Revision: 16525 http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16525 Author: blendix Date: 2008-09-14 19:59:22 +0200 (Sun, 14 Sep 2008)
Log Message: ----------- Fix a game engine crash with mesh objects parented to an armature without vertex groups. Modified Paths: -------------- trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp Modified: trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp =================================================================== --- trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp 2008-09-14 17:56:15 UTC (rev 16524) +++ trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp 2008-09-14 17:59:22 UTC (rev 16525) @@ -783,9 +783,9 @@ MT_Point2 uv20(0.0,0.0),uv21(0.0,0.0),uv22(0.0,0.0),uv23(0.0,0.0); unsigned int rgb0,rgb1,rgb2,rgb3 = 0; - MT_Vector3 no0, no1, no2, no3; MT_Point3 pt0, pt1, pt2, pt3; - MT_Vector4 tan0, tan1, tan2, tan3; + MT_Vector3 no0(0,0,0), no1(0,0,0), no2(0,0,0), no3(0,0,0); + MT_Vector4 tan0(0,0,0,0), tan1(0,0,0,0), tan2(0,0,0,0), tan3(0,0,0,0); /* get coordinates, normals and tangents */ pt0 = MT_Point3(mvert[mface->v1].co); @@ -807,8 +807,6 @@ NormalShortToFloat(n3, mvert[mface->v4].no); no3 = n3; } - else - no3 = MT_Vector3(0.0, 0.0, 0.0); } else { float fno[3]; @@ -2186,16 +2184,16 @@ for(oit=allblobj.begin(); oit!=allblobj.end(); oit++) { Object* blenderobj = *oit; - if (blenderobj->type==OB_MESH){ + if (blenderobj->type==OB_MESH) { Mesh *me = (Mesh*)blenderobj->data; if (me->dvert){ - KX_GameObject *obj = converter->FindGameObject(blenderobj); + BL_DeformableGameObject *obj = (BL_DeformableGameObject*)converter->FindGameObject(blenderobj); if (obj && blenderobj->parent && blenderobj->parent->type==OB_ARMATURE && blenderobj->partype==PARSKEL){ KX_GameObject *par = converter->FindGameObject(blenderobj->parent); - if (par) - ((BL_SkinDeformer*)(((BL_DeformableGameObject*)obj)->m_pDeformer))->SetArmature((BL_ArmatureObject*) par); + if (par && obj->m_pDeformer) + ((BL_SkinDeformer*)obj->m_pDeformer)->SetArmature((BL_ArmatureObject*) par); } } } _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs