Revision: 48784 http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=48784 Author: moguri Date: 2012-07-10 02:05:06 +0000 (Tue, 10 Jul 2012) Log Message: ----------- Fix for a crash caused by ReplaceMesh changing an objects physics shape. CcdShapeConstructionInfo::UpdateMesh() would change the CcdShapeConstructionInfo's m_meshObject, but didn't change m_meshShapeMap, which means the CcdShapeConstructionInfo object's destructor would not find it's m_meshObject in the m_meshShapeMap. This leaves some nasty dangling pointers laying around which caused issues if the scene was re-run, or the scene was changed to one that also had the mesh.
Note: This fix could cause other issues with shared physics meshes. In general, we may want to re-evaluate how we handle updating potentially shared physics meshes. Modified Paths: -------------- trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp Modified: trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp =================================================================== --- trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp 2012-07-10 01:30:33 UTC (rev 48783) +++ trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp 2012-07-10 02:05:06 UTC (rev 48784) @@ -2048,6 +2048,15 @@ m_forceReInstance= true; } + // Make sure to also replace the mesh in the shape map! Otherwise we leave dangling references when we free. + // Note, this whole business could cause issues with shared meshes. If we update one mesh, do we replace + // them all? + std::map<RAS_MeshObject*,CcdShapeConstructionInfo*>::const_iterator mit = m_meshShapeMap.find(m_meshObject); + if (mit != m_meshShapeMap.end()) { + m_meshShapeMap.erase(mit); + m_meshShapeMap[meshobj] = this; + } + m_meshObject= meshobj; if (dm) { _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs