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https://github.com/Laupetin/OpenAssetTools.git
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Fixed a crash related to AABB Tree children counts exceeding the maximum limit
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@@ -63,6 +63,8 @@ namespace BSP
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{
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constexpr unsigned int MAX_COLLISION_VERTS = UINT16_MAX;
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constexpr size_t MAX_AABB_TREE_CHILDREN = 128;
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enum BSPDefaultLights
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{
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STATIC_LIGHT_INDEX = 0,
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@@ -209,81 +209,103 @@ namespace BSP
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*/
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}
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int ClipMapLinker::addAABBTreeFromLeaf(BSPTree* node, clipMap_t* clipMap)
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void ClipMapLinker::addAABBTreeFromLeaf(clipMap_t* clipMap, BSPTree* tree, size_t* out_parentCount, size_t* out_parentStartIndex)
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{
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assert(node->isLeaf);
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assert(tree->isLeaf);
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size_t objectCount = node->leaf->getObjectCount();
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size_t parentAABBIndex = AABBTreeVec.size();
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size_t leafObjectCount = tree->leaf->getObjectCount();
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assert(leafObjectCount > 0);
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if (leafObjectCount > highestLeafObjectCount)
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highestLeafObjectCount = leafObjectCount;
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assert(objectCount > 0);
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// BO2 has a maximum limit of 128 children per AABB tree (essentially),
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// so this is fixed by adding multiple parent AABB trees that hold 128 children each
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size_t result = leafObjectCount / BSPGameConstants::MAX_AABB_TREE_CHILDREN;
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size_t remainder = leafObjectCount % BSPGameConstants::MAX_AABB_TREE_CHILDREN;
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size_t parentCount = result;
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if (remainder > 0)
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parentCount++;
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if (objectCount > highestLeafObjectCount)
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highestLeafObjectCount = objectCount;
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// add the parent AABB node
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vec3_t parentMins;
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vec3_t parentMaxs;
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for (size_t objectIdx = 0; objectIdx < objectCount; objectIdx++)
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size_t parentAABBArrayIndex = AABBTreeVec.size();
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AABBTreeVec.resize(AABBTreeVec.size() + parentCount);
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size_t unaddedObjectCount = leafObjectCount;
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size_t addedObjectCount = 0;
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for (size_t parentIdx = 0; parentIdx < parentCount; parentIdx++)
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{
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int partitionIndex = node->leaf->getObject(objectIdx)->partitionIndex;
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CollisionPartition* partition = &clipMap->partitions[partitionIndex];
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for (int uindIdx = 0; uindIdx < partition->nuinds; uindIdx++)
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{
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uint16_t uind = clipMap->info.uinds[partition->fuind + uindIdx];
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vec3_t vert = clipMap->verts[uind];
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size_t childObjectCount = BSPGameConstants::MAX_AABB_TREE_CHILDREN;
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if (unaddedObjectCount <= BSPGameConstants::MAX_AABB_TREE_CHILDREN)
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childObjectCount = unaddedObjectCount;
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else
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unaddedObjectCount -= BSPGameConstants::MAX_AABB_TREE_CHILDREN;
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// initalise the parent AABB with the first vertex
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if (objectIdx == 0 && uindIdx == 0)
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// add the parent AABB
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vec3_t parentMins;
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vec3_t parentMaxs;
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for (size_t objectIdx = 0; objectIdx < childObjectCount; objectIdx++)
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{
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int partitionIndex = tree->leaf->getObject(addedObjectCount + objectIdx)->partitionIndex;
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CollisionPartition* partition = &clipMap->partitions[partitionIndex];
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for (int uindIdx = 0; uindIdx < partition->nuinds; uindIdx++)
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{
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parentMins = vert;
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parentMaxs = vert;
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uint16_t uind = clipMap->info.uinds[partition->fuind + uindIdx];
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vec3_t vert = clipMap->verts[uind];
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// initalise the parent AABB with the first vertex
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if (objectIdx == 0 && uindIdx == 0)
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{
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parentMins = vert;
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parentMaxs = vert;
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}
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BSPUtil::updateAABBWithPoint(vert, parentMins, parentMaxs);
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}
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}
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size_t childObjectStartIndex = AABBTreeVec.size();
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CollisionAabbTree parentAABB;
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parentAABB.origin = BSPUtil::calcMiddleOfAABB(parentMins, parentMaxs);
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parentAABB.halfSize = BSPUtil::calcHalfSizeOfAABB(parentMins, parentMaxs);
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parentAABB.materialIndex = 0; // always use the first material
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parentAABB.childCount = static_cast<uint16_t>(childObjectCount);
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parentAABB.u.firstChildIndex = static_cast<int>(childObjectStartIndex);
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AABBTreeVec.at(parentAABBArrayIndex + parentIdx) = parentAABB;
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// add child AABBs
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for (size_t objectIdx = 0; objectIdx < childObjectCount; objectIdx++)
