Files
test/source/blender/freestyle/intern/scene_graph/Rep.h
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

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