Robert Osfield wrote:
Without knowledge of the actual format/loader this looks like a
fragile loop to me.
Here's a fix. This should avoid the infinite loop.
--"J"
#include "VBSPGeometry.h"
using namespace osg;
using namespace osgDB;
using namespace bsp;
VBSPGeometry::VBSPGeometry(VBSPReader * reader)
{
// Keep track of the reader, as it has all of the data lists that we
// need
vbsp_reader = reader;
// Create arrays for the vertex attributes
vertex_array = new Vec3Array();
normal_array = new Vec3Array();
texcoord_array = new Vec2Array();
// Create a primitive set for drawing variable length primitives (VBSP
// primitives are only guaranteed to be convex polygons)
primitive_set = new DrawArrayLengths(PrimitiveSet::POLYGON);
// Create a second set of arrays for displacement surfaces
disp_vertex_array = new Vec3Array();
disp_normal_array = new Vec3Array();
disp_texcoord_array = new Vec2Array();
disp_vertex_attr_array = new FloatArray();
// Create a second primitive set for drawing indexed triangles, which is
// the quickest method for drawing the displacement surfaces
disp_primitive_set = new DrawElementsUInt(PrimitiveSet::TRIANGLES);
}
VBSPGeometry::~VBSPGeometry()
{
}
bool VBSPGeometry::doesEdgeExist(int row, int col, int direction,
int vertsPerEdge)
{
// See if there is an edge on the displacement surface from the given
// vertex in the given direction (we only need to know the vertices
// indices, because all displacement surfaces are tessellated in the
// same way)
switch (direction)
{
case 0:
// False if we're on the left edge, otherwise true
if ((row - 1) < 0)
return false;
else
return true;
case 1:
// False if we're on the top edge, otherwise true
if ((col + 1) >= vertsPerEdge)
return false;
else
return true;
case 2:
// False if we're on the right edge, otherwise true
if ((row + 1) >= vertsPerEdge)
return false;
else
return true;
case 3:
// False if we're on the bottom edge, otherwise true
if ((col - 1) < 0)
return false;
else
return true;
default:
return false;
}
}
osg::Vec3 VBSPGeometry::getNormalFromEdges(int row, int col,
unsigned char edgeBits,
int firstVertex, int vertsPerEdge)
{
osg::Vec3 * vertexData;
osg::Vec3 * surfaceVerts;
osg::Vec3 finalNormal;
osg::Vec3 v1, v2, v3;
osg::Vec3 e1, e2;
osg::Vec3 tempNormal;
int normalCount;
// Constants for direction. If the bit is set in the edgeBits, then
// there is an edge connected to the current vertex in that direction
const unsigned char NEG_X = 1 << 0;
const unsigned char POS_Y = 1 << 1;
const unsigned char POS_X = 1 << 2;
const unsigned char NEG_Y = 1 << 3;
// Constants for quadrants. If both bits are set, then there are
// exactly two triangles in that quadrant
const unsigned char QUAD_1 = POS_X | POS_Y;
const unsigned char QUAD_2 = NEG_X | POS_Y;
const unsigned char QUAD_3 = NEG_X | NEG_Y;
const unsigned char QUAD_4 = POS_X | NEG_Y;
// Grab the vertex data from the displaced vertex array (if there's a
// better way to randomly access the data in this array, I'm all ears)
vertexData = (osg::Vec3 *)disp_vertex_array->getDataPointer();
// Move to the surface we're interested in, and start counting vertices
// from there
surfaceVerts = &vertexData[firstVertex];
// Start with no normals computed
finalNormal.set(0.0, 0.0, 0.0);
normalCount = 0;
// The process is fairly simple. For all four quadrants surrounding
// the vertex, check each quadrant to see if there are triangles there.
