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authorLukas Tönne <lukas.toenne@gmail.com>2014-05-14 13:42:45 +0400
committerLukas Tönne <lukas.toenne@gmail.com>2014-05-14 13:51:24 +0400
commit2ac9e8587b166884076f82f7eb54a23fd59d3111 (patch)
tree34cbeca54c74dc0531c5a171e22f1a404911bdb1 /source/blender/blenkernel/intern/rigidbody.c
parent48881ad1e05fffea39091b5d38917c880e8abd4c (diff)
Dirty fix for memory corruption in the rigid body API.
Problem happens when removing a rigid body reference in a constraint, and then jumping to the start frame right away. This will cause a full rebuild of the rigid body world. However, the btRigidBodys are removed before the constraints, and this leaves dangling pointers in the btTypedConstraints, which causes corruption when deleting those constraints later. Fix for now is to explicitly delete constraints in advance when rebuilding, while they still have valid btRigidBody pointers. Ultimately the whole memory management and ownership of Bullet data needs redesign. This is already happening in the particles_refactor branch and could be ported to master separately: https://developer.blender.org/diffusion/B/browse/particles_refactor/source/blender/blenkernel/intern/rigidbody.c
Diffstat (limited to 'source/blender/blenkernel/intern/rigidbody.c')
-rw-r--r--source/blender/blenkernel/intern/rigidbody.c21
1 files changed, 21 insertions, 0 deletions
diff --git a/source/blender/blenkernel/intern/rigidbody.c b/source/blender/blenkernel/intern/rigidbody.c
index 8e5b67404ac..86128994092 100644
--- a/source/blender/blenkernel/intern/rigidbody.c
+++ b/source/blender/blenkernel/intern/rigidbody.c
@@ -1105,6 +1105,26 @@ static void rigidbody_update_simulation(Scene *scene, RigidBodyWorld *rbw, bool
BKE_rigidbody_validate_sim_world(scene, rbw, true);
rigidbody_update_sim_world(scene, rbw);
+ /* XXX TODO For rebuild: remove all constraints first.
+ * Otherwise we can end up deleting objects that are still
+ * referenced by constraints, corrupting bullet's internal list.
+ *
+ * Memory management needs redesign here, this is just a dirty workaround.
+ */
+ if (rebuild && rbw->constraints) {
+ for (go = rbw->constraints->gobject.first; go; go = go->next) {
+ Object *ob = go->ob;
+ if (ob) {
+ RigidBodyCon *rbc = ob->rigidbody_constraint;
+ if (rbc && rbc->physics_constraint) {
+ RB_dworld_remove_constraint(rbw->physics_world, rbc->physics_constraint);
+ RB_constraint_delete(rbc->physics_constraint);
+ rbc->physics_constraint = NULL;
+ }
+ }
+ }
+ }
+
/* update objects */
for (go = rbw->group->gobject.first; go; go = go->next) {
Object *ob = go->ob;
@@ -1150,6 +1170,7 @@ static void rigidbody_update_simulation(Scene *scene, RigidBodyWorld *rbw, bool
rigidbody_update_sim_ob(scene, rbw, ob, rbo);
}
}
+
/* update constraints */
if (rbw->constraints == NULL) /* no constraints, move on */
return;