Don't override KinematicCollision reference when still in use in script
In case the reference is stored in script, create a new instance to avoid overriding the previous values. Otherwise, re-use the reference as before to avoid extra allocations.
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2 changed files with 8 additions and 4 deletions
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@ -981,7 +981,8 @@ Ref<KinematicCollision2D> KinematicBody2D::_move(const Vector2 &p_motion, bool p
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Collision col;
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if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_test_only)) {
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if (motion_cache.is_null()) {
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// Create a new instance when the cached reference is invalid or still in use in script.
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if (motion_cache.is_null() || motion_cache->reference_get_count() > 1) {
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motion_cache.instance();
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motion_cache->owner = this;
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}
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@ -1320,7 +1321,8 @@ Ref<KinematicCollision2D> KinematicBody2D::_get_slide_collision(int p_bounce) {
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slide_colliders.resize(p_bounce + 1);
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}
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if (slide_colliders[p_bounce].is_null()) {
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// Create a new instance when the cached reference is invalid or still in use in script.
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if (slide_colliders[p_bounce].is_null() || slide_colliders[p_bounce]->reference_get_count() > 1) {
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slide_colliders.write[p_bounce].instance();
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slide_colliders.write[p_bounce]->owner = this;
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}
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@ -960,7 +960,8 @@ void RigidBody::_reload_physics_characteristics() {
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Ref<KinematicCollision> KinematicBody::_move(const Vector3 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) {
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Collision col;
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if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_test_only)) {
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if (motion_cache.is_null()) {
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// Create a new instance when the cached reference is invalid or still in use in script.
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if (motion_cache.is_null() || motion_cache->reference_get_count() > 1) {
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motion_cache.instance();
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motion_cache->owner = this;
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}
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@ -1330,7 +1331,8 @@ Ref<KinematicCollision> KinematicBody::_get_slide_collision(int p_bounce) {
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slide_colliders.resize(p_bounce + 1);
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}
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if (slide_colliders[p_bounce].is_null()) {
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// Create a new instance when the cached reference is invalid or still in use in script.
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if (slide_colliders[p_bounce].is_null() || slide_colliders[p_bounce]->reference_get_count() > 1) {
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slide_colliders.write[p_bounce].instance();
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slide_colliders.write[p_bounce]->owner = this;
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}
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