fix crash for recent navmesh edits when setting a non-mesh object to a navmesh.

also minor cleanup.
This commit is contained in:
Campbell Barton 2011-10-09 21:43:13 +00:00
parent 7306eb84f0
commit 17b66b46ad
4 changed files with 42 additions and 33 deletions

@ -47,8 +47,9 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
layout.prop(game, "physics_type")
layout.separator()
#if game.physics_type == 'DYNAMIC':
if game.physics_type in {'DYNAMIC', 'RIGID_BODY'}:
physics_type = game.physics_type
if physics_type in {'DYNAMIC', 'RIGID_BODY'}:
split = layout.split()
col = split.column()
@ -108,7 +109,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
col.prop(game, "lock_rotation_y", text="Y")
col.prop(game, "lock_rotation_z", text="Z")
elif game.physics_type == 'SOFT_BODY':
elif physics_type == 'SOFT_BODY':
col = layout.column()
col.prop(game, "use_actor")
col.prop(game, "use_ghost")
@ -143,7 +144,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
sub.active = (soft.use_cluster_rigid_to_softbody or soft.use_cluster_soft_to_softbody)
sub.prop(soft, "cluster_iterations", text="Iterations")
elif game.physics_type == 'STATIC':
elif physics_type == 'STATIC':
col = layout.column()
col.prop(game, "use_actor")
col.prop(game, "use_ghost")
@ -164,9 +165,10 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
subsub.active = game.use_anisotropic_friction
subsub.prop(game, "friction_coefficients", text="", slider=True)
elif game.physics_type in {'SENSOR', 'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'}:
elif physics_type in {'SENSOR', 'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'}:
layout.prop(ob, "hide_render", text="Invisible")
elif game.physics_type == 'NAVMESH':
elif physics_type == 'NAVMESH':
layout.operator("mesh.assign_navpolygon")
layout.operator("mesh.assign_new_navpolygon")

@ -2113,7 +2113,7 @@ static void mesh_calc_modifiers(Scene *scene, Object *ob, float (*inputVertexCos
#ifdef WITH_GAMEENGINE
/* NavMesh - this is a hack but saves having a NavMesh modifier */
if (ob->body_type == OB_BODY_TYPE_NAVMESH && finaldm->type == DM_TYPE_CDDM) {
if ((ob->gameflag & OB_NAVMESH) && (finaldm->type == DM_TYPE_CDDM)) {
DerivedMesh *tdm;
tdm= navmesh_dm_createNavMeshForVisualization(finaldm);
if (finaldm != tdm) {
@ -2966,7 +2966,7 @@ BM_INLINE int navmesh_bit(int a, int b)
return (a & (1 << b)) >> b;
}
BM_INLINE void navmesh_intToCol(int i, float* col)
static void navmesh_intToCol(int i, float* col)
{
int r = navmesh_bit(i, 0) + navmesh_bit(i, 3) * 2 + 1;
int g = navmesh_bit(i, 1) + navmesh_bit(i, 4) * 2 + 1;
@ -3056,54 +3056,50 @@ static DerivedMesh *navmesh_dm_createNavMeshForVisualization(DerivedMesh *dm)
int res;
result = CDDM_copy(dm);
if (!CustomData_has_layer(&result->faceData, CD_RECAST))
{
if (!CustomData_has_layer(&result->faceData, CD_RECAST)) {
int *sourceRecastData = (int*)CustomData_get_layer(&dm->faceData, CD_RECAST);
CustomData_add_layer_named(&result->faceData, CD_RECAST, CD_DUPLICATE,
sourceRecastData, maxFaces, "recastData");
}
recastData = (int*)CustomData_get_layer(&result->faceData, CD_RECAST);
/* note: This is not good design! - really should not be doing this */
result->drawFacesTex = navmesh_DM_drawFacesTex;
result->drawFacesSolid = navmesh_DM_drawFacesSolid;
//process mesh
/* process mesh */
res = buildNavMeshDataByDerivedMesh(dm, &vertsPerPoly, &nverts, &verts, &ndtris, &dtris,
&npolys, &dmeshes, &polys, &dtrisToPolysMap, &dtrisToTrisMap,
&trisToFacesMap);
if (res)
{
if (res) {
size_t polyIdx;
//invalidate concave polygon
for (polyIdx=0; polyIdx<(size_t)npolys; polyIdx++)
{
/* invalidate concave polygon */
for (polyIdx=0; polyIdx<(size_t)npolys; polyIdx++) {
unsigned short* poly = &polys[polyIdx*2*vertsPerPoly];
if (!polyIsConvex(poly, vertsPerPoly, verts))
{
//set negative polygon idx to all faces
if (!polyIsConvex(poly, vertsPerPoly, verts)) {
/* set negative polygon idx to all faces */
unsigned short *dmesh = &dmeshes[4*polyIdx];
unsigned short tbase = dmesh[2];
unsigned short tnum = dmesh[3];
unsigned short ti;
for (ti=0; ti<tnum; ti++)
{
for (ti=0; ti<tnum; ti++) {
unsigned short triidx = dtrisToTrisMap[tbase+ti];
unsigned short faceidx = trisToFacesMap[triidx];
if (recastData[faceidx]>0)
if (recastData[faceidx] > 0) {
recastData[faceidx] = -recastData[faceidx];
}
}
}
}
else
{
}
else {
printf("Error during creation polygon infos\n");
}
//clean up
/* clean up */
if (verts!=NULL)
MEM_freeN(verts);
if (dtris!=NULL)

@ -890,6 +890,7 @@ static int rna_GameObjectSettings_physics_type_get(PointerRNA *ptr)
static void rna_GameObjectSettings_physics_type_set(PointerRNA *ptr, int value)
{
Object *ob= (Object*)ptr->id.data;
const int was_navmesh= (ob->gameflag & OB_NAVMESH);
ob->body_type= value;
switch (ob->body_type) {
@ -906,8 +907,10 @@ static void rna_GameObjectSettings_physics_type_set(PointerRNA *ptr, int value)
ob->gameflag |= OB_NAVMESH;
ob->gameflag &= ~(OB_SENSOR|OB_COLLISION|OB_DYNAMIC|OB_OCCLUDER);
if (ob->type == OB_MESH) {
/* could be moved into mesh UI but for now ensure mesh data layer */
BKE_mesh_ensure_navmesh(ob->data);
}
break;
case OB_BODY_TYPE_NO_COLLISION:
@ -940,6 +943,14 @@ static void rna_GameObjectSettings_physics_type_set(PointerRNA *ptr, int value)
ob->bsoft = bsbNew();
break;
}
if (was_navmesh != (ob->gameflag & OB_NAVMESH)) {
if (ob->type == OB_MESH) {
DAG_id_tag_update(ptr->id.data, OB_RECALC_DATA);
WM_main_add_notifier(NC_OBJECT|ND_DRAW, ptr->id.data);
}
}
}
static PointerRNA rna_Object_active_particle_system_get(PointerRNA *ptr)