[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [17139] trunk/blender/source/blender/src/ editarmature.c: #17873: "switch direction" for bones can cause infinite loop

Joshua Leung aligorith at gmail.com
Tue Oct 21 03:40:49 CEST 2008


Revision: 17139
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=17139
Author:   aligorith
Date:     2008-10-21 03:40:47 +0200 (Tue, 21 Oct 2008)

Log Message:
-----------
#17873: "switch direction" for bones can cause infinite loop

Second attempt at fixing this bug. Previous fix caused segfault when all bones in a chain are selected. Now it should segments which are selected (i.e. get swapped) will get unparented from segments that aren't (i.e. aren't swapped, so are still in old orientation)

Modified Paths:
--------------
    trunk/blender/source/blender/src/editarmature.c

Modified: trunk/blender/source/blender/src/editarmature.c
===================================================================
--- trunk/blender/source/blender/src/editarmature.c	2008-10-21 01:11:18 UTC (rev 17138)
+++ trunk/blender/source/blender/src/editarmature.c	2008-10-21 01:40:47 UTC (rev 17139)
@@ -3277,7 +3277,8 @@
 		EditBone *ebo, *child=NULL, *parent=NULL;
 		
 		/* loop over bones in chain */
-		for (ebo= chain->data; ebo; child= ebo, ebo=parent) {
+		for (ebo= chain->data; ebo;) {
+			/* parent is this bone's original parent (to go to next if we swap) */
 			parent= ebo->parent;
 			
 			/* only if selected and editable */
@@ -3297,13 +3298,29 @@
 				else	
 					ebo->flag &= ~BONE_CONNECTED;
 				
-				child->parent = NULL;
-				child->flag &= ~BONE_CONNECTED;
-
-				/* FIXME: other things that need fixing?
-				 *		i.e. roll?
+				/* get next bones 
+				 *	- child will become the new parent of next bone
+				 *	- next bone to go to will be the original parent
 				 */
+				child= ebo;
+				ebo= parent;
 			}
+			else {
+				/* not swapping this bone, however, if its 'parent' got swapped, unparent us from it 
+				 * as it will be facing in opposite direction
+				 */
+				if ((parent) && (EBONE_VISIBLE(arm, parent) && EBONE_EDITABLE(parent))) {
+					ebo->parent= NULL;
+					ebo->flag &= ~BONE_CONNECTED;
+				}
+				
+				/* get next bones
+				 *	- child will become new parent of next bone (not swapping occurred, so set to NULL to prevent infinite-loop)
+				 *	- next bone to go to will be the original parent (no change)
+				 */
+				child= NULL;
+				ebo= parent;
+			}
 		}
 	}
 	





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