Add null check in godot result callback

This commit is contained in:
muiroc 2018-09-16 16:02:15 +02:00
parent 9af72f09c5
commit 23a61c7342

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@ -164,9 +164,11 @@ bool GodotClosestConvexResultCallback::needsCollision(btBroadphaseProxy *proxy0)
}
btScalar GodotClosestConvexResultCallback::addSingleResult(btCollisionWorld::LocalConvexResult &convexResult, bool normalInWorldSpace) {
btScalar res = btCollisionWorld::ClosestConvexResultCallback::addSingleResult(convexResult, normalInWorldSpace);
m_shapeId = convexResult.m_localShapeInfo->m_triangleIndex; // "m_triangleIndex" Is a odd name but contains the compound shape ID
return res;
if (convexResult.m_localShapeInfo)
m_shapeId = convexResult.m_localShapeInfo->m_triangleIndex; // "m_triangleIndex" Is a odd name but contains the compound shape ID
else
m_shapeId = 0;
return btCollisionWorld::ClosestConvexResultCallback::addSingleResult(convexResult, normalInWorldSpace);
}
bool GodotAllContactResultCallback::needsCollision(btBroadphaseProxy *proxy0) const {