summaryrefslogtreecommitdiffstats
path: root/scene/2d/collision_shape_2d.cpp
diff options
context:
space:
mode:
authorHein-Pieter van Braam <hp@tmm.cx>2017-08-24 22:58:51 +0200
committerHein-Pieter van Braam <hp@tmm.cx>2017-08-24 23:08:24 +0200
commitcacced7e507f7603bacc03ae2616e58f0ede122a (patch)
tree7af89373e86cd1a7af6ea04e10280084cabb7144 /scene/2d/collision_shape_2d.cpp
parent4aa2c18cb428ffde05c67987926736a9ca62703b (diff)
downloadredot-engine-cacced7e507f7603bacc03ae2616e58f0ede122a.tar.gz
Convert Object::cast_to() to the static version
Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
Diffstat (limited to 'scene/2d/collision_shape_2d.cpp')
-rw-r--r--scene/2d/collision_shape_2d.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/scene/2d/collision_shape_2d.cpp b/scene/2d/collision_shape_2d.cpp
index 3fda4ab464..3bb53a5e11 100644
--- a/scene/2d/collision_shape_2d.cpp
+++ b/scene/2d/collision_shape_2d.cpp
@@ -50,7 +50,7 @@ void CollisionShape2D::_notification(int p_what) {
case NOTIFICATION_PARENTED: {
- parent = get_parent()->cast_to<CollisionObject2D>();
+ parent = Object::cast_to<CollisionObject2D>(get_parent());
if (parent) {
owner_id = parent->create_shape_owner(this);
if (shape.is_valid()) {
@@ -165,7 +165,7 @@ Rect2 CollisionShape2D::get_item_rect() const {
String CollisionShape2D::get_configuration_warning() const {
- if (!get_parent()->cast_to<CollisionObject2D>()) {
+ if (!Object::cast_to<CollisionObject2D>(get_parent())) {
return TTR("CollisionShape2D only serves to provide a collision shape to a CollisionObject2D derived node. Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc. to give them a shape.");
}