// If so, calculate the normals of the two triangles in that quadrant, and
// add them to the final normal. When fininshed, scale the final normal
// based on the number of contributing triangle normals
// Check quadrant 1 (+X,+Y)
if ((edgeBits & QUAD_1) == QUAD_1)
{
// First triangle
v1 = surfaceVerts[(col+1) * vertsPerEdge + row];
v2 = surfaceVerts[col * vertsPerEdge + row];
v3 = surfaceVerts[col * vertsPerEdge + (row+1)];
e1 = v1 - v2;
e2 = v3 - v2;
tempNormal = e2 ^ e1;
tempNormal.normalize();
finalNormal += tempNormal;
normalCount++;
// Second triangle
v1 = surfaceVerts[(col+1) * vertsPerEdge + row];
v2 = surfaceVerts[col * vertsPerEdge + (row+1)];
v3 = surfaceVerts[(col+1) * vertsPerEdge + (row+1)];
e1 = v1 - v2;
e2 = v3 - v2;
tempNormal = e2 ^ e1;
tempNormal.normalize();
finalNormal += tempNormal;
normalCount++;
}
// Check quadrant 2 (-X,+Y)
if ((edgeBits & QUAD_2) == QUAD_2)
{
// First triangle
v1 = surfaceVerts[(col+1) * vertsPerEdge + (row-1)];
v2 = surfaceVerts[col * vertsPerEdge + (row-1)];
v3 = surfaceVerts[col * vertsPerEdge + row];
e1 = v1 - v2;
e2 = v3 - v2;
tempNormal = e2 ^ e1;
tempNormal.normalize();
finalNormal += tempNormal;
normalCount++;
// Second triangle
v1 = surfaceVerts[(col+1) * vertsPerEdge + (row-1)];
v2 = surfaceVerts[col * vertsPerEdge + row];
v3 = surfaceVerts[(col+1) * vertsPerEdge + row];
e1 = v1 - v2;
e2 = v3 - v2;
tempNormal = e2 ^ e1;
tempNormal.normalize();
finalNormal += tempNormal;
normalCount++;
}
// Check quadrant 3 (-X,-Y)
if ((edgeBits & QUAD_3) == QUAD_3)
{
// First triangle
v1 = surfaceVerts[col * vertsPerEdge + (row-1)];
v2 = surfaceVerts[(col-1) * vertsPerEdge + (row-1)];
v3 = surfaceVerts[(col-1) * vertsPerEdge + row];
e1 = v1 - v2;
e2 = v3 - v2;
tempNormal = e2 ^ e1;
tempNormal.normalize();
finalNormal += tempNormal;
normalCount++;
// Second triangle
v1 = surfaceVerts[col * vertsPerEdge + (row-1)];
v2 = surfaceVerts[(col-1) * vertsPerEdge + row];
v3 = surfaceVerts[col * vertsPerEdge + row];
e1 = v1 - v2;
e2 = v3 - v2;
tempNormal = e2 ^ e1;
tempNormal.normalize();
finalNormal += tempNormal;
normalCount++;
}
// Check quadrant 4 (+X,-Y)
if ((edgeBits & QUAD_4) == QUAD_4)
{
// First triangle
v1 = surfaceVerts[col * vertsPerEdge + row];
v2 = surfaceVerts[(col-1) * vertsPerEdge + row];
v3 = surfaceVerts[(col-1) * vertsPerEdge + (row+1)];
e1 = v1 - v2;
e2 = v3 - v2;
tempNormal = e2 ^ e1;
tempNormal.normalize();
finalNormal += tempNormal;
normalCount++;
// Second triangle
v1 = surfaceVerts[col * vertsPerEdge + row];
v2 = surfaceVerts[(col-1) * vertsPerEdge + (row+1)];
v3 = surfaceVerts[col * vertsPerEdge + (row+1)];
e1 = v1 - v2;
e2 = v3 - v2;
tempNormal = e2 ^ e1;
tempNormal.normalize();
finalNormal += tempNormal;
normalCount++;
}
// Scale the final normal according to how many triangle normals are
// contributing
finalNormal *= (1.0f / (float)normalCount);
return finalNormal;
}
void VBSPGeometry::createDispSurface(Face & face, DisplaceInfo & dispInfo)
{
TexInfo currentTexInfo;
TexData currentTexData;
Vec3 texU;
float texUOffset;
float texUScale;
Vec3 texV;
float texVOffset;
float texVScale;
unsigned int i, j, k;
double dist, minDist;
int minIndex;
osg::Vec3 temp;
int edgeIndex;
int currentSurfEdge;
Edge currentEdge;
osg::Vec3 currentVertex;
osg::Vec3 vertices[4];
unsigned int firstVertex;
unsigned int numEdgeVertices;
double subdivideScale;
osg::Vec3 leftEdge, rightEdge;
osg::Vec3 leftEdgeStep, rightEdgeStep;
osg::Vec3 leftEnd, rightEnd;
osg::Vec3 leftRightSeg, leftRightStep;
unsigned int dispVertIndex;
