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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/editors/mesh/editmesh_select.c
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/editors/mesh/editmesh_select.c')
-rw-r--r--source/blender/editors/mesh/editmesh_select.c30
1 files changed, 10 insertions, 20 deletions
diff --git a/source/blender/editors/mesh/editmesh_select.c b/source/blender/editors/mesh/editmesh_select.c
index d09f3ba6f64..fd9e635f5e3 100644
--- a/source/blender/editors/mesh/editmesh_select.c
+++ b/source/blender/editors/mesh/editmesh_select.c
@@ -1153,16 +1153,13 @@ bool EDBM_unified_findnearest_from_raycast(
if ((BM_elem_flag_test(e, BM_ELEM_HIDDEN) == false) &&
(BM_edge_is_boundary(e)))
{
- float depth;
-
if (use_vert) {
for (uint j = 0; j < 2; j++) {
BMVert *v = *((&e->v1) + j);
float point[3];
mul_v3_m4v3(point, obedit->obmat, coords ? coords[BM_elem_index_get(v)] : v->co);
- const float dist_sq_test = dist_squared_to_ray_v3(
- ray_origin, ray_direction,
- point, &depth);
+ const float dist_sq_test = dist_squared_to_ray_v3_normalized(
+ ray_origin, ray_direction, point);
if (dist_sq_test < dist_sq_best) {
dist_sq_best = dist_sq_test;
best.base_index = base_index;
@@ -1186,9 +1183,8 @@ bool EDBM_unified_findnearest_from_raycast(
mid_v3_v3v3(point, e->v1->co, e->v2->co);
}
mul_m4_v3(obedit->obmat, point);
- const float dist_sq_test = dist_squared_to_ray_v3(
- ray_origin, ray_direction,
- point, &depth);
+ const float dist_sq_test = dist_squared_to_ray_v3_normalized(
+ ray_origin, ray_direction, point);
if (dist_sq_test < dist_sq_best) {
dist_sq_best = dist_sq_test;
best.base_index = base_index;
@@ -1208,10 +1204,8 @@ bool EDBM_unified_findnearest_from_raycast(
if (BM_elem_flag_test(v, BM_ELEM_HIDDEN) == false) {
float point[3];
mul_v3_m4v3(point, obedit->obmat, v->co);
- float depth;
- const float dist_sq_test = dist_squared_to_ray_v3(
- ray_origin, ray_direction,
- v->co, &depth);
+ const float dist_sq_test = dist_squared_to_ray_v3_normalized(
+ ray_origin, ray_direction, v->co);
if (dist_sq_test < dist_sq_best) {
dist_sq_best = dist_sq_test;
best.base_index = base_index;
@@ -1233,10 +1227,8 @@ bool EDBM_unified_findnearest_from_raycast(
mid_v3_v3v3(point, e->v1->co, e->v2->co);
}
mul_m4_v3(obedit->obmat, point);
- float depth;
- const float dist_sq_test = dist_squared_to_ray_v3(
- ray_origin, ray_direction,
- point, &depth);
+ const float dist_sq_test = dist_squared_to_ray_v3_normalized(
+ ray_origin, ray_direction, point);
if (dist_sq_test < dist_sq_best) {
dist_sq_best = dist_sq_test;
best.base_index = base_index;
@@ -1260,10 +1252,8 @@ bool EDBM_unified_findnearest_from_raycast(
BM_face_calc_center_median(f, point);
}
mul_m4_v3(obedit->obmat, point);
- float depth;
- const float dist_sq_test = dist_squared_to_ray_v3(
- ray_origin, ray_direction,
- point, &depth);
+ const float dist_sq_test = dist_squared_to_ray_v3_normalized(
+ ray_origin, ray_direction, point);
if (dist_sq_test < dist_sq_best) {
dist_sq_best = dist_sq_test;
best.base_index = base_index;