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Fix buffer overflow in 2D BVH
Some areas of code were missed and assumed Vector3.
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@ -14,7 +14,7 @@ struct CullParams {
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uint32_t pairable_type;
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// optional components for different tests
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Vector3 point;
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Point point;
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BVHABB_CLASS abb;
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typename BVHABB_CLASS::ConvexHull hull;
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typename BVHABB_CLASS::Segment segment;
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@ -6,24 +6,21 @@ void _debug_recursive_print_tree(int p_tree_id) const {
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}
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String _debug_aabb_to_string(const BVHABB_CLASS &aabb) const {
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String sz = "(";
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sz += itos(aabb.min.x);
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sz += " ~ ";
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sz += itos(-aabb.neg_max.x);
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sz += ") (";
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Point size = aabb.calculate_size();
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sz += itos(aabb.min.y);
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sz += " ~ ";
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sz += itos(-aabb.neg_max.y);
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sz += ") (";
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String sz;
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float vol = 0.0;
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sz += itos(aabb.min.z);
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sz += " ~ ";
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sz += itos(-aabb.neg_max.z);
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sz += ") ";
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for (int i = 0; i < Point::AXES_COUNT; ++i) {
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sz += "(";
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sz += itos(aabb.min[i]);
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sz += " ~ ";
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sz += itos(-aabb.neg_max[i]);
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sz += ") ";
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vol += size[i];
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}
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Vector3 size = aabb.calculate_size();
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float vol = size.x * size.y * size.z;
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sz += "vol " + itos(vol);
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return sz;
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@ -28,11 +28,15 @@ void _split_leaf_sort_groups_simple(int &num_a, int &num_b, uint16_t *group_a, u
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Point centre = full_bound.calculate_centre();
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Point size = full_bound.calculate_size();
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int order[3];
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int order[Point::AXIS_COUNT];
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order[0] = size.min_axis();
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order[2] = size.max_axis();
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order[1] = 3 - (order[0] + order[2]);
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order[Point::AXIS_COUNT - 1] = size.max_axis();
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static_assert(Point::AXIS_COUNT <= 3);
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if (Point::AXIS_COUNT == 3) {
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order[1] = 3 - (order[0] + order[2]);
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}
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// simplest case, split on the longest axis
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int split_axis = order[0];
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@ -54,7 +58,7 @@ void _split_leaf_sort_groups_simple(int &num_a, int &num_b, uint16_t *group_a, u
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// detect when split on longest axis failed
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int min_threshold = MAX_ITEMS / 4;
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int min_group_size[3];
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int min_group_size[Point::AXIS_COUNT];
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min_group_size[0] = MIN(num_a, num_b);
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if (min_group_size[0] < min_threshold) {
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// slow but sure .. first move everything back into a
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@ -64,7 +68,7 @@ void _split_leaf_sort_groups_simple(int &num_a, int &num_b, uint16_t *group_a, u
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num_b = 0;
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// now calculate the best split
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for (int axis = 1; axis < 3; axis++) {
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for (int axis = 1; axis < Point::AXIS_COUNT; axis++) {
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split_axis = order[axis];
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int count = 0;
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@ -82,7 +86,7 @@ void _split_leaf_sort_groups_simple(int &num_a, int &num_b, uint16_t *group_a, u
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// best axis
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int best_axis = 0;
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int best_min = min_group_size[0];
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for (int axis = 1; axis < 3; axis++) {
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for (int axis = 1; axis < Point::AXIS_COUNT; axis++) {
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if (min_group_size[axis] > best_min) {
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best_min = min_group_size[axis];
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best_axis = axis;
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