DisplacedVertex dispVertInfo;
osg::Vec3 flatVertex, dispVertex;
unsigned int index;
osg::Vec3 normal;
float u, v;
osg::Vec2 texCoord;
unsigned char edgeBits;
// Get the texture info for this face
currentTexInfo = vbsp_reader->getTexInfo(face.texinfo_index);
currentTexData = vbsp_reader->getTexData(currentTexInfo.texdata_index);
// Get the texture vectors and offsets. These are used to calculate
// texture coordinates
texU.set(currentTexInfo.texture_vecs[0][0],
currentTexInfo.texture_vecs[0][1],
currentTexInfo.texture_vecs[0][2]);
texUOffset = currentTexInfo.texture_vecs[0][3];
texV.set(currentTexInfo.texture_vecs[1][0],
currentTexInfo.texture_vecs[1][1],
currentTexInfo.texture_vecs[1][2]);
texVOffset = currentTexInfo.texture_vecs[1][3];
// Get the size of the texture involved, as the planar texture projection
// assumes non-normalized texture coordinates
texUScale = 1.0 / (float)currentTexData.texture_width;
texVScale = 1.0 / (float)currentTexData.texture_height;
// Get the first edge index
edgeIndex = face.first_edge;
// Get the base vertices for this face
for (i = 0; i < face.num_edges; i++)
{
// Look up the edge specified by the surface edge index, the
// index might be negative (see below), so take the absolute
// value
currentSurfEdge = vbsp_reader->getSurfaceEdge(edgeIndex);
currentEdge = vbsp_reader->getEdge(abs(currentSurfEdge));
// The sign of the surface edge index specifies which vertex is
// "first" for this face. A negative index means the edge should
// be flipped, and the second vertex treated as the first
if (currentSurfEdge < 0)
currentVertex = vbsp_reader->getVertex(currentEdge.vertex[1]);
else
currentVertex = vbsp_reader->getVertex(currentEdge.vertex[0]);
// Add the vertex to the array
vertices[i] = currentVertex;
// Move on to the next vertex
edgeIndex++;
}
// Rotate the base coordinates for the surface until the first vertex
// matches the start position
minDist = 1.0e9;
for (i = 0; i < 4; i++)
{
// Calculate the distance of the start position from this vertex
dist = (vertices[i] - dispInfo.start_position).length();
// If this is the smallest distance we've seen, remember it
if (dist < minDist)
{
minDist = dist;
minIndex = i;
}
}
// Rotate the displacement surface quad until we get the starting vertex
// in the 0th position
for (i = 0; i < minIndex; i++)
{
temp = vertices[0];
vertices[0] = vertices[1];
vertices[1] = vertices[2];
vertices[2] = vertices[3];
vertices[3] = temp;
}
// Calculate the vectors for the left and right edges of the surface
// (remembering that the surface is wound clockwise)
leftEdge = vertices[1] - vertices[0];
rightEdge = vertices[2] - vertices[3];
// Calculate the number of vertices along each edge of the surface
numEdgeVertices = (1 << dispInfo.power) + 1;
// Calculate the subdivide scale, which will tell us how far apart to
// put each vertex (relative to the length of the surface's edges)
subdivideScale = 1.0 / (double)(numEdgeVertices - 1);
// Calculate the step size between vertices on the left and right edges
leftEdgeStep = leftEdge * subdivideScale;
rightEdgeStep = rightEdge * subdivideScale;
// Remember the first vertex index in the vertex array
firstVertex = disp_vertex_array->size();
// Generate the displaced vertices (this technique comes from the
// Source SDK)
for (i = 0; i < numEdgeVertices; i++)
{
// Calculate the two endpoints for this section of the surface
leftEnd = leftEdgeStep * (double) i;
leftEnd += vertices[0];
rightEnd = rightEdgeStep * (double) i;
rightEnd += vertices[3];
