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authorLukas Tönne <lukas.toenne@gmail.com>2014-02-14 15:54:42 +0400
committerLukas Tönne <lukas.toenne@gmail.com>2014-02-14 15:58:43 +0400
commit30c9fe19a31f6f92be4de2abacb9fd96179a9a04 (patch)
tree98334e36b5bc88b731eafa463055bad8768d46d3 /source/blender/blenkernel/intern/softbody.c
parent32b45cb4a7adeae637e02c3a8da87e28844e587f (diff)
Fix for crash caused by effectors doing precalculation //during// DAG
updates. This file crashes on loading with NULL pointer access to curve_cache: {F77132} The pdInitEffectors function was amalgamating the simple collection of effector objects with an automatic precalculation for curve guides and the like. This precalculation requires object data that may not be available until the DAG has finished. Since for DAG dependencies only the list of effectors is required, added an argument to disable precalculation when collecting effectors.
Diffstat (limited to 'source/blender/blenkernel/intern/softbody.c')
-rw-r--r--source/blender/blenkernel/intern/softbody.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c
index 4e2f708eae4..fb5fc97fd46 100644
--- a/source/blender/blenkernel/intern/softbody.c
+++ b/source/blender/blenkernel/intern/softbody.c
@@ -1642,7 +1642,7 @@ static void scan_for_ext_spring_forces(Scene *scene, Object *ob, float timenow)
SoftBody *sb = ob->soft;
ListBase *do_effector = NULL;
- do_effector = pdInitEffectors(scene, ob, NULL, sb->effector_weights);
+ do_effector = pdInitEffectors(scene, ob, NULL, sb->effector_weights, true);
_scan_for_ext_spring_forces(scene, ob, timenow, 0, sb->totspring, do_effector);
pdEndEffectors(&do_effector);
}
@@ -1662,7 +1662,7 @@ static void sb_sfesf_threads_run(Scene *scene, struct Object *ob, float timenow,
int i, totthread, left, dec;
int lowsprings =100; /* wild guess .. may increase with better thread management 'above' or even be UI option sb->spawn_cf_threads_nopts */
- do_effector= pdInitEffectors(scene, ob, NULL, ob->soft->effector_weights);
+ do_effector= pdInitEffectors(scene, ob, NULL, ob->soft->effector_weights, true);
/* figure the number of threads while preventing pretty pointless threading overhead */
totthread= BKE_scene_num_threads(scene);
@@ -2468,7 +2468,7 @@ static void softbody_calc_forcesEx(Scene *scene, Object *ob, float forcetime, fl
sb_sfesf_threads_run(scene, ob, timenow, sb->totspring, NULL);
/* after spring scan because it uses Effoctors too */
- do_effector= pdInitEffectors(scene, ob, NULL, sb->effector_weights);
+ do_effector= pdInitEffectors(scene, ob, NULL, sb->effector_weights, true);
if (do_deflector) {
float defforce[3];
@@ -2543,7 +2543,7 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa
if (do_springcollision || do_aero) scan_for_ext_spring_forces(scene, ob, timenow);
/* after spring scan because it uses Effoctors too */
- do_effector= pdInitEffectors(scene, ob, NULL, ob->soft->effector_weights);
+ do_effector= pdInitEffectors(scene, ob, NULL, ob->soft->effector_weights, true);
if (do_deflector) {
float defforce[3];