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Check for the use of an empty shape in Bullet Kinematic collisions

Marcel Admiraal 4 years ago
parent
commit
ff9a6c4e39
1 changed files with 4 additions and 0 deletions
  1. 4 0
      modules/bullet/space_bullet.cpp

+ 4 - 0
modules/bullet/space_bullet.cpp

@@ -1235,6 +1235,10 @@ bool SpaceBullet::recover_from_penetration(RigidBodyBullet *p_body, const btTran
 			continue;
 		}
 
+		if (kin_shape.shape->getShapeType() == EMPTY_SHAPE_PROXYTYPE) {
+			continue;
+		}
+
 		btTransform shape_transform = p_body_position * kin_shape.transform;
 		shape_transform.getOrigin() += r_delta_recover_movement;