Fixed some memory leaks

This commit is contained in:
viktorljung
2016-02-22 17:47:30 +01:00
parent abd36c81f8
commit 127edb4e60
4 changed files with 29 additions and 7 deletions
+2 -2
View File
@@ -125,7 +125,7 @@ struct ModelJob : RenderJob
if (Skeleton != nullptr) {
EntityWrapper entityWrapper = EntityWrapper(world, modelComponent.EntityID);
BlendTree = new ::BlendTree(entityWrapper, Skeleton);
BlendTree = std::shared_ptr<::BlendTree>(new ::BlendTree(entityWrapper, Skeleton));
}
}
};
@@ -149,7 +149,7 @@ struct ModelJob : RenderJob
std::vector<::Skeleton::AnimationData> Animations;
::Skeleton::AnimationOffset AnimationOffset;
::BlendTree* BlendTree = nullptr;
std::shared_ptr<::BlendTree> BlendTree = nullptr;
glm::vec4 DiffuseColor;
glm::vec4 SpecularColor;
@@ -68,6 +68,7 @@
<c:Blend>
<Pose1>BlendOverride</Pose1>
<Pose2>AimAdditive</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
@@ -93,7 +94,7 @@
<Components>
<c:Animation>
<AnimationName>AimRifle</AnimationName>
<Time>0.1120316470564493</Time>
<Time>0.13031392561420052</Time>
<Speed>0.5</Speed>
<Additive>true</Additive>
</c:Animation>
@@ -106,6 +107,7 @@
<c:BlendOverride>
<Master>ShootRifleAnimation</Master>
<Slave>BlendWalkRun</Slave>
<Weight>0</Weight>
</c:BlendOverride>
<c:Transform/>
</Components>
@@ -124,7 +126,7 @@
<Components>
<c:Animation>
<AnimationName>Run</AnimationName>
<Time>0.22406329411289949</Time>
<Time>0.26062785122840193</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
@@ -135,7 +137,7 @@
<Components>
<c:Animation>
<AnimationName>Walk</AnimationName>
<Time>0.22406329411289949</Time>
<Time>0.26101654028221088</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
@@ -148,7 +150,7 @@
<Components>
<c:Animation>
<AnimationName>ShootFastRifle</AnimationName>
<Time>0.024060340702750871</Time>
<Time>0.061012901418647347</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
+18
View File
@@ -53,7 +53,25 @@ BlendTree::BlendTree(EntityWrapper ModelEntity, Skeleton* skeleton)
BlendTree::~BlendTree()
{
Node* currentNode = m_Root;
while (currentNode->Child[0] != nullptr) {
currentNode = currentNode->Child[0];
}
std::list<Node*> m_NodesToRemove;
while (currentNode != nullptr) {
currentNode = currentNode->Next();
m_NodesToRemove.push_back(currentNode);
}
for (auto it = m_NodesToRemove.begin(); it != m_NodesToRemove.end(); it++) {
if ((*it) != nullptr) {
delete (*it);
(*it) = nullptr;
}
}
}
void BlendTree::PrintTree()
+3 -1
View File
@@ -591,12 +591,14 @@ std::vector<glm::mat4> Skeleton::OverridePose(std::vector<glm::mat4> overridePos
return finalPose;
}
for (int i = 0; i < overridePose.size(); i++) {
for (int i = 0; i < targetPose.size(); i++) {
if(overridePose[i] != glm::mat4(1)) {
finalPose.push_back(overridePose[i]);
} else {
finalPose.push_back(targetPose[i]);
}
//finalPose.push_back(overridePose[i]);
}
return finalPose;