// Now, get the vector from left to right, and subdivide it as well
leftRightSeg = rightEnd - leftEnd;
leftRightStep = leftRightSeg * subdivideScale;
// Generate the vertices for this section
for (j = 0; j < numEdgeVertices; j++)
{
// Get the displacement info for this vertex
dispVertIndex = dispInfo.disp_vert_start;
dispVertIndex += i * numEdgeVertices + j;
dispVertInfo = vbsp_reader->getDispVertex(dispVertIndex);
// Calculate the flat vertex
flatVertex = leftEnd + (leftRightStep * (double) j);
// Calculate the displaced vertex
dispVertex =
dispVertInfo.displace_vec * dispVertInfo.displace_dist;
dispVertex += flatVertex;
// Add the vertex to the displaced vertex array
disp_vertex_array->push_back(dispVertex);
// Calculate the texture coordinates for this vertex. Texture
// coordinates are calculated using a planar projection, so we need
// to use the non-displaced vertex position here
u = texU * flatVertex + texUOffset;
u *= texUScale;
v = texV * flatVertex + texVOffset;
v *= texVScale;
texCoord.set(u, v);
// Add the texture coordinate to the array
disp_texcoord_array->push_back(texCoord);
// Get the texture blend parameter for this vertex as well
disp_vertex_attr_array->
push_back(dispVertInfo.alpha_blend / 255.0);
}
}
// Calculate normals at each vertex (this is adapted from the Source SDK,
// including the two helper functions)
for (i = 0; i < numEdgeVertices; i++)
{
for (j = 0; j < numEdgeVertices; j++)
{
// See which of the 4 possible edges (left, up, right, or down) are
// incident on this vertex
edgeBits = 0;
for (k = 0; k < 4; k++)
{
if (doesEdgeExist(j, i, k, numEdgeVertices))
edgeBits |= 1 << k;
}
// Calculate the normal based on the adjacent edges
normal = getNormalFromEdges(j, i, edgeBits, firstVertex,
numEdgeVertices);
// Add the normal to the normal array
disp_normal_array->push_back(normal);
}
}
// Now, triangulate the surface (this technique comes from the Source SDK)
for (i = 0; i < numEdgeVertices-1; i++)
{
for (j = 0; j < numEdgeVertices-1; j++)
{
// Get the current vertex index (local to this surface)
index = i * numEdgeVertices + j;
// See if this index is odd
if ((index % 2) == 1)
{
// Add the vertex offset (so we reference this surface's
// vertices in the array)
index += firstVertex;
// Create two triangles on this vertex from top-left to
// bottom-right
disp_primitive_set->push_back(index);
disp_primitive_set->push_back(index + 1);
disp_primitive_set->push_back(index + numEdgeVertices);
disp_primitive_set->push_back(index + 1);
disp_primitive_set->push_back(index + numEdgeVertices + 1);
disp_primitive_set->push_back(index + numEdgeVertices);
}
else
{
// Add the vertex offset (so we reference this surface's
// vertices in the array)
index += firstVertex;
// Create two triangles on this vertex from bottom-left to
// top-right
disp_primitive_set->push_back(index);
disp_primitive_set->push_back(index + numEdgeVertices + 1);
disp_primitive_set->push_back(index + numEdgeVertices);
disp_primitive_set->push_back(index);
disp_primitive_set->push_back(index + 1);
disp_primitive_set->push_back(index + numEdgeVertices + 1);
}
}
}
}
void VBSPGeometry::addFace(int faceIndex)
{
Face currentFace;
Edge currentEdge;
DisplaceInfo currentDispInfo;
TexInfo currentTexInfo;
TexData currentTexData;
Vec3 normal;
int edgeIndex;
int i;
int currentSurfEdge;
Vec3 currentVertex;
Vec3 texU;
float texUOffset;
float texUScale;
Vec3 texV;
float texVOffset;
float texVScale;
float u, v;
Vec2f texCoord;
// Make sure this face is not "on node" (an internal node of the BSP tree).
