forked from bartvdbraak/blender
BGE memleak fixed: mesh/material not deleted when switching scene
This commit is contained in:
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ce7a21047f
commit
822e51bd2d
@ -123,29 +123,29 @@ KX_BlenderSceneConverter::~KX_BlenderSceneConverter()
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delete (ipoList);
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}
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vector<KX_WorldInfo*>::iterator itw = m_worldinfos.begin();
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vector<pair<KX_Scene*,KX_WorldInfo*> >::iterator itw = m_worldinfos.begin();
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while (itw != m_worldinfos.end()) {
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delete (*itw);
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delete (*itw).second;
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itw++;
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}
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vector<RAS_IPolyMaterial*>::iterator itp = m_polymaterials.begin();
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vector<pair<KX_Scene*,RAS_IPolyMaterial*> >::iterator itp = m_polymaterials.begin();
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while (itp != m_polymaterials.end()) {
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delete (*itp);
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delete (*itp).second;
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itp++;
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}
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// delete after RAS_IPolyMaterial
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vector<BL_Material *>::iterator itmat = m_materials.begin();
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vector<pair<KX_Scene*,BL_Material *> >::iterator itmat = m_materials.begin();
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while (itmat != m_materials.end()) {
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delete (*itmat);
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delete (*itmat).second;
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itmat++;
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}
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vector<RAS_MeshObject*>::iterator itm = m_meshobjects.begin();
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vector<pair<KX_Scene*,RAS_MeshObject*> >::iterator itm = m_meshobjects.begin();
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while (itm != m_meshobjects.end()) {
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delete (*itm);
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delete (*itm).second;
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itm++;
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}
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@ -263,6 +263,9 @@ void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
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Scene *blenderscene = GetSceneForName2(m_maggie, scenename);
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e_PhysicsEngine physics_engine = UseBullet;
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// hook for registration function during conversion.
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m_currentScene = destinationscene;
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destinationscene->SetSceneConverter(this);
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if (blenderscene)
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{
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@ -360,16 +363,90 @@ void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
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m_alwaysUseExpandFraming
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);
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//These lookup are not needed during game
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m_map_blender_to_gameactuator.clear();
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m_map_blender_to_gamecontroller.clear();
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m_map_blender_to_gameobject.clear();
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m_map_mesh_to_gamemesh.clear();
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//don't clear it yet, it is needed for the baking physics into ipo animation
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//Clearing this lookup table has the effect of disabling the cache of meshes
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//between scenes, even if they are shared in the blend file.
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//This cache mecanism is buggy so I leave it disable and the memory leak
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//that would result from this is fixed in RemoveScene()
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m_map_mesh_to_gamemesh.clear();
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//Don't clear this lookup, it is needed for the baking physics into ipo animation
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//To avoid it's infinite grows, object will be unregister when they are deleted
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//see KX_Scene::NewRemoveObject
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//m_map_gameobject_to_blender.clear();
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}
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// This function removes all entities stored in the converter for that scene
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// It should be used instead of direct delete scene
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// Note that there was some provision for sharing entities (meshes...) between
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// scenes but that is now disabled so all scene will have their own copy
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// and we can delete them here. If the sharing is reactivated, change this code too..
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// (see KX_BlenderSceneConverter::ConvertScene)
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void KX_BlenderSceneConverter::RemoveScene(KX_Scene *scene)
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{
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int i, size;
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// delete the scene first as it will stop the use of entities
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delete scene;
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// delete the entities of this scene
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vector<pair<KX_Scene*,KX_WorldInfo*> >::iterator worldit;
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size = m_worldinfos.size();
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for (i=0, worldit=m_worldinfos.begin(); i<size; ) {
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if ((*worldit).first == scene) {
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delete (*worldit).second;
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*worldit = m_worldinfos.back();
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m_worldinfos.pop_back();
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size--;
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} else {
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i++;
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worldit++;
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}
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}
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vector<pair<KX_Scene*,RAS_IPolyMaterial*> >::iterator polymit;
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size = m_polymaterials.size();
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for (i=0, polymit=m_polymaterials.begin(); i<size; ) {
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if ((*polymit).first == scene) {
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delete (*polymit).second;
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*polymit = m_polymaterials.back();
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m_polymaterials.pop_back();
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size--;
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} else {
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i++;
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polymit++;
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}
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}
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vector<pair<KX_Scene*,BL_Material*> >::iterator matit;
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size = m_materials.size();
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for (i=0, matit=m_materials.begin(); i<size; ) {
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if ((*matit).first == scene) {
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delete (*matit).second;
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*matit = m_materials.back();
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m_materials.pop_back();
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size--;
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} else {
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i++;
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matit++;
