Bullet: Prevent potential division by zero

Fixes #33715.
This commit is contained in:
Rémi Verschelde 2020-01-21 00:20:57 +01:00
parent b711c09bc8
commit 41b21dee01

View file

@ -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);