diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2015-09-24 18:24:20 +0300 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2015-09-24 18:24:20 +0300 |
commit | 27b3ea622f8bd313a8e2827dfec752bf2125566c (patch) | |
tree | f212e49d224ce8e1cfc3b17a64ae524711494391 /source/gameengine/Converter/BL_ArmatureObject.cpp | |
parent | 372dff8d1dc7e24d4b2cd37de245588ecfce8bfa (diff) | |
parent | de80e687689032cb85179a1f7e89750573631d5d (diff) |
Merge remote-tracking branch 'origin/master' into cycles_camera_nodescycles_camera_nodes
Note: the branch currently crashes in blender_camera_nodes.cpp:
BL::NodeTree b_ntree = b_data.node_groups[nodes_tree_name];
The crash was introduced in:
cb7cf523e5c000609f32a382e2c0fcc57f635a42
Conflicts:
intern/cycles/SConscript
intern/cycles/blender/addon/__init__.py
intern/cycles/blender/addon/properties.py
intern/cycles/blender/blender_camera.cpp
intern/cycles/kernel/kernel_types.h
intern/cycles/kernel/svm/svm.h
intern/cycles/kernel/svm/svm_types.h
intern/cycles/render/camera.cpp
intern/cycles/render/camera.h
Diffstat (limited to 'source/gameengine/Converter/BL_ArmatureObject.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_ArmatureObject.cpp | 17 |
1 files changed, 12 insertions, 5 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp index 8d73e591113..74ebdbcf1b5 100644 --- a/source/gameengine/Converter/BL_ArmatureObject.cpp +++ b/source/gameengine/Converter/BL_ArmatureObject.cpp @@ -101,7 +101,7 @@ static void game_copy_pose(bPose **dst, bPose *src, int copy_constraint) out->chanhash = NULL; out->agroups.first= out->agroups.last= NULL; out->ikdata = NULL; - out->ikparam = MEM_dupallocN(src->ikparam); + out->ikparam = MEM_dupallocN(src->ikparam); out->flag |= POSE_GAME_ENGINE; BLI_duplicatelist(&out->chanbase, &src->chanbase); @@ -230,10 +230,15 @@ BL_ArmatureObject::BL_ArmatureObject( m_origObjArma = armature; // Keep a copy of the original armature so we can fix drivers later m_objArma = BKE_object_copy(armature); m_objArma->data = BKE_armature_copy((bArmature *)armature->data); + // During object replication ob->data is increase, we decrease it now because we get a copy. + id_us_min(&((bArmature *)m_origObjArma->data)->id); m_pose = m_objArma->pose; - // need this to get iTaSC working ok in the BGE - m_pose->flag |= POSE_GAME_ENGINE; + // need this to get iTaSC working ok in the BGE + m_pose->flag |= POSE_GAME_ENGINE; memcpy(m_obmat, m_objArma->obmat, sizeof(m_obmat)); + + // The side-effect of this method registers this object as "animatable" with the KX_Scene. + GetActionManager(); } BL_ArmatureObject::~BL_ArmatureObject() @@ -247,8 +252,10 @@ BL_ArmatureObject::~BL_ArmatureObject() delete channel; } - if (m_objArma) + if (m_objArma) { + BKE_libblock_free(G.main, m_objArma->data); BKE_libblock_free(G.main, m_objArma); + } } @@ -265,7 +272,7 @@ void BL_ArmatureObject::LoadConstraints(KX_BlenderSceneConverter* converter) // get the persistent pose structure bPoseChannel* pchan; bConstraint* pcon; - bConstraintTypeInfo* cti; + const bConstraintTypeInfo* cti; Object* blendtarget; KX_GameObject* gametarget; KX_GameObject* gamesubtarget; |