soft_mesh.is_null()) {
- ERR_FAIL_INDEX(p_index, (int)map_visual_to_physics.size());
+ ERR_FAIL_COND(p_index >= (int)map_visual_to_physics.size());
uint32_t node_index = map_visual_to_physics[p_index];
ERR_FAIL_COND(node_index >= nodes.size());
@@ -361,13 +367,15 @@ void SoftBody3DSW::pin_vertex(int p_index) {
}
void SoftBody3DSW::unpin_vertex(int p_index) {
+ ERR_FAIL_COND(p_index < 0);
+
uint32_t pinned_count = pinned_vertices.size();
for (uint32_t i = 0; i < pinned_count; ++i) {
if (p_index == pinned_vertices[i]) {
pinned_vertices.remove(i);
if (!soft_mesh.is_null()) {
- ERR_FAIL_INDEX(p_index, (int)map_visual_to_physics.size());
+ ERR_FAIL_COND(p_index >= (int)map_visual_to_physics.size());
uint32_t node_index = map_visual_to_physics[p_index];
ERR_FAIL_COND(node_index >= nodes.size());
@@ -387,10 +395,10 @@ void SoftBody3DSW::unpin_all_vertices() {
real_t inv_node_mass = nodes.size() * inv_total_mass;
uint32_t pinned_count = pinned_vertices.size();
for (uint32_t i = 0; i < pinned_count; ++i) {
- uint32_t vertex_index = pinned_vertices[i];
+ int pinned_vertex = pinned_vertices[i];
- ERR_CONTINUE(vertex_index >= map_visual_to_physics.size());
- uint32_t node_index = map_visual_to_physics[vertex_index];
+ ERR_CONTINUE(pinned_vertex >= (int)map_visual_to_physics.size());
+ uint32_t node_index = map_visual_to_physics[pinned_vertex];
ERR_CONTINUE(node_index >= nodes.size());
Node &node = nodes[node_index];
@@ -402,6 +410,8 @@ void SoftBody3DSW::unpin_all_vertices() {
}
bool SoftBody3DSW::is_vertex_pinned(int p_index) const {
+ ERR_FAIL_COND_V(p_index < 0, false);
+
uint32_t pinned_count = pinned_vertices.size();
for (uint32_t i = 0; i < pinned_count; ++i) {
if (p_index == pinned_vertices[i]) {
@@ -567,7 +577,7 @@ bool SoftBody3DSW::create_from_trimesh(const Vector<int> &p_indices, const Vecto
for (uint32_t i = 0; i < pinned_count; ++i) {
int pinned_vertex = pinned_vertices[i];
- ERR_CONTINUE(pinned_vertex < 0 || pinned_vertex >= visual_vertex_count);
+ ERR_CONTINUE(pinned_vertex >= visual_vertex_count);
uint32_t node_index = map_visual_to_physics[pinned_vertex];
ERR_CONTINUE(node_index >= node_count);