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authorJacques Lucke <mail@jlucke.com>2019-02-06 13:47:46 +0300
committerJacques Lucke <mail@jlucke.com>2019-02-06 13:49:12 +0300
commit6202bc82b858d8f6876c6c20ec62dd0a16209087 (patch)
tree8a3e0bf4ef94fb91c6190c743d00a17aa77eb7dc /source/blender/blenlib/BLI_math_geom.h
parentf7613cf41ceb4d31d8a869e27cef4781a83e09db (diff)
Fix T60935: More numerically stable distance to ray computation
The old function was numerically very unstable for 2 reasons: computing the square and then subtracting the results. In the example in T60935 all precision was lost and it returned the distance 0 for all points. I also removed the `depth` parameter since it wasn't used and computing it would have made the code more complicated. Reviewers: brecht, campbellbarton Differential Revision: https://developer.blender.org/D4308
Diffstat (limited to 'source/blender/blenlib/BLI_math_geom.h')
-rw-r--r--source/blender/blenlib/BLI_math_geom.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/blenlib/BLI_math_geom.h b/source/blender/blenlib/BLI_math_geom.h
index a564e5481b9..54a4a38b15e 100644
--- a/source/blender/blenlib/BLI_math_geom.h
+++ b/source/blender/blenlib/BLI_math_geom.h
@@ -109,9 +109,9 @@ float dist_signed_squared_to_corner_v3v3v3(
const float p[3],
const float v1[3], const float v2[3], const float v3[3],
const float axis_ref[3]);
-float dist_squared_to_ray_v3(
+float dist_squared_to_ray_v3_normalized(
const float ray_origin[3], const float ray_direction[3],
- const float co[3], float *r_depth);
+ const float co[3]);
float dist_squared_ray_to_seg_v3(
const float ray_origin[3], const float ray_direction[3],
const float v0[3], const float v1[3],