Added some checks to prevent accessing a null collider

Previously godot would try to access
`CollisionObjectBullet::bt_collision_object` even if it was null.
Fixes #46651

(cherry picked from commit c47070e165)
This commit is contained in:
Duddino 2021-03-06 12:01:09 +01:00 committed by Rémi Verschelde
parent 749892c9fc
commit aabb8d78ef

View file

@ -156,17 +156,23 @@ void CollisionObjectBullet::add_collision_exception(const CollisionObjectBullet
void CollisionObjectBullet::remove_collision_exception(const CollisionObjectBullet *p_ignoreCollisionObject) {
exceptions.erase(p_ignoreCollisionObject->get_self());
if (!bt_collision_object) {
return;
}
bt_collision_object->setIgnoreCollisionCheck(p_ignoreCollisionObject->bt_collision_object, false);
if (space)
space->get_broadphase()->getOverlappingPairCache()->cleanProxyFromPairs(bt_collision_object->getBroadphaseHandle(), space->get_dispatcher());
}
bool CollisionObjectBullet::has_collision_exception(const CollisionObjectBullet *p_otherCollisionObject) const {
return !bt_collision_object->checkCollideWith(p_otherCollisionObject->bt_collision_object);
return exceptions.has(p_otherCollisionObject->get_self());
}
void CollisionObjectBullet::set_collision_enabled(bool p_enabled) {
collisionsEnabled = p_enabled;
if (!bt_collision_object) {
return;
}
if (collisionsEnabled) {
bt_collision_object->setCollisionFlags(bt_collision_object->getCollisionFlags() & (~btCollisionObject::CF_NO_CONTACT_RESPONSE));
} else {