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blender-archive/source/blender/freestyle/intern/scene_graph/IndexedFaceSet.cpp
Tamito Kajiyama 800f86c845 Attempt to fix a potential name conflict between Freestyle and the compositor.
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.
2013-04-09 00:46:49 +00:00

328 lines
7.7 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/freestyle/intern/scene_graph/IndexedFaceSet.cpp
* \ingroup freestyle
* \brief A Set of indexed faces to represent a surfacic object
* \author Stephane Grabli
* \date 22/01/2002
*/
#include "IndexedFaceSet.h"
namespace Freestyle {
IndexedFaceSet::IndexedFaceSet() : Rep()
{
_Vertices = NULL;
_Normals = NULL;
_FrsMaterials = 0;
_TexCoords = 0;
_FaceEdgeMarks = 0;
_VSize = 0;
_NSize = 0;
_MSize = 0;
_TSize = 0;
_NumFaces = 0;
_NumVertexPerFace = NULL;
_FaceStyle = NULL;
_VIndices = NULL;
_VISize = 0;
_NIndices = NULL;
_NISize = 0;
_MIndices = NULL;
_MISize = 0;
_TIndices = NULL;
_TISize = 0;
_displayList = 0;
}
IndexedFaceSet::IndexedFaceSet(real *iVertices, unsigned iVSize, real *iNormals, unsigned iNSize,
FrsMaterial **iMaterials, unsigned iMSize, real *iTexCoords, unsigned iTSize,
unsigned iNumFaces, unsigned *iNumVertexPerFace, TRIANGLES_STYLE *iFaceStyle,
FaceEdgeMark *iFaceEdgeMarks, unsigned *iVIndices, unsigned iVISize,
unsigned *iNIndices, unsigned iNISize, unsigned *iMIndices, unsigned iMISize,
unsigned *iTIndices, unsigned iTISize, unsigned iCopy)
: Rep()
{
if (1 == iCopy) {
_VSize = iVSize;
_Vertices = new real[_VSize];
memcpy(_Vertices, iVertices, iVSize * sizeof(real));
_NSize = iNSize;
_Normals = new real[_NSize];
memcpy(_Normals, iNormals, iNSize * sizeof(real));
_MSize = iMSize;
_FrsMaterials = 0;
if (iMaterials) {
_FrsMaterials = new FrsMaterial * [_MSize];
for (unsigned int i = 0; i < _MSize; ++i)
_FrsMaterials[i] = new FrsMaterial(*(iMaterials[i]));
}
_TSize = iTSize;
_TexCoords = 0;
if (_TSize) {
_TexCoords = new real[_TSize];
memcpy(_TexCoords, iTexCoords, iTSize * sizeof(real));
}
_NumFaces = iNumFaces;
_NumVertexPerFace = new unsigned[_NumFaces];
memcpy(_NumVertexPerFace, iNumVertexPerFace, _NumFaces * sizeof(unsigned));
_FaceStyle = new TRIANGLES_STYLE[_NumFaces];
memcpy(_FaceStyle, iFaceStyle, _NumFaces * sizeof(TRIANGLES_STYLE));
_FaceEdgeMarks = new FaceEdgeMark[_NumFaces];
memcpy(_FaceEdgeMarks, iFaceEdgeMarks, _NumFaces * sizeof(FaceEdgeMark));
_VISize = iVISize;
_VIndices = new unsigned[_VISize];
memcpy(_VIndices, iVIndices, _VISize * sizeof(unsigned));
_NISize = iNISize;
_NIndices = new unsigned[_NISize];
memcpy(_NIndices, iNIndices, _NISize * sizeof(unsigned));
_MISize = iMISize;
_MIndices = 0;
if (iMIndices) {
_MIndices = new unsigned[_MISize];
memcpy(_MIndices, iMIndices, _MISize * sizeof(unsigned));
}
_TISize = iTISize;
_TIndices = 0;
if (_TISize) {
_TIndices = new unsigned[_TISize];
memcpy(_TIndices, iTIndices, _TISize * sizeof(unsigned));
}
}
else {
_VSize = iVSize;
_Vertices = iVertices;
_NSize = iNSize;
_Normals = iNormals;
_MSize = iMSize;
_FrsMaterials = 0;
if (iMaterials)
_FrsMaterials = iMaterials;
_TSize = iTSize;
_TexCoords = iTexCoords;
_NumFaces = iNumFaces;
_NumVertexPerFace = iNumVertexPerFace;
_FaceStyle = iFaceStyle;
_FaceEdgeMarks = iFaceEdgeMarks;
_VISize = iVISize;
_VIndices = iVIndices;
_NISize = iNISize;
_NIndices = iNIndices;
_MISize = iMISize;
_MIndices = 0;
if (iMISize)
_MIndices = iMIndices;
_TISize = iTISize;
_TIndices = iTIndices;
}
_displayList = 0;
}
IndexedFaceSet::IndexedFaceSet(const IndexedFaceSet& iBrother) : Rep(iBrother)
{
_VSize = iBrother.vsize();
_Vertices = new real[_VSize];
memcpy(_Vertices, iBrother.vertices(), _VSize * sizeof(real));
_NSize = iBrother.nsize();
_Normals = new real[_NSize];
memcpy(_Normals, iBrother.normals(), _NSize * sizeof(real));
_MSize = iBrother.msize();
if (_MSize) {
_FrsMaterials = new FrsMaterial * [_MSize];
for (unsigned int i = 0; i < _MSize; ++i) {
_FrsMaterials[i] = new FrsMaterial(*(iBrother._FrsMaterials[i]));
}
}
else {
_FrsMaterials = 0;
}
_TSize = iBrother.tsize();
_TexCoords = 0;
if (_TSize) {
_TexCoords = new real[_TSize];
memcpy(_TexCoords, iBrother.texCoords(), _TSize * sizeof(real));
}
_NumFaces = iBrother.numFaces();
_NumVertexPerFace = new unsigned[_NumFaces];
memcpy(_NumVertexPerFace, iBrother.numVertexPerFaces(), _NumFaces * sizeof(unsigned));
_FaceStyle = new TRIANGLES_STYLE[_NumFaces];
memcpy(_FaceStyle, iBrother.trianglesStyle(), _NumFaces * sizeof(TRIANGLES_STYLE));
_FaceEdgeMarks = new FaceEdgeMark[_NumFaces];
memcpy(_FaceEdgeMarks, iBrother.faceEdgeMarks(), _NumFaces * sizeof(FaceEdgeMark));
_VISize = iBrother.visize();
_VIndices = new unsigned[_VISize];
memcpy(_VIndices, iBrother.vindices(), _VISize * sizeof(unsigned));
_NISize = iBrother.nisize();
_NIndices = new unsigned[_NISize];
memcpy(_NIndices, iBrother.nindices(), _NISize * sizeof(unsigned));
_MISize = iBrother.misize();
if (_MISize) {
_MIndices = new unsigned[_MISize];
memcpy(_MIndices, iBrother.mindices(), _MISize * sizeof(unsigned));
}
else {
_MIndices = 0;
}
_TISize = iBrother.tisize();
_TIndices = 0;
if (_TISize) {
_TIndices = new unsigned[_TISize];
memcpy(_TIndices, iBrother.tindices(), _TISize * sizeof(unsigned));
}
_displayList = 0;
}
IndexedFaceSet::~IndexedFaceSet()
{
if (NULL != _Vertices) {
delete[] _Vertices;
_Vertices = NULL;
}
if (NULL != _Normals) {
delete[] _Normals;
_Normals = NULL;
}
if (NULL != _FrsMaterials) {
for (unsigned int i = 0; i < _MSize; ++i)
delete _FrsMaterials[i];
delete[] _FrsMaterials;
_FrsMaterials = NULL;
}
if (NULL != _TexCoords) {
delete[] _TexCoords;
_TexCoords = NULL;
}
if (NULL != _NumVertexPerFace) {
delete[] _NumVertexPerFace;
_NumVertexPerFace = NULL;
}
if (NULL != _FaceStyle) {
delete[] _FaceStyle;
_FaceStyle = NULL;
}
if (NULL != _FaceEdgeMarks) {
delete[] _FaceEdgeMarks;
_FaceEdgeMarks = NULL;
}
if (NULL != _VIndices) {
delete[] _VIndices;
_VIndices = NULL;
}
if (NULL != _NIndices) {
delete[] _NIndices;
_NIndices = NULL;
}
if (NULL != _MIndices) {
delete[] _MIndices;
_MIndices = NULL;
}
if (NULL != _TIndices) {
delete[] _TIndices;
_TIndices = NULL;
}
// should find a way to deallocates the displayList
// glDeleteLists(GLuint list, GLSizei range)
_displayList = 0;
}
void IndexedFaceSet::accept(SceneVisitor& v)
{
Rep::accept(v);
v.visitIndexedFaceSet(*this);
}
void IndexedFaceSet::ComputeBBox()
{
real XMax = _Vertices[0];
real YMax = _Vertices[1];
real ZMax = _Vertices[2];
real XMin = _Vertices[0];
real YMin = _Vertices[1];
real ZMin = _Vertices[2];
// parse all the coordinates to find the Xmax, YMax, ZMax
real *v = _Vertices;
for (unsigned int i = 0; i < (_VSize / 3); ++i) {
if (*v > XMax)
XMax = *v;
if (*v < XMin)
XMin = *v;
++v;
if (*v > YMax)
YMax = *v;
if (*v < YMin)
YMin = *v;
++v;
if (*v > ZMax)
ZMax = *v;
if (*v < ZMin)
ZMin = *v;
++v;
}
setBBox(BBox<Vec3r>(Vec3r(XMin, YMin, ZMin), Vec3r(XMax, YMax, ZMax)));
}
} /* namespace Freestyle */