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-rw-r--r--source/blender/blenkernel/BKE_blender_version.h4
-rw-r--r--source/blender/blenkernel/intern/armature.c45
-rw-r--r--source/blender/blenkernel/intern/armature_test.cc67
-rw-r--r--source/blender/blenloader/intern/versioning_300.c138
4 files changed, 216 insertions, 38 deletions
diff --git a/source/blender/blenkernel/BKE_blender_version.h b/source/blender/blenkernel/BKE_blender_version.h
index 5ee86f9446e..899d21683e4 100644
--- a/source/blender/blenkernel/BKE_blender_version.h
+++ b/source/blender/blenkernel/BKE_blender_version.h
@@ -39,13 +39,13 @@ extern "C" {
/* Blender file format version. */
#define BLENDER_FILE_VERSION BLENDER_VERSION
-#define BLENDER_FILE_SUBVERSION 35
+#define BLENDER_FILE_SUBVERSION 36
/* Minimum Blender version that supports reading file written with the current
* version. Older Blender versions will test this and show a warning if the file
* was written with too new a version. */
#define BLENDER_FILE_MIN_VERSION 300
-#define BLENDER_FILE_MIN_SUBVERSION 26
+#define BLENDER_FILE_MIN_SUBVERSION 36
/** User readable version string. */
const char *BKE_blender_version_string(void);
diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c
index a266718dcfc..0fa4c6e47e8 100644
--- a/source/blender/blenkernel/intern/armature.c
+++ b/source/blender/blenkernel/intern/armature.c
@@ -2227,39 +2227,47 @@ void mat3_vec_to_roll(const float mat[3][3], const float vec[3], float *r_roll)
* </pre>
*
* When y is close to -1, computing 1 / (1 + y) will cause severe numerical instability,
- * so we ignore it and normalize M instead.
+ * so we use a different approach based on x and z as inputs.
* We know `y^2 = 1 - (x^2 + z^2)`, and `y < 0`, hence `y = -sqrt(1 - (x^2 + z^2))`.
*
- * Since x and z are both close to 0, we apply the binomial expansion to the first order:
- * `y = -sqrt(1 - (x^2 + z^2)) = -1 + (x^2 + z^2) / 2`. Which gives:
+ * Since x and z are both close to 0, we apply the binomial expansion to the second order:
+ * `y = -sqrt(1 - (x^2 + z^2)) = -1 + (x^2 + z^2) / 2 + (x^2 + z^2)^2 / 8`, which allows
+ * eliminating the problematic `1` constant.
+ *
+ * A first order expansion allows simplifying to this, but second order is more precise:
* <pre>
* ┌ z^2 - x^2, -2 * x * z ┐
* M* = 1 / (x^2 + z^2) * │ │
* └ -2 * x * z, x^2 - z^2 ┘
* </pre>
+ *
+ * P.S. In the end, this basically is a heavily optimized version of Damped Track +Y.
*/
void vec_roll_to_mat3_normalized(const float nor[3], const float roll, float r_mat[3][3])
{
- const float SAFE_THRESHOLD = 1.0e-5f; /* theta above this value has good enough precision. */
- const float CRITICAL_THRESHOLD = 1.0e-9f; /* above this is safe under certain conditions. */
+ const float SAFE_THRESHOLD = 6.1e-3f; /* theta above this value has good enough precision. */
+ const float CRITICAL_THRESHOLD = 2.5e-4f; /* true singularity if xz distance is below this. */
const float THRESHOLD_SQUARED = CRITICAL_THRESHOLD * CRITICAL_THRESHOLD;
const float x = nor[0];
const float y = nor[1];
const float z = nor[2];
- const float theta = 1.0f + y; /* remapping Y from [-1,+1] to [0,2]. */
- const float theta_alt = x * x + z * z; /* Helper value for matrix calculations.*/
+ float theta = 1.0f + y; /* remapping Y from [-1,+1] to [0,2]. */
+ const float theta_alt = x * x + z * z; /* squared distance from origin in x,z plane. */
float rMatrix[3][3], bMatrix[3][3];
BLI_ASSERT_UNIT_V3(nor);
- /* When theta is close to zero (nor is aligned close to negative Y Axis),
+ /* Determine if the input is far enough from the true singularity of this type of
+ * transformation at (0,-1,0), where roll becomes 0/0 undefined without a limit.
