Null Pointer problem

If anyone can help identify the problem here, that would be excellent. Now I have
this class QuadTree and QuadNode. I call the following from Main:
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Terrain t(50);
QuadTree qt(5);
t.generate();
qt.load(&t);
//qt.parent should not be NULL anymore
qt.createMesh(&mesh); //but apparently it is still NULL
...


And as you can see, from the underlined code below, parent should now(?) point to an object, but createMesh seems to indicate that that's not true...

QuadTree.h:
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#ifndef QUADTREE_H
#define QUADTREE_H
#include "OpenglContext.h"
#include "Terrain.h"
#include <vector>
#include <string>
#include <sstream>

enum Key
{
	NE,
	NW,
	SW,
	SE,
	PARENT
};

class QuadNode
{
public:
	QuadNode(float _x, float _y, float _width)
	{
		x=_x;
		y=_y;
		width=_width;
		leaf = false;
		for(int i=0; i<4; i++)
			nodes[i] = NULL;
	}

	float x;
	float y;
	float width;
	bool leaf;
	QuadNode* nodes[4];
};

class QuadTree
{
public:
	QuadTree(int maxLevel);
	QuadTree(const QuadTree&);
	~QuadTree();
	void load(Terrain* t);
	bool init();
	void clear();
	void createMesh(Mesh* m);
	string toString();
private:
	void load(QuadNode* node, float x, float y, float width, Key key, int level, float sX, float sY, float eX, float eY);
	void contrasts(int width, bool (&subs)[4], float sX, float sY, float eX, float eY);
	void createMesh(Mesh* m, QuadNode* node, uint heightID[4]);
	float getHeight(int x, int y);
	string toString(QuadNode* qn);
	QuadNode* parent;
	float x;
	float y;
	float width;
	int level;
	int maxLevel;
	float tolerance;
	float* heightmap;
};

#endif 


QuadTree.cpp:
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#include "QuadTree.h"
#include <cstdlib>

QuadTree::QuadTree(int _maxLevel)
{
	maxLevel = _maxLevel;
	tolerance = 100;
	parent = NULL;
}

QuadTree::QuadTree(const QuadTree& other)
{

}

QuadTree::~QuadTree()
{

}

void QuadTree::load(Terrain* t)
{
	width = t->width;
	heightmap = t->heightmap;
	load(parent, x, y, width, PARENT,0,0,0,width,width);
}

void QuadTree::load(QuadNode* node, float x, float y, float width, Key key, int level, float sX, float sY, float eX, float eY)
{
	switch(key)
	{
	case PARENT:
		node=new QuadNode(0,0,width);break;
	case NE:
		node=new QuadNode(x+width/4, y+width/4, width/2);break;
	case NW:
		node=new QuadNode(x-width/4, y+width/4, width/2);break;
	case SW:
		node=new QuadNode(x-width/4, y-width/4, width/2);break;
	case SE:
		node=new QuadNode(x+width/4, y-width/4, width/2);break;
	}
	if(level >= maxLevel)
		return;

	bool subs[4];
	contrasts(width,subs,sX,sY,eX,eY);
	for(int i=0; i<4; i++)
	{
		//if(subs[i])
		{
			node->leaf=false;
			float len = eX-sX;
			switch(i)
			{
				case NE:
					load(node->nodes[NE], node->x, node->y, node->width, NE,level+1,sX+len/2,sY,eX,eY-len/2);break;
				case NW:
					load(node->nodes[NW], node->x, node->y, node->width, NW,level+1,sX,sY,eX-len/2,eY-len/2);break;
				case SW:
					load(node->nodes[SW], node->x, node->y, node->width, SW,level+1,sX,sY+len/2,eX-len/2,eY);break;
				case SE:
					load(node->nodes[SE], node->x, node->y, node->width, SE,level+1,sX+len/2,sY+len/2,eX,eY);break;
			}
		}
	}
}

void QuadTree::contrasts(int width, bool (&subs)[4], float sX, float sY, float eX, float eY)
{
	int len = eX-sX;
	float mins[4];
	float maxs[4];
	
