Merge pull request #46578 from nekomatata/fix-joint-remove-body-regression

Fix Joint2D/Joint3D node path reset on scene switch
This commit is contained in:
Rémi Verschelde 2021-03-03 16:41:37 +01:00 committed by GitHub
commit d0e62518a8
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 10 additions and 30 deletions

View File

@ -49,19 +49,9 @@ void Joint2D::_disconnect_signals() {
}
}
void Joint2D::_body_exit_tree(const ObjectID &p_body_id) {
void Joint2D::_body_exit_tree() {
_disconnect_signals();
Object *object = ObjectDB::get_instance(p_body_id);
PhysicsBody2D *body = Object::cast_to<PhysicsBody2D>(object);
ERR_FAIL_NULL(body);
RID body_rid = body->get_rid();
if (ba == body_rid) {
a = NodePath();
}
if (bb == body_rid) {
b = NodePath();
}
_update_joint();
_update_joint(true);
}
void Joint2D::_update_joint(bool p_only_free) {
@ -142,8 +132,8 @@ void Joint2D::_update_joint(bool p_only_free) {
ba = body_a->get_rid();
bb = body_b->get_rid();
body_a->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint2D::_body_exit_tree), make_binds(body_a->get_instance_id()));
body_b->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint2D::_body_exit_tree), make_binds(body_b->get_instance_id()));
body_a->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint2D::_body_exit_tree));
body_b->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint2D::_body_exit_tree));
PhysicsServer2D::get_singleton()->joint_disable_collisions_between_bodies(joint, exclude_from_collision);
}

View File

@ -51,7 +51,7 @@ class Joint2D : public Node2D {
protected:
void _disconnect_signals();
void _body_exit_tree(const ObjectID &p_body_id);
void _body_exit_tree();
void _update_joint(bool p_only_free = false);
void _notification(int p_what);

View File

@ -46,19 +46,9 @@ void Joint3D::_disconnect_signals() {
}
}
void Joint3D::_body_exit_tree(const ObjectID &p_body_id) {
void Joint3D::_body_exit_tree() {
_disconnect_signals();
Object *object = ObjectDB::get_instance(p_body_id);
PhysicsBody3D *body = Object::cast_to<PhysicsBody3D>(object);
ERR_FAIL_NULL(body);
RID body_rid = body->get_rid();
if (ba == body_rid) {
a = NodePath();
}
if (bb == body_rid) {
b = NodePath();
}
_update_joint();
_update_joint(true);
}
void Joint3D::_update_joint(bool p_only_free) {
@ -134,12 +124,12 @@ void Joint3D::_update_joint(bool p_only_free) {
if (body_a) {
ba = body_a->get_rid();
body_a->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint3D::_body_exit_tree), make_binds(body_a->get_instance_id()));
body_a->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint3D::_body_exit_tree));
}
if (body_b) {
bb = body_b->get_rid();
body_b->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint3D::_body_exit_tree), make_binds(body_b->get_instance_id()));
body_b->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint3D::_body_exit_tree));
}
PhysicsServer3D::get_singleton()->joint_disable_collisions_between_bodies(joint, exclude_from_collision);

View File

@ -51,7 +51,7 @@ class Joint3D : public Node3D {
protected:
void _disconnect_signals();
void _body_exit_tree(const ObjectID &p_body_id);
void _body_exit_tree();
void _update_joint(bool p_only_free = false);
void _notification(int p_what);