From fdd99d4a7c60e3ae5aed41d78685ad50d3399220 Mon Sep 17 00:00:00 2001 From: PouleyKetchoupp Date: Sun, 1 Dec 2019 18:30:59 +0100 Subject: Properly remove joint when a physical bone is removed from the scene It was triggering a warning in bullet followed with a crash in some cases. WARNING: assert_no_constraints: A body with a joints is destroyed. Please check the implementation in order to destroy the joint before the body. At: modules/bullet/rigid_body_bullet.cpp:465 --- scene/3d/physics_body.cpp | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) (limited to 'scene/3d/physics_body.cpp') diff --git a/scene/3d/physics_body.cpp b/scene/3d/physics_body.cpp index a107c3bf7a..2c0e6ee744 100644 --- a/scene/3d/physics_body.cpp +++ b/scene/3d/physics_body.cpp @@ -2161,6 +2161,9 @@ void PhysicalBone::_notification(int p_what) { update_bone_id(); reset_to_rest_position(); _reset_physics_simulation_state(); + if (!joint.is_valid() && joint_data) { + _reload_joint(); + } break; case NOTIFICATION_EXIT_TREE: if (parent_skeleton) { @@ -2169,7 +2172,10 @@ void PhysicalBone::_notification(int p_what) { } } parent_skeleton = NULL; - update_bone_id(); + if (joint.is_valid()) { + PhysicsServer::get_singleton()->free(joint); + joint = RID(); + } break; case NOTIFICATION_TRANSFORM_CHANGED: if (Engine::get_singleton()->is_editor_hint()) { -- cgit v1.2.3