	for(int i=0; i<4; i++)
	{
		mins[i] = 100000;
		maxs[i] = -100000;
	}

	for(int x=sX; x<eX; x++)
	{
		for(int y=sY; y<eY; y++)
		{
			if(x<len/2&&y<len/2)
			{
				if(heightmap[x+y*width]>maxs[NW])
					maxs[NW]=heightmap[x+y*width];
				if(heightmap[x+y*width]<mins[NW])
					mins[NW]=heightmap[x+y*width];
			}
			if(x>len/2&&y<len/2)
			{
				if(heightmap[x+y*width]>maxs[NE])
					maxs[NE]=heightmap[x+y*width];
				if(heightmap[x+y*width]<mins[NE])
					mins[NE]=heightmap[x+y*width];
			}
			if(x<len/2&&y>len/2)
			{
				if(heightmap[x+y*width]>maxs[SW])
					maxs[SW]=heightmap[x+y*width];
				if(heightmap[x+y*width]<mins[SW])
					mins[SW]=heightmap[x+y*width];
			}
			if(x<len/2&&y<len/2)
			{
				if(heightmap[x+y*width]>maxs[SW])
					maxs[SW]=heightmap[x+y*width];
				if(heightmap[x+y*width]<mins[SW])
					mins[SW]=heightmap[x+y*width];
			}
		}
	}
	for(int i=0; i<4; i++)
	{
		if(maxs[i] - mins[i] < tolerance)
			subs[i] = 1;
		else
			subs[i] = 0;
	}
}


bool QuadTree::init()
{
	return true;
}



void QuadTree::clear()
{
}

void QuadTree::createMesh(Mesh* m)
{
	m->beginID(0);
		createMesh(m,parent,NULL);
	m->endID(0);
}

void QuadTree::createMesh(Mesh* m, QuadNode* node, uint heightID[4])
{
	if(!node)
		return;
	float nx = node->x;
	float ny = node->y;
	float nwidth = node->width;
	Vector3d n(0,0,0);
	Vector3d vNE(nx+nwidth/2, getHeight(nx+nwidth, ny+nwidth) ,ny+nwidth/2);
	Vector3d vNW(nx-nwidth/2, getHeight(nx, ny+nwidth) ,ny+nwidth/2);
	Vector3d vSW(nx-nwidth/2, getHeight(nx, ny) ,ny-nwidth/2);
	Vector3d vSE(nx+nwidth/2, getHeight(nx+width, ny) ,ny-nwidth/2);
	Vector3d vCe(nx,getHeight(nx+width/2, ny+width/2),ny);
	/*
	if(!node->leaf)
	{
		Vector3d vN(nx, getHeight(nx+nwidth/2,ny+nwidth) ,ny+nwidth/2);
		Vector3d vW(nx-nwidth/2, getHeight(nx, ny+width/2) ,ny);
		Vector3d vE(nx+nwidth/2, getHeight(nx+width, ny+width/2) ,ny);
		Vector3d vS(nx, getHeight(nx+nwidth/2, ny) ,ny-nwidth/2);
	}
	*/
	//else
	//{
		int e = m->AddVertex(0,Vertex(vNE, n, 1,0,0));
		int f = m->AddVertex(0,Vertex(vNW, n, .5,.5,0));
		int g = m->AddVertex(0,Vertex(vSW, n, 0,1,0));
		int h = m->AddVertex(0,Vertex(vSE, n, 0,.5,.5));
		int i = m->AddVertex(0,Vertex(vCe, n, 0,0,1));
		m->AddTriangle(0,e,i,f);
		m->AddTriangle(0,f,i,g);
		m->AddTriangle(0,g,i,h);
		m->AddTriangle(0,h,i,e);

	//}
	for(int i=0; i<4; i++)
	{
		if(node->nodes[i])
			createMesh(m,node->nodes[i],heightID);
		/*
		else
		{
			switch(i)
			{
			case NE:
			case NW:
			case N


			}
		}
		*/
	}
}

float QuadTree::getHeight(int x, int y)
{
	if(x<0)
		x=0;
	if(y<0)
		y=0;
	if(x>=width)
		x=width-1;
	if(y>=width)
		y=width-1;
	return heightmap[int(x+y*width)];
}

string QuadTree::toString()
{
	return toString(parent);
}

string QuadTree::toString(QuadNode* qn)
{
	if(!qn)
		return "	NA\n";
	stringstream ss;
	ss << qn->x << ", " << qn->y << ", width= " << qn->width <<endl;
	for(int i=0; i<4;i++)
	{
		ss<<toString(qn->nodes[i]);
	}
	return ss.str();

}
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void QuadTree::load(QuadNode* node, float x, float y, float width, Key key, int level, float sX, float sY, float eX, float eY)
{
	switch(key)
        // ... 


node is a local variable. Any changes made to it will be lost when the function ends.
oops... thanks Cire, much appreciated.
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