[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [15882] trunk/blender/source/gameengine:
Brecht Van Lommel
brechtvanlommel at pandora.be
Wed Jul 30 18:15:15 CEST 2008
Revision: 15882
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=15882
Author: blendix
Date: 2008-07-30 18:15:15 +0200 (Wed, 30 Jul 2008)
Log Message:
-----------
Bugfixes: fix for two memory leaks related to dupligroups,
and a missing reference count in the trackto actuator. This
showed up as leaked pose data, but actually the whole object
was not being freed.
Modified Paths:
--------------
trunk/blender/source/gameengine/Converter/BL_ActionActuator.cpp
trunk/blender/source/gameengine/Converter/BL_ArmatureObject.cpp
trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
trunk/blender/source/gameengine/Ketsji/KX_Scene.cpp
trunk/blender/source/gameengine/Ketsji/KX_TrackToActuator.cpp
Modified: trunk/blender/source/gameengine/Converter/BL_ActionActuator.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_ActionActuator.cpp 2008-07-30 11:27:04 UTC (rev 15881)
+++ trunk/blender/source/gameengine/Converter/BL_ActionActuator.cpp 2008-07-30 16:15:15 UTC (rev 15882)
@@ -57,24 +57,12 @@
BL_ActionActuator::~BL_ActionActuator()
{
-
- if (m_pose) {
- free_pose_channels(m_pose);
- MEM_freeN(m_pose);
- m_pose = NULL;
- };
-
- if (m_userpose){
- free_pose_channels(m_userpose);
- MEM_freeN(m_userpose);
- m_userpose=NULL;
- }
- if (m_blendpose) {
- free_pose_channels(m_blendpose);
- MEM_freeN(m_blendpose);
- m_blendpose = NULL;
- };
-
+ if (m_pose)
+ free_pose(m_pose);
+ if (m_userpose)
+ free_pose(m_userpose);
+ if (m_blendpose)
+ free_pose(m_blendpose);
}
void BL_ActionActuator::ProcessReplica(){
Modified: trunk/blender/source/gameengine/Converter/BL_ArmatureObject.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_ArmatureObject.cpp 2008-07-30 11:27:04 UTC (rev 15881)
+++ trunk/blender/source/gameengine/Converter/BL_ArmatureObject.cpp 2008-07-30 16:15:15 UTC (rev 15882)
@@ -82,10 +82,8 @@
BL_ArmatureObject::~BL_ArmatureObject()
{
- if (m_mrdPose){
- free_pose_channels(m_mrdPose);
- MEM_freeN(m_mrdPose);
- }
+ if (m_mrdPose)
+ free_pose(m_mrdPose);
}
/* note, you can only call this for exisiting Armature objects, and not mix it with other Armatures */
@@ -172,12 +170,13 @@
// copy_pose (&m_mrdPose, m_pose, 0);
//}
- if (!*pose)
+ if (!*pose) {
// must duplicate the constraints too otherwise we have corruption in free_pose_channels()
// because it will free the blender constraints.
// Ideally, blender should rememeber that the constraints were not copied so that
// free_pose_channels() would not free them.
copy_pose(pose, m_objArma->pose, 1);
+ }
else
extract_pose_from_pose(*pose, m_objArma->pose);
Modified: trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp 2008-07-30 11:27:04 UTC (rev 15881)
+++ trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp 2008-07-30 16:15:15 UTC (rev 15882)
@@ -628,7 +628,8 @@
material->transp = TF_ALPHA;
// always zsort alpha + add
- if(material->transp == TF_ALPHA || material->transp == TF_ADD || texalpha) {
+ if((material->transp == TF_ALPHA || material->transp == TF_ADD || texalpha)
+ && (material->transp != TF_CLIP)) {
material->ras_mode |= ALPHA;
material->ras_mode |= (material->mode & TF_ALPHASORT)? ZSORT: 0;
}
@@ -1856,7 +1857,7 @@
if (converter->addInitFromFrame)
if (!isInActiveLayer)
addobj=false;
-
+
if (gameobj&&addobj)
{
MT_Point3 posPrev;
Modified: trunk/blender/source/gameengine/Ketsji/KX_Scene.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_Scene.cpp 2008-07-30 11:27:04 UTC (rev 15881)
+++ trunk/blender/source/gameengine/Ketsji/KX_Scene.cpp 2008-07-30 16:15:15 UTC (rev 15882)
@@ -93,6 +93,9 @@
{
KX_GameObject* replica = ((KX_Scene*)scene)->AddNodeReplicaObject(node,(KX_GameObject*)gameobj);
+ if(replica)
+ replica->Release();
+
return (void*)replica;
}
@@ -670,8 +673,12 @@
for (oit=m_groupGameObjects.begin(); oit != m_groupGameObjects.end(); oit++)
{
gameobj = (KX_GameObject*)(*oit);
- if (gameobj->GetParent() != NULL)
+
+ KX_GameObject *parent = gameobj->GetParent();
+ if (parent != NULL)
{
+ parent->Release(); // GetParent() increased the refcount
+
// this object is not a top parent. Either it is the child of another
// object in the group and it will be added automatically when the parent
// is added. Or it is the child of an object outside the group and the group
Modified: trunk/blender/source/gameengine/Ketsji/KX_TrackToActuator.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_TrackToActuator.cpp 2008-07-30 11:27:04 UTC (rev 15881)
+++ trunk/blender/source/gameengine/Ketsji/KX_TrackToActuator.cpp 2008-07-30 16:15:15 UTC (rev 15882)
@@ -195,6 +195,8 @@
// the replica is tracking the same object => register it
if (m_object)
m_object->RegisterActuator(this);
+ if (m_parentobj)
+ m_parentobj->AddRef();
SCA_IActuator::ProcessReplica();
}
@@ -219,6 +221,14 @@
m_object = (SCA_IObject*)(*h_obj);
m_object->RegisterActuator(this);
}
+
+ void **h_parobj = (*obj_map)[m_parentobj];
+ if (h_parobj) {
+ if (m_parentobj)
+ m_parentobj->Release();
+ m_parentobj= (KX_GameObject*)(*h_parobj);
+ m_parentobj->AddRef();
+ }
}
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