A crash in the Freestyle renderer was reported by Ton on IRC with a stack trace below. Note that #2 is in Freestyle, whereas #1 is in the compositor. The problem was observed in a debug build on OS X 10.7 (gcc 4.2, openmp disabled, no llvm). ---------------------------------------------------------------------- Program received signal EXC_BAD_ACCESS, Could not access memory. Reason: 13 at address: 0x0000000000000000 [Switching to process 72386 thread 0xf303] 0x0000000100c129f3 in NodeBase::~NodeBase (this=0x10e501c80) at COM_NodeBase.cpp:43 43 delete (this->m_outputsockets.back()); Current language: auto; currently c++ (gdb) where #0 0x0000000100c129f3 in NodeBase::~NodeBase (this=0x10e501c80) at COM_NodeBase.cpp:43 #1 0x0000000100c29066 in Node::~Node (this=0x10e501c80) at COM_Node.h:49 #2 0x000000010089c273 in NodeShape::~NodeShape (this=0x10e501c80) at NodeShape.cpp:43 #3 0x000000010089910b in NodeGroup::destroy (this=0x10e501da0) at NodeGroup.cpp:61 #4 0x00000001008990cd in NodeGroup::destroy (this=0x10e5014b0) at NodeGroup.cpp:59 #5 0x00000001008990cd in NodeGroup::destroy (this=0x114e18da0) at NodeGroup.cpp:59 #6 0x00000001007e6602 in Controller::ClearRootNode (this=0x114e19640) at Controller.cpp:329 #7 0x00000001007ea52e in Controller::LoadMesh (this=0x114e19640, re=0x10aba4638, srl=0x1140f5258) at Controller.cpp:302 #8 0x00000001008030ad in prepare (re=0x10aba4638, srl=0x1140f5258) at FRS_freestyle.cpp:302 #9 0x000000010080457a in FRS_do_stroke_rendering (re=0x10aba4638, srl=0x1140f5258) at FRS_freestyle.cpp:600 #10 0x00000001006aeb9d in add_freestyle (re=0x10aba4638) at pipeline.c:1584 #11 0x00000001006aceb7 in do_render_3d (re=0x10aba4638) at pipeline.c:1094 #12 0x00000001006ae061 in do_render_fields_blur_3d (re=0x10aba4638) at pipeline.c:1367 #13 0x00000001006afa16 in do_render_composite_fields_blur_3d (re=0x10aba4638) at pipeline.c:1815 #14 0x00000001006b04e4 in do_render_all_options (re=0x10aba4638) at pipeline.c:2021 ---------------------------------------------------------------------- Apparently a name conflict between the two Blender modules is taking place. The present commit hence intends to address it by putting all the Freestyle C++ classes in the namespace 'Freestyle'. This revision will also prevent potential name conflicts with other Blender modules in the future. Special thanks to Lukas Toenne for the help with C++ namespace.
124 lines
3.2 KiB
C++
124 lines
3.2 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/freestyle/intern/scene_graph/NodeGroup.cpp
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* \ingroup freestyle
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* \brief Class to represent a group node. This node can contains several children.
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* \brief It also contains a transform matrix indicating the transform state of the underlying children.
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* \author Stephane Grabli
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* \date 24/01/2002
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*/
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#include "NodeGroup.h"
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namespace Freestyle {
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void NodeGroup::AddChild(Node *iChild)
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{
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if (NULL == iChild)
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return;
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_Children.push_back(iChild);
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iChild->addRef();
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}
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int NodeGroup::destroy()
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{
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/*! Node::destroy makes a release on the object and then returns the reference counter.
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* If the reference counter is equal to 0, that means that nobody else is linking this node group and
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* that we can destroy the whole underlying tree.
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* Else, one or several Node link this node group, and we only returns the reference counter
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* decremented by Node::destroy();
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*/
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int refThis = Node::destroy();
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// if refThis != 0, we can't destroy the tree
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if (0 != refThis)
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return refThis;
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// If we are here, that means that nobody else needs our NodeGroup and we can destroy it.
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int refCount = 0;
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vector<Node *>::iterator node;
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for (node = _Children.begin(); node != _Children.end(); ++node) {
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refCount = (*node)->destroy();
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if (0 == refCount)
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delete (*node);
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}
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_Children.clear();
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return refThis;
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}
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void NodeGroup::accept(SceneVisitor& v)
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{
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v.visitNodeGroup(*this);
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v.visitNodeGroupBefore(*this);
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for (vector<Node *>::iterator node = _Children.begin(), end = _Children.end(); node != end; ++node)
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(*node)->accept(v);
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v.visitNodeGroupAfter(*this);
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}
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void NodeGroup::DetachChildren()
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{
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vector<Node *>::iterator node;
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for (node = _Children.begin(); node != _Children.end(); ++node) {
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(*node)->release();
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}
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_Children.clear();
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}
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void NodeGroup::DetachChild(Node *iChild)
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{
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/* int found = 0; */ /* UNUSED */
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vector<Node*>::iterator node;
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for (node = _Children.begin(); node != _Children.end(); ++node) {
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if ((*node) == iChild) {
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(*node)->release();
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_Children.erase(node);
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/* found = 1; */ /* UNUSED */
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break;
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}
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}
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}
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void NodeGroup::RetrieveChildren(vector<Node*>& oNodes)
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{
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oNodes = _Children;
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}
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const BBox<Vec3r>& NodeGroup::UpdateBBox()
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{
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vector<Node *>::iterator node;
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clearBBox();
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for (node = _Children.begin(); node != _Children.end(); ++node) {
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AddBBox((*node)->UpdateBBox());
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}
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return Node::UpdateBBox();
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}
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} /* namespace Freestyle */
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