POV-Ray : Newsgroups : povray.advanced-users : Problems building new [mixed] arrays. Bug(s)? : Problems building new [mixed] arrays. Bug(s)? Server Time
19 Apr 2024 01:31:44 EDT (-0400)
  Problems building new [mixed] arrays. Bug(s)?  
From: Bald Eagle
Date: 27 May 2020 20:25:01
Message: <web.5ecf04d3101f11a4fb0b41570@news.povray.org>
I was trying to implement a quad-tree data structure, and I got:

Segmentation fault (core dumped)

When I added 4 points, everything was fine, when I added the 5th - which
triggers a subdivision, and it then crashed.
There should probably be something that checks if a mixed-type array is trying
to be added to a uniform-type array.



So I partially debugged that by adding 'mixed' to the creation of the parent
array (duh), but now I get:

Parse Error: Expected 'undeclared identifier', UTF-8 signature BOM found instead
at File: QuadTree.pov Line: 114 Col: 9

That line reads:   #local _Q [7] = yes;


Once again, I am thwarted by arrays.   :(

--------------------------------------------------------------------------------

#version 3.8;
global_settings {assumed_gamma 1.0}

// /usr/share/qtpovray-3.8/include/

#include "rand.inc"
//#include "transforms.inc"

#declare Red = pigment {rgb <1, 0, 0>};
#declare Green = pigment {rgb <0, 1, 0>};
#declare Blue = pigment {rgb <0, 0, 1>};

#declare RX = 0;
#declare RY = 0;


camera {
 location <0, 0, -2>
 right x*image_width/image_height
 up y
 look_at <0, 0, 0>
 rotate x*RX
 rotate y*RY

}

light_source {<500, 1000, -4000>/100 rgb 1
 rotate x*RX
 rotate y*RY
}

sky_sphere {pigment {rgb 0.2}}




#declare Grid = pigment {rgb 0}
#declare Points = pigment {rgb <0, 1, 0>}
#declare Line = 0.01;

//---------------------------------------------------------------------------------------
#macro Show (Quad)
  sphere {<Quad[1], Quad[2], 0> Line pigment {Grid}}
  cylinder {<Quad[1], Quad[2], 0> <Quad[1], Quad[4], 0> Line pigment {Grid}}
  sphere {<Quad[1], Quad[4], 0> Line pigment {Grid}}
  cylinder {<Quad[1], Quad[4], 0> <Quad[3], Quad[4], 0> Line pigment {Grid}}
  sphere {<Quad[3], Quad[4], 0> Line pigment {Grid}}
  cylinder {<Quad[3], Quad[4], 0> <Quad[3], Quad[2], 0> Line pigment {Grid}}
  sphere {<Quad[3], Quad[2], 0> Line pigment {Grid}}
  cylinder {<Quad[3], Quad[2], 0> <Quad[1], Quad[2], 0> Line pigment {Grid}}
  #local _size = dimension_size (Quad[5], 1)-1;
  #for (P, 0, _size)
   sphere {Quad[5][P] Line pigment {Points}}
  #end
#end
//---------------------------------------------------------------------------------------
#macro Contains (_p, _r)
 #if (
  _p.x > _r.x - _rw &&
  _p.x < _r.x + _rw &&
  _p.y > _r.x - _rh &&
  _p.y > _r.x + _rh &&
 )
  #local result = true;
 #else
  #local result = false;
 #end

 result

#end
//---------------------------------------------------------------------------------------

#macro Rectangle (V1, V2)
 // take 2 corner vectors and sort to get min and max
 #local _minx = min (V1.x, V2.x);
 #local _miny = min (V1.y, V2.y);
 #local _maxx = max (V1.x, V2.x);
 #local _maxy = max (V1.y, V2.y);
 array [4] {_minx, _miny, _maxx, _maxy}
#end

//---------------------------------------------------------------------------------------
#macro newQuadtree (_r, _cap)
 #local _pointArray = array;
 #local _childArray = array;
 #local newQT = array mixed [9] {ID, _r[0], _r[1], _r[2], _r[3], _pointArray,
_cap, no, _childArray}
 #declare Quadtree [ID] = newQT;
 #declare ID = ID + 1; // increment the global ID counter
#end // end macro Quadtree
//---------------------------------------------------------------------------------------

#macro Subdivide (_Q, cap)
 #local _CX = (_Q[3] + _Q[1])/2; // center x
 #local _CY = (_Q[4] + _Q[2])/2; // center y
 #local _HW = (_Q[3] - _Q[1])/2; // half width
 #local _HH = (_Q[4] - _Q[2])/2; // half height

 // makes 4 new rectangles and creates quadtrees from them
 #local CP = <_CX, _CY>;     // Center of parent
 #local NWC = <_CX - _HW, _CY + _HH>;  // Northwest Corner of parent
 #local NEC = <_CX + _HW, _CY + _HH>;  // Northeast Corner of parent
 #local SWC = <_CX - _HW, _CY - _HH>;  // Southwest Corner of parent
 #local SEC = <_CX + _HW, _CY - _HH>;  // Southeast Corner of parent

 #local NWR = Rectangle (CP, NWC)   // Northwest Rectangle
 #local NWQ = newQuadtree (NWR, cap)   // Northwest Quadtree
 #local NER = Rectangle (CP, NEC)
 #local NEQ = newQuadtree (NER, cap)
 #local SWR = Rectangle (CP, SWC)
 #local SWQ = newQuadtree (SWR, cap)
 #local SER = Rectangle (CP, SEC)
 #local SEQ = newQuadtree (SER, cap)
 #local _Q [7] = yes;
#end// end macro Subdivide
//---------------------------------------------------------------------------------------


#macro Insert (_p, _Q)
 #local _size = dimension_size (_Q[5], 1);
 #local _capacity = _Q[6];
 #local _subdivided = _Q[7];

 #if (_size < _capacity)
  #local _Q[5][_size] = _p;
 #else
  #if (!_subdivided)
   Subdivide (_Q, _capacity)
  #end
 #end
#end
//---------------------------------------------------------------------------------------

#declare Quadtree = array mixed;
#declare ID = 0;
// make the initial quadtree
#declare Root = Rectangle (<-1, -1>, <1, 1>);
newQuadtree (Root, 4)

// add points to quadtree
#declare Seed = seed (123);
#for (P, 1, 5)
 #local _X = SRand (Seed);
 #local _Y = SRand (Seed);
 Insert (<_X, _Y, 0>, Quadtree[0])
#end

// show Quadtree
#declare treeSize = dimension_size (Quadtree, 1)-1;
#for (Bound, 0, treeSize)
 Show (Quadtree[Bound])
#end


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