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}
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}
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vector<pair<KX_Scene*,RAS_MeshObject*> >::iterator meshit;
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size = m_meshobjects.size();
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for (i=0, meshit=m_meshobjects.begin(); i<size; ) {
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if ((*meshit).first == scene) {
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delete (*meshit).second;
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*meshit = m_meshobjects.back();
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m_meshobjects.pop_back();
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size--;
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} else {
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i++;
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meshit++;
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}
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}
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}
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// use blender materials
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void KX_BlenderSceneConverter::SetMaterials(bool val)
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@ -385,7 +462,7 @@ bool KX_BlenderSceneConverter::GetMaterials()
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void KX_BlenderSceneConverter::RegisterBlenderMaterial(BL_Material *mat)
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{
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m_materials.push_back(mat);
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m_materials.push_back(pair<KX_Scene*,BL_Material *>(m_currentScene,mat));
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}
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@ -406,6 +483,11 @@ void KX_BlenderSceneConverter::RegisterGameObject(
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m_map_blender_to_gameobject.insert(CHashedPtr(for_blenderobject),gameobject);
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}
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void KX_BlenderSceneConverter::UnregisterGameObject(
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KX_GameObject *gameobject)
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{
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m_map_gameobject_to_blender.remove(CHashedPtr(gameobject));
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}
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KX_GameObject *KX_BlenderSceneConverter::FindGameObject(
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@ -433,7 +515,7 @@ void KX_BlenderSceneConverter::RegisterGameMesh(
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struct Mesh *for_blendermesh)
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{
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m_map_mesh_to_gamemesh.insert(CHashedPtr(for_blendermesh),gamemesh);
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m_meshobjects.push_back(gamemesh);
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m_meshobjects.push_back(pair<KX_Scene*,RAS_MeshObject*>(m_currentScene,gamemesh));
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}
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@ -458,7 +540,7 @@ RAS_MeshObject *KX_BlenderSceneConverter::FindGameMesh(
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void KX_BlenderSceneConverter::RegisterPolyMaterial(RAS_IPolyMaterial *polymat)
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{
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m_polymaterials.push_back(polymat);
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m_polymaterials.push_back(pair<KX_Scene*,RAS_IPolyMaterial*>(m_currentScene,polymat));
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}
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@ -523,7 +605,7 @@ SCA_IController *KX_BlenderSceneConverter::FindGameController(
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void KX_BlenderSceneConverter::RegisterWorldInfo(
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KX_WorldInfo *worldinfo)
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{
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m_worldinfos.push_back(worldinfo);
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m_worldinfos.push_back(pair<KX_Scene*,KX_WorldInfo*>(m_currentScene,worldinfo));
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}
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/*
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@ -51,10 +51,13 @@ struct SpaceIpo;
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class KX_BlenderSceneConverter : public KX_ISceneConverter
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{
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vector<KX_WorldInfo*> m_worldinfos;
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vector<RAS_IPolyMaterial*> m_polymaterials;
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vector<RAS_MeshObject*> m_meshobjects;
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vector<BL_Material *> m_materials;
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// Use vector of pairs to allow removal of entities between scene switch
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vector<pair<KX_Scene*,KX_WorldInfo*> > m_worldinfos;
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vector<pair<KX_Scene*,RAS_IPolyMaterial*> > m_polymaterials;
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vector<pair<KX_Scene*,RAS_MeshObject*> > m_meshobjects;
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vector<pair<KX_Scene*,BL_Material *> > m_materials;
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// Should also have a list of collision shapes.
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// For the time being this is held in KX_Scene::m_shapes
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GEN_Map<CHashedPtr,struct Object*> m_map_gameobject_to_blender;
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GEN_Map<CHashedPtr,KX_GameObject*> m_map_blender_to_gameobject;
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@ -72,6 +75,7 @@ class KX_BlenderSceneConverter : public KX_ISceneConverter
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STR_String m_newfilename;
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class KX_KetsjiEngine* m_ketsjiEngine;
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class KX_Scene* m_currentScene; // Scene being converted
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bool m_alwaysUseExpandFraming;
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bool m_usemat;
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@ -99,6 +103,7 @@ public:
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class RAS_IRenderTools* rendertools,
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class RAS_ICanvas* canvas
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);
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virtual void RemoveScene(class KX_Scene *scene);
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void SetNewFileName(const STR_String& filename);
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bool TryAndLoadNewFile();
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@ -106,6 +111,7 @@ public:
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void SetAlwaysUseExpandFraming(bool to_what);
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void RegisterGameObject(KX_GameObject *gameobject, struct Object *for_blenderobject);
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void UnregisterGameObject(KX_GameObject *gameobject);
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KX_GameObject *FindGameObject(struct Object *for_blenderobject);
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struct Object *FindBlenderObject(KX_GameObject *for_gameobject);
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@ -682,8 +682,6 @@ void KX_ConvertODEEngineObject(KX_GameObject* gameobj,
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#endif //WIN32
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static GEN_Map<GEN_HashedPtr,btCollisionShape*> map_gamemesh_to_bulletshape;
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// forward declarations
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static btCollisionShape* CreateBulletShapeFromMesh(RAS_MeshObject* meshobj, bool polytope)
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{
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@ -701,14 +699,6 @@ static btCollisionShape* CreateBulletShapeFromMesh(RAS_MeshObject* meshobj, bool
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int numPoints = 0;
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btVector3* points = 0;
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btCollisionShape** shapeptr = map_gamemesh_to_bulletshape[GEN_HashedPtr(meshobj)];
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// Mesh has already been converted: reuse
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if (shapeptr)
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{
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//return *shapeptr;
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}
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// Mesh has no polygons!