+ *
+ * When theta is close to zero (nor is aligned close to negative Y Axis),
* we have to check we do have non-null X/Z components as well.
* Also, due to float precision errors, nor can be (0.0, -0.99999994, 0.0) which results
* in theta being close to zero. This will cause problems when theta is used as divisor.
*/
- if (theta > SAFE_THRESHOLD || (theta > CRITICAL_THRESHOLD && theta_alt > THRESHOLD_SQUARED)) {
+ if (theta > SAFE_THRESHOLD || theta_alt > THRESHOLD_SQUARED) {
/* nor is *not* aligned to negative Y-axis (0,-1,0). */
bMatrix[0][1] = -x;
@@ -2268,18 +2276,15 @@ void vec_roll_to_mat3_normalized(const float nor[3], const float roll, float r_m
bMatrix[1][2] = z;
bMatrix[2][1] = -z;
- if (theta > SAFE_THRESHOLD) {
- /* nor differs significantly from negative Y axis (0,-1,0): apply the general case. */
- bMatrix[0][0] = 1 - x * x / theta;
- bMatrix[2][2] = 1 - z * z / theta;
- bMatrix[2][0] = bMatrix[0][2] = -x * z / theta;
- }
- else {
- /* nor is close to negative Y axis (0,-1,0): apply the special case. */
- bMatrix[0][0] = (x + z) * (x - z) / -theta_alt;
- bMatrix[2][2] = -bMatrix[0][0];
- bMatrix[2][0] = bMatrix[0][2] = 2.0f * x * z / theta_alt;
+ if (theta <= SAFE_THRESHOLD) {
+ /* When nor is close to negative Y axis (0,-1,0) the theta precision is very bad,
+ * so recompute it from x and z instead, using the series expansion for sqrt. */
+ theta = theta_alt * 0.5f + theta_alt * theta_alt * 0.125f;
}
+
+ bMatrix[0][0] = 1 - x * x / theta;
+ bMatrix[2][2] = 1 - z * z / theta;
+ bMatrix[2][0] = bMatrix[0][2] = -x * z / theta;
}
else {
/* nor is very close to negative Y axis (0,-1,0): use simple symmetry by Z axis. */
diff --git a/source/blender/blenkernel/intern/armature_test.cc b/source/blender/blenkernel/intern/armature_test.cc
index 8ebb91ffc74..3d22351e9a6 100644
--- a/source/blender/blenkernel/intern/armature_test.cc
+++ b/source/blender/blenkernel/intern/armature_test.cc
@@ -185,12 +185,12 @@ static double find_flip_boundary(double x, double z)
TEST(vec_roll_to_mat3_normalized, FlippedBoundary1)
{
- EXPECT_NEAR(find_flip_boundary(0, 1), 2.40e-4, 0.01e-4);
+ EXPECT_NEAR(find_flip_boundary(0, 1), 2.50e-4, 0.01e-4);
}
TEST(vec_roll_to_mat3_normalized, FlippedBoundary2)
{
- EXPECT_NEAR(find_flip_boundary(1, 1), 3.39e-4, 0.01e-4);
+ EXPECT_NEAR(find_flip_boundary(1, 1), 2.50e-4, 0.01e-4);
}
/* Test cases close to the -Y axis. */
@@ -218,9 +218,9 @@ TEST(vec_roll_to_mat3_normalized, Flipped3)
{
/* If normalized_vector is in a critical range close to -Y, apply the special case. */
const float input[3] = {2.5e-4f, -0.999999881f, 2.5e-4f}; /* Corner Case. */
- const float expected_roll_mat[3][3] = {{0.000000f, -2.5e-4f, 1.000000f},