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{
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int partitionIndex = tree->leaf->getObject(addedObjectCount + objectIdx)->partitionIndex;
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CollisionPartition* partition = &clipMap->partitions[partitionIndex];
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vec3_t childMins;
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vec3_t childMaxs;
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for (int uindIdx = 0; uindIdx < partition->nuinds; uindIdx++)
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{
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uint16_t uind = clipMap->info.uinds[partition->fuind + uindIdx];
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vec3_t vert = clipMap->verts[uind];
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// initalise the child AABB with the first vertex
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if (uindIdx == 0)
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{
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childMins = vert;
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childMaxs = vert;
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}
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BSPUtil::updateAABBWithPoint(vert, childMins, childMaxs);
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}
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BSPUtil::updateAABBWithPoint(vert, parentMins, parentMaxs);
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}
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}
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CollisionAabbTree parentAABB;
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parentAABB.origin = BSPUtil::calcMiddleOfAABB(parentMins, parentMaxs);
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parentAABB.halfSize = BSPUtil::calcHalfSizeOfAABB(parentMins, parentMaxs);
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parentAABB.materialIndex = 0; // always use the first material
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parentAABB.childCount = static_cast<uint16_t>(objectCount);
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parentAABB.u.firstChildIndex = static_cast<int>(parentAABBIndex + 1);
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AABBTreeVec.emplace_back(parentAABB);
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// add child AABB nodes
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for (size_t objectIdx = 0; objectIdx < objectCount; objectIdx++)
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{
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int partitionIndex = node->leaf->getObject(objectIdx)->partitionIndex;
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CollisionPartition* partition = &clipMap->partitions[partitionIndex];
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vec3_t childMins;
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vec3_t childMaxs;
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for (int uindIdx = 0; uindIdx < partition->nuinds; uindIdx++)
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{
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uint16_t uind = clipMap->info.uinds[partition->fuind + uindIdx];
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vec3_t vert = clipMap->verts[uind];
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// initalise the child AABB with the first vertex
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if (uindIdx == 0)
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{
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childMins = vert;
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childMaxs = vert;
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}
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BSPUtil::updateAABBWithPoint(vert, childMins, childMaxs);
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CollisionAabbTree childAABBTree;
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childAABBTree.materialIndex = 0; // always use the first material
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childAABBTree.childCount = 0;
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childAABBTree.u.partitionIndex = partitionIndex;
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childAABBTree.origin = BSPUtil::calcMiddleOfAABB(childMins, childMaxs);
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childAABBTree.halfSize = BSPUtil::calcHalfSizeOfAABB(childMins, childMaxs);
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AABBTreeVec.emplace_back(childAABBTree);
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}
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CollisionAabbTree childAABBTree;
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childAABBTree.materialIndex = 0; // always use the first material
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childAABBTree.childCount = 0;
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childAABBTree.u.partitionIndex = partitionIndex;
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childAABBTree.origin = BSPUtil::calcMiddleOfAABB(childMins, childMaxs);
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childAABBTree.halfSize = BSPUtil::calcHalfSizeOfAABB(childMins, childMaxs);
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AABBTreeVec.emplace_back(childAABBTree);
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addedObjectCount += childObjectCount;
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}
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return static_cast<int>(parentAABBIndex);
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*out_parentCount = parentCount;
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*out_parentStartIndex = parentAABBArrayIndex;
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}
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constexpr vec3_t normalX = {1.0f, 0.0f, 0.0f};
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@@ -315,8 +337,11 @@ namespace BSP
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if (tree->leaf->getObjectCount() > 0)
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{
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leaf.firstCollAabbIndex = addAABBTreeFromLeaf(tree, clipMap);
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leaf.collAabbCount = 1; // 1 as it is the parent of all object AABBs
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size_t parentCount = 0;
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size_t parentStartIndex = 0;
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addAABBTreeFromLeaf(clipMap, tree, &parentCount, &parentStartIndex);
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leaf.collAabbCount = static_cast<uint16_t>(parentCount);
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leaf.firstCollAabbIndex = static_cast<uint16_t>(parentStartIndex);
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}
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else
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{
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@@ -31,7 +31,7 @@ namespace BSP
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std::vector<cLeaf_s> leafVec;
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std::vector<CollisionAabbTree> AABBTreeVec;
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size_t highestLeafObjectCount = 0;
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int addAABBTreeFromLeaf(BSPTree* node, clipMap_t* clipMap);
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void addAABBTreeFromLeaf(clipMap_t* clipMap, BSPTree* tree, size_t* out_parentCount, size_t* out_parentStartIndex);
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int16_t loadBSPNode(clipMap_t* clipMap, BSPTree* tree);
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void loadBSPTree(clipMap_t* clipMap, BSPData* bsp);
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bool loadPartitions(clipMap_t* clipMap, BSPData* bsp);
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