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int numpolys = meshobj->NumPolygons();
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if (!numpolys)
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@ -850,7 +840,6 @@ static btCollisionShape* CreateBulletShapeFromMesh(RAS_MeshObject* meshobj, bool
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if (numvalidpolys > 0)
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{
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//map_gamemesh_to_bulletshape.insert(GEN_HashedPtr(meshobj),collisionMeshShape);
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if (!polytope)
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{
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bool useQuantization = true;
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@ -1200,17 +1189,6 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
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void KX_ClearBulletSharedShapes()
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{
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int numshapes = map_gamemesh_to_bulletshape.size();
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int i;
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btCollisionShape*shape=0;
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for (i=0;i<numshapes ;i++)
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{
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shape = *map_gamemesh_to_bulletshape.at(i);
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//delete shape;
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}
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map_gamemesh_to_bulletshape.clear();
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}
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#endif
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@ -55,6 +55,8 @@ public:
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class RAS_IRenderTools* rendertools,
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class RAS_ICanvas* canvas)=0;
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virtual void RemoveScene(class KX_Scene *scene)=0;
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virtual void SetAlwaysUseExpandFraming(bool to_what) = 0;
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virtual void SetNewFileName(const STR_String& filename) = 0;
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@ -993,7 +993,7 @@ void KX_KetsjiEngine::StopEngine()
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for (sceneit = m_scenes.begin();sceneit != m_scenes.end() ; sceneit++)
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{
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KX_Scene* scene = *sceneit;
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delete scene;
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m_sceneconverter->RemoveScene(scene);
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}
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m_scenes.clear();
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@ -1217,7 +1217,7 @@ void KX_KetsjiEngine::RemoveScheduledScenes()
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KX_Scene* scene = *sceneit;
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if (scene->GetName()==scenename)
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{
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delete scene;
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m_sceneconverter->RemoveScene(scene);
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m_scenes.erase(sceneit);
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break;
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}
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@ -1315,7 +1315,7 @@ void KX_KetsjiEngine::ReplaceScheduledScenes()
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KX_Scene* scene = *sceneit;
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if (scene->GetName() == oldscenename)
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{
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delete scene;
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m_sceneconverter->RemoveScene(scene);
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KX_Scene* tmpscene = CreateScene(newscenename);
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m_scenes[i]=tmpscene;
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PostProcessScene(tmpscene);
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@ -75,6 +75,7 @@
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#include "NG_NetworkScene.h"
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#include "PHY_IPhysicsEnvironment.h"
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#include "KX_IPhysicsController.h"
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#include "KX_BlenderSceneConverter.h"
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#include "BL_SkinDeformer.h"
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#include "BL_DeformableGameObject.h"
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@ -120,7 +121,8 @@ KX_Scene::KX_Scene(class SCA_IInputDevice* keyboarddevice,
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m_adi(adi),
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m_networkDeviceInterface(ndi),
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m_active_camera(NULL),
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m_ueberExecutionPriority(0)
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m_ueberExecutionPriority(0),
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m_sceneConverter(NULL)
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{
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m_suspendedtime = 0.0;
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m_suspendeddelta = 0.0;
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@ -783,6 +785,8 @@ void KX_Scene::NewRemoveObject(class CValue* gameobj)
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//m_active_camera->Release();
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m_active_camera = NULL;
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}
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if (m_sceneConverter)
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m_sceneConverter->UnregisterGameObject(newobj);
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}
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@ -1277,6 +1281,11 @@ void KX_Scene::SetNodeTree(SG_Tree* root)
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m_objecttree = root;
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}
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void KX_Scene::SetSceneConverter(class KX_BlenderSceneConverter* sceneConverter)
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{
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m_sceneConverter = sceneConverter;
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}
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void KX_Scene::SetPhysicsEnvironment(class PHY_IPhysicsEnvironment* physEnv)
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{
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m_physicsEnvironment = physEnv;
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@ -86,6 +86,7 @@ class RAS_IRasterizer;
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class RAS_IRenderTools;
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class SCA_JoystickManager;
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class btCollisionShape;
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class KX_BlenderSceneConverter;
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/**
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* The KX_Scene holds all data for an independent scene. It relates
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* KX_Objects to the specific objects in the modules.
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@ -136,10 +137,12 @@ protected:
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SCA_MouseManager* m_mousemgr;
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SCA_TimeEventManager* m_timemgr;
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// Scene converter where many scene entities are registered
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// Used to deregister objects that are deleted
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class KX_BlenderSceneConverter* m_sceneConverter;
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/**
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* physics engine abstraction
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*/
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//e_PhysicsEngine m_physicsEngine; //who needs this ?
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class PHY_IPhysicsEnvironment* m_physicsEnvironment;
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@ -517,6 +520,8 @@ public:
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bool IsClearingZBuffer();
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void EnableZBufferClearing(bool isclearingZbuffer);
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void SetSceneConverter(class KX_BlenderSceneConverter* sceneConverter);
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class PHY_IPhysicsEnvironment* GetPhysicsEnvironment()
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{
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return m_physicsEnvironment;
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