Fix crash on leftover physic contact collision processing
This commit is contained in:
@@ -1969,6 +1969,7 @@ void PhysicsBackend::EndSimulateScene(void* scene)
|
||||
scenePhysX->EventsCallback.SendTriggerEvents();
|
||||
scenePhysX->EventsCallback.SendCollisionEvents();
|
||||
scenePhysX->EventsCallback.SendJointEvents();
|
||||
scenePhysX->EventsCallback.Clear();
|
||||
}
|
||||
|
||||
// Clear delta after simulation ended
|
||||
@@ -4466,14 +4467,14 @@ void PhysicsBackend::FlushRequests(void* scene)
|
||||
}
|
||||
if (scenePhysX->RemoveColliders.HasItems())
|
||||
{
|
||||
for (int32 i = 0; i < scenePhysX->RemoveColliders.Count(); i++)
|
||||
scenePhysX->EventsCallback.OnColliderRemoved(scenePhysX->RemoveColliders[i]);
|
||||
for (PhysicsColliderActor* e : scenePhysX->RemoveColliders)
|
||||
scenePhysX->EventsCallback.OnColliderRemoved(e);
|
||||
scenePhysX->RemoveColliders.Clear();
|
||||
}
|
||||
if (scenePhysX->RemoveJoints.HasItems())
|
||||
{
|
||||
for (int32 i = 0; i < scenePhysX->RemoveJoints.Count(); i++)
|
||||
scenePhysX->EventsCallback.OnJointRemoved(scenePhysX->RemoveJoints[i]);
|
||||
for (Joint* e : scenePhysX->RemoveJoints)
|
||||
scenePhysX->EventsCallback.OnJointRemoved(e);
|
||||
scenePhysX->RemoveJoints.Clear();
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user