// These faces are not used for visible geometry
currentFace = vbsp_reader->getFace(faceIndex);
// See if this is a displacement surface
if (currentFace.dispinfo_index != -1)
{
// Get the displacement info
currentDispInfo =
vbsp_reader->getDispInfo(currentFace.dispinfo_index);
// Generate the displacement surface
createDispSurface(currentFace, currentDispInfo);
}
else
{
// Get the face normal, using the plane information
normal = vbsp_reader->getPlane(currentFace.plane_index).plane_normal;
if (currentFace.plane_side != 0)
normal = -normal;
// Get the texture info and data structures
currentTexInfo = vbsp_reader->getTexInfo(currentFace.texinfo_index);
currentTexData = vbsp_reader->getTexData(currentTexInfo.texdata_index);
// Get the texture vectors and offsets. These are used to calculate
// texture coordinates
texU.set(currentTexInfo.texture_vecs[0][0],
currentTexInfo.texture_vecs[0][1],
currentTexInfo.texture_vecs[0][2]);
texUOffset = currentTexInfo.texture_vecs[0][3];
texV.set(currentTexInfo.texture_vecs[1][0],
currentTexInfo.texture_vecs[1][1],
currentTexInfo.texture_vecs[1][2]);
texVOffset = currentTexInfo.texture_vecs[1][3];
// Get the texture size, as the planar texture projection results in
// non-normalized texture coordinates
texUScale = 1.0 / (float)currentTexData.texture_width;
texVScale = 1.0 / (float)currentTexData.texture_height;
// Start with the last edge index, because we need to switch from
// clockwise winding (DirectX) to counter-clockwise winding (OpenGL)
edgeIndex = currentFace.first_edge + currentFace.num_edges - 1;
// Set the length of this primitive on the primitive set
primitive_set->push_back(currentFace.num_edges);
// Iterate over the edges in this face, and extract the vertex data
for (i = 0; i < currentFace.num_edges; i++)
{
// Look up the edge specified by the surface edge index, the
// index might be negative (see below), so take the absolute
// value
currentSurfEdge = vbsp_reader->getSurfaceEdge(edgeIndex);
currentEdge = vbsp_reader->getEdge(abs(currentSurfEdge));
// The sign of the surface edge index specifies which vertex is
// "first" for this face. A negative index means the edge should
// be flipped, and the second vertex treated as the first
if (currentSurfEdge < 0)
currentVertex = vbsp_reader->getVertex(currentEdge.vertex[1]);
else
currentVertex = vbsp_reader->getVertex(currentEdge.vertex[0]);
// Add the vertex to the array
vertex_array->push_back(currentVertex);
// Set the normal
normal_array->push_back(normal);
// Calculate the texture coordinates for this vertex
u = texU * currentVertex + texUOffset;
u *= texUScale;
v = texV * currentVertex + texVOffset;
v *= texVScale;
texCoord.set(u, v);
// Add the texture coordinate to the array
texcoord_array->push_back(texCoord);
// Move on to the next (previous?) vertex
edgeIndex--;
}
}
}
ref_ptr<Group> VBSPGeometry::createGeometry()
{
ref_ptr<Group> rootGroup;
ref_ptr<Geode> geode;
ref_ptr<Geometry> geometry;
Vec4f color;
ref_ptr<Vec4Array> colorArray;
// Create the root group (we'll attach everything to this group and
// return it)
rootGroup = new Group();
// Create a geode for the geometries
geode = new Geode();
rootGroup->addChild(geode.get());
// See if there are any regular (non-displaced) faces to render
if (primitive_set->size() > 0)
{
// Create a geometry object for the regular surfaces
geometry = new Geometry();
// Add the vertex attributes
geometry->setVertexArray(vertex_array.get());
geometry->setNormalArray(normal_array.get());
geometry->setNormalBinding(Geometry::BIND_PER_VERTEX);
geometry->setTexCoordArray(0, texcoord_array.get());
// Add an overall color
color.set(1.0, 1.0, 1.0, 1.0);
colorArray = new Vec4Array(1, &color);
geometry->setColorArray(colorArray.get());
geometry->setColorBinding(Geometry::BIND_OVERALL);
// Add our primitive set to the geometry
geometry->addPrimitiveSet(primitive_set.get());
// Add the geometry to the geode
geode->addDrawable(geometry.get());
}
// Now do the same for the displacement surfaces (if any)
if (disp_primitive_set->size() > 0)
{
// Create a geometry object for the regular surfaces
geometry = new Geometry();
// Add the vertex attributes
geometry->setVertexArray(disp_vertex_array.get());
geometry->setNormalArray(disp_normal_array.get());
geometry->setNormalBinding(Geometry::BIND_PER_VERTEX);
geometry->setTexCoordArray(0, disp_texcoord_array.get());
geometry->setVertexAttribArray(1, disp_vertex_attr_array.get());
geometry->setVertexAttribBinding(1, Geometry::BIND_PER_VERTEX);
// Add an overall color
color.set(1.0, 1.0, 1.0, 1.0);
colorArray = new Vec4Array(1, &color);
geometry->setColorArray(colorArray.get());
geometry->setColorBinding(Geometry::BIND_OVERALL);
// Add our primitive set to the geometry
geometry->addPrimitiveSet(disp_primitive_set.get());
// Add the geometry to the geode
geode->addDrawable(geometry.get());
}
// Return the root group
return rootGroup;
}
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