From 41b21dee019a643e35ee6e5462afe6bb4ffc2c5f Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Tue, 21 Jan 2020 00:20:57 +0100 Subject: [PATCH] Bullet: Prevent potential division by zero Fixes #33715. --- modules/bullet/rigid_body_bullet.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/modules/bullet/rigid_body_bullet.cpp b/modules/bullet/rigid_body_bullet.cpp index 1dd75eb8a90..16a8cf8ede7 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);