BGE Animations: The IPO conversion code relied on objects having an adt, but this isn't always the case. object->adt can be NULL, which causes a crash. Now BL_InterpolatorLists are cached by action instead of adt.

This commit is contained in:
Mitchell Stokes
2011-08-07 04:57:23 +00:00
parent c334bf69a7
commit 5cc0bb0d1b
3 changed files with 16 additions and 16 deletions

View File

@@ -566,18 +566,18 @@ void KX_BlenderSceneConverter::RegisterPolyMaterial(RAS_IPolyMaterial *polymat)
void KX_BlenderSceneConverter::RegisterInterpolatorList( void KX_BlenderSceneConverter::RegisterInterpolatorList(
BL_InterpolatorList *adtList, BL_InterpolatorList *actList,
struct AnimData *for_adt) struct bAction *for_act)
{ {
m_map_blender_to_gameAdtList.insert(CHashedPtr(for_adt), adtList); m_map_blender_to_gameAdtList.insert(CHashedPtr(for_act), actList);
} }
BL_InterpolatorList *KX_BlenderSceneConverter::FindInterpolatorList( BL_InterpolatorList *KX_BlenderSceneConverter::FindInterpolatorList(
struct AnimData *for_adt) struct bAction *for_act)
{ {
BL_InterpolatorList **listp = m_map_blender_to_gameAdtList[CHashedPtr(for_adt)]; BL_InterpolatorList **listp = m_map_blender_to_gameAdtList[CHashedPtr(for_act)];
return listp?*listp:NULL; return listp?*listp:NULL;
} }

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@@ -113,8 +113,8 @@ public:
void RegisterBlenderMaterial(BL_Material *mat); void RegisterBlenderMaterial(BL_Material *mat);
void RegisterInterpolatorList(BL_InterpolatorList *adtList, struct AnimData *for_adt); void RegisterInterpolatorList(BL_InterpolatorList *actList, struct bAction *for_act);
BL_InterpolatorList *FindInterpolatorList(struct AnimData *for_adt); BL_InterpolatorList *FindInterpolatorList(struct bAction *for_act);
void RegisterGameActuator(SCA_IActuator *act, struct bActuator *for_actuator); void RegisterGameActuator(SCA_IActuator *act, struct bActuator *for_actuator);
SCA_IActuator *FindGameActuator(struct bActuator *for_actuator); SCA_IActuator *FindGameActuator(struct bActuator *for_actuator);

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@@ -73,12 +73,12 @@
#include "STR_HashedString.h" #include "STR_HashedString.h"
static BL_InterpolatorList *GetAdtList(struct AnimData *for_adt, KX_BlenderSceneConverter *converter) { static BL_InterpolatorList *GetAdtList(struct bAction *for_act, KX_BlenderSceneConverter *converter) {
BL_InterpolatorList *adtList= converter->FindInterpolatorList(for_adt); BL_InterpolatorList *adtList= converter->FindInterpolatorList(for_act);
if (!adtList) { if (!adtList) {
adtList = new BL_InterpolatorList(for_adt->action); adtList = new BL_InterpolatorList(for_act);
converter->RegisterInterpolatorList(adtList, for_adt); converter->RegisterInterpolatorList(adtList, for_act);
} }
return adtList; return adtList;
@@ -128,7 +128,7 @@ SG_Controller *BL_CreateIPO(struct bAction *action, KX_GameObject* gameobj, KX_B
drotmode = "delta_rotation_euler"; drotmode = "delta_rotation_euler";
} }
BL_InterpolatorList *adtList= GetAdtList(blenderobject->adt, converter); BL_InterpolatorList *adtList= GetAdtList(action, converter);
// For each active channel in the adtList add an // For each active channel in the adtList add an
// interpolator to the game object. // interpolator to the game object.
@@ -222,7 +222,7 @@ void BL_ConvertLampIpos(struct Lamp* blenderlamp, KX_GameObject *lightobj,KX_Ble
ipocontr->m_col_rgb[2] = blenderlamp->b; ipocontr->m_col_rgb[2] = blenderlamp->b;
ipocontr->m_dist = blenderlamp->dist; ipocontr->m_dist = blenderlamp->dist;
BL_InterpolatorList *adtList= GetAdtList(blenderlamp->adt, converter); BL_InterpolatorList *adtList= GetAdtList(blenderlamp->adt->action, converter);
// For each active channel in the adtList add an // For each active channel in the adtList add an
// interpolator to the game object. // interpolator to the game object.
@@ -268,7 +268,7 @@ void BL_ConvertCameraIpos(struct Camera* blendercamera, KX_GameObject *cameraobj
ipocontr->m_clipstart = blendercamera->clipsta; ipocontr->m_clipstart = blendercamera->clipsta;
ipocontr->m_clipend = blendercamera->clipend; ipocontr->m_clipend = blendercamera->clipend;
BL_InterpolatorList *adtList= GetAdtList(blendercamera->adt, converter); BL_InterpolatorList *adtList= GetAdtList(blendercamera->adt->action, converter);
// For each active channel in the adtList add an // For each active channel in the adtList add an
// interpolator to the game object. // interpolator to the game object.
@@ -316,7 +316,7 @@ void BL_ConvertWorldIpos(struct World* blenderworld,KX_BlenderSceneConverter *co
ipocontr->m_mist_rgb[1] = blenderworld->horg; ipocontr->m_mist_rgb[1] = blenderworld->horg;
ipocontr->m_mist_rgb[2] = blenderworld->horb; ipocontr->m_mist_rgb[2] = blenderworld->horb;
BL_InterpolatorList *adtList= GetAdtList(blenderworld->adt, converter); BL_InterpolatorList *adtList= GetAdtList(blenderworld->adt->action, converter);
// For each active channel in the adtList add an // For each active channel in the adtList add an
// interpolator to the game object. // interpolator to the game object.
@@ -358,7 +358,7 @@ static void ConvertMaterialIpos(
gameobj->GetSGNode()->AddSGController(ipocontr); gameobj->GetSGNode()->AddSGController(ipocontr);
ipocontr->SetObject(gameobj->GetSGNode()); ipocontr->SetObject(gameobj->GetSGNode());
BL_InterpolatorList *adtList= GetAdtList(blendermaterial->adt, converter); BL_InterpolatorList *adtList= GetAdtList(blendermaterial->adt->action, converter);
ipocontr->m_rgba[0] = blendermaterial->r; ipocontr->m_rgba[0] = blendermaterial->r;