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.
171 lines
3.6 KiB
C++
171 lines
3.6 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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#ifndef __FREESTYLE_REP_H__
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#define __FREESTYLE_REP_H__
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/** \file blender/freestyle/intern/scene_graph/Rep.h
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* \ingroup freestyle
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* \brief Base class for all shapes. Inherits from BasicObjects for references counter management (addRef, release).
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* \author Stephane Grabli
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* \date 25/01/2002
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*/
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#include "FrsMaterial.h"
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#include "SceneVisitor.h"
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#include "../geometry/BBox.h"
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#include "../geometry/Geom.h"
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#include "../system/BaseObject.h"
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#include "../system/Id.h"
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#include "../system/Precision.h"
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namespace Freestyle {
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using namespace Geometry;
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class LIB_SCENE_GRAPH_EXPORT Rep : public BaseObject
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{
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public:
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inline Rep() : BaseObject()
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{
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_Id = 0;
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_FrsMaterial = 0;
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}
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inline Rep(const Rep& iBrother) : BaseObject()
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{
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_Id = iBrother._Id;
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_Name = iBrother._Name;
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if (0 == iBrother._FrsMaterial)
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_FrsMaterial = 0;
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else
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_FrsMaterial = new FrsMaterial(*(iBrother._FrsMaterial));
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_BBox = iBrother.bbox();
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}
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inline void swap(Rep& ioOther)
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{
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std::swap(_BBox, ioOther._BBox);
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std::swap(_Id, ioOther._Id);
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std::swap(_Name, ioOther._Name);
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std::swap(_FrsMaterial, ioOther._FrsMaterial);
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}
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Rep& operator=(const Rep& iBrother)
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{
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if (&iBrother != this) {
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_Id = iBrother._Id;
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_Name = iBrother._Name;
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if (0 == iBrother._FrsMaterial) {
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_FrsMaterial = 0;
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}
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else {
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if (_FrsMaterial == 0) {
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_FrsMaterial = new FrsMaterial(*iBrother._FrsMaterial);
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}
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else {
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(*_FrsMaterial) = (*(iBrother._FrsMaterial));
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}
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_BBox = iBrother.bbox();
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}
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}
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return *this;
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}
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virtual ~Rep()
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{
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if (0 != _FrsMaterial) {
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delete _FrsMaterial;
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_FrsMaterial = 0;
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}
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}
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/*! Accept the corresponding visitor
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* Must be overload by inherited classes
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*/
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virtual void accept(SceneVisitor& v)
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{
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if (_FrsMaterial)
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v.visitFrsMaterial(*_FrsMaterial);
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v.visitRep(*this);
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}
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/*! Computes the rep bounding box.
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* Each Inherited rep must compute its bbox depending on the way the data are stored. So, each inherited class
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* must overload this method
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*/
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virtual void ComputeBBox() = 0;
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/*! Returns the rep bounding box */
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virtual const BBox<Vec3r>& bbox() const
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{
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return _BBox;
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}
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inline Id getId() const
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{
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return _Id;
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}
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inline const string& getName() const
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{
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return _Name;
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}
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inline const FrsMaterial *frs_material() const
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{
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return _FrsMaterial;
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}
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/*! Sets the Rep bounding box */
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virtual void setBBox(const BBox<Vec3r>& iBox)
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{
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_BBox = iBox;
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}
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inline void setId(const Id& id)
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{
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_Id = id;
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}
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inline void setName(const string& name)
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{
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_Name = name;
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}
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inline void setFrsMaterial(const FrsMaterial& iMaterial)
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{
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_FrsMaterial = new FrsMaterial(iMaterial);
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}
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private:
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BBox<Vec3r> _BBox;
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Id _Id;
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string _Name;
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FrsMaterial *_FrsMaterial;
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};
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} /* namespace Freestyle */
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#endif // __FREESTYLE_REP_H__
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