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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2020-01-21 08:13:53 +0100 |
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committer | GitHub <noreply@github.com> | 2020-01-21 08:13:53 +0100 |
commit | a9487821102b006d9afb05dee3be78a7e4ed8023 (patch) | |
tree | 682cee8a349c19d627460cb77267b3db3f2c499a /modules/bullet | |
parent | 77f04ec52a0e41d3af5f084f8e989f728239b16f (diff) | |
parent | 41b21dee019a643e35ee6e5462afe6bb4ffc2c5f (diff) |
Merge pull request #35385 from akien-mga/bullet-prevent-div-by-zero
Bullet: Prevent potential division by zero
Diffstat (limited to 'modules/bullet')
-rw-r--r-- | modules/bullet/rigid_body_bullet.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/modules/bullet/rigid_body_bullet.cpp b/modules/bullet/rigid_body_bullet.cpp index 1dd75eb8a9..16a8cf8ede 100644 --- a/modules/bullet/rigid_body_bullet.cpp +++ b/modules/bullet/rigid_body_bullet.cpp @@ -795,12 +795,12 @@ Vector3 RigidBodyBullet::get_angular_velocity() const { void RigidBodyBullet::set_transform__bullet(const btTransform &p_global_transform) { if (mode == PhysicsServer::BODY_MODE_KINEMATIC) { - if (space) + if (space && space->get_delta_time() != 0) btBody->setLinearVelocity((p_global_transform.getOrigin() - btBody->getWorldTransform().getOrigin()) / space->get_delta_time()); // The kinematic use MotionState class godotMotionState->moveBody(p_global_transform); } else { - // Is necesasry to avoid wrong location on the rendering side on the next frame + // Is necessary to avoid wrong location on the rendering side on the next frame godotMotionState->setWorldTransform(p_global_transform); } CollisionObjectBullet::set_transform__bullet(p_global_transform); |