+ const float expected_roll_mat[3][3] = {{0.000000f, -2.5e-4f, -1.000000f},
{2.5e-4f, -0.999999881f, 2.5e-4f},
- {1.000000f, -2.5e-4f, 0.000000f}};
+ {-1.000000f, -2.5e-4f, 0.000000f}};
test_vec_roll_to_mat3_normalized(input, 0.0f, expected_roll_mat, false);
}
@@ -304,6 +304,65 @@ TEST(vec_roll_to_mat3_normalized, Roll1)
test_vec_roll_to_mat3_normalized(input, float(M_PI * 0.5), expected_roll_mat);
}
+/** Test that the matrix is orthogonal for an input close to -Y. */
+static double test_vec_roll_to_mat3_orthogonal(double s, double x, double z)
+{
+ const float input[3] = {float(x), float(s * sqrt(1 - x * x - z * z)), float(z)};
+
+ return test_vec_roll_to_mat3_normalized(input, 0.0f, NULL);
+}
+
+/** Test that the matrix is orthogonal for a range of inputs close to -Y. */
+static void test_vec_roll_to_mat3_orthogonal(double s, double x1, double x2, double y1, double y2)
+{
+ const int count = 5000;
+ double delta = 0;
+ double tmax = 0;
+
+ for (int i = 0; i <= count; i++) {
+ double t = double(i) / count;
+ double det = test_vec_roll_to_mat3_orthogonal(s, interpd(x2, x1, t), interpd(y2, y1, t));
+
+ /* Find and report maximum error in the matrix determinant. */
+ double curdelta = abs(det - 1);
+ if (curdelta > delta) {
+ delta = curdelta;
+ tmax = t;
+ }
+ }
+
+ printf(" Max determinant error %.10f at %f.\n", delta, tmax);
+}
+
+#define TEST_VEC_ROLL_TO_MAT3_ORTHOGONAL(name, s, x1, x2, y1, y2) \
+ TEST(vec_roll_to_mat3_normalized, name) \
+ { \
+ test_vec_roll_to_mat3_orthogonal(s, x1, x2, y1, y2); \
+ }
+
+/* Moving from -Y towards X. */
+TEST_VEC_ROLL_TO_MAT3_ORTHOGONAL(OrthoN_000_005, -1, 0, 0, 3e-4, 0.005)
+TEST_VEC_ROLL_TO_MAT3_ORTHOGONAL(OrthoN_000_010, -1, 0, 0, 0.005, 0.010)
+TEST_VEC_ROLL_TO_MAT3_ORTHOGONAL(OrthoN_000_050, -1, 0, 0, 0.010, 0.050)
+TEST_VEC_ROLL_TO_MAT3_ORTHOGONAL(OrthoN_000_100, -1, 0, 0, 0.050, 0.100)
+TEST_VEC_ROLL_TO_MAT3_ORTHOGONAL(OrthoN_000_200, -1, 0, 0, 0.100, 0.200)
+TEST_VEC_ROLL_TO_MAT3_ORTHOGONAL(OrthoN_000_300, -1, 0, 0, 0.200, 0.300)
+
+/* Moving from -Y towards X and Y. */
+TEST_VEC_ROLL_TO_MAT3_ORTHOGONAL(OrthoN_005_005, -1, 3e-4, 0.005, 3e-4, 0.005)
+TEST_VEC_ROLL_TO_MAT3_ORTHOGONAL(OrthoN_010_010, -1, 0.005, 0.010, 0.005, 0.010)
+TEST_VEC_ROLL_TO_MAT3_ORTHOGONAL(OrthoN_050_050, -1, 0.010, 0.050, 0.010, 0.050)
+TEST_VEC_ROLL_TO_MAT3_ORTHOGONAL(OrthoN_100_100, -1, 0.050, 0.100, 0.050, 0.100)
+TEST_VEC_ROLL_TO_MAT3_ORTHOGONAL(OrthoN_200_200, -1, 0.100, 0.200, 0.100, 0.200)
+
+/* Moving from +Y towards X. */
+TEST_VEC_ROLL_TO_MAT3_ORTHOGONAL(OrthoP_000_005, 1, 0, 0, 0, 0.005)
+TEST_VEC_ROLL_TO_MAT3_ORTHOGONAL(OrthoP_000_100, 1, 0, 0, 0.005, 0.100)
+
+/* Moving from +Y towards X and Y. */
+TEST_VEC_ROLL_TO_MAT3_ORTHOGONAL(OrthoP_005_005, 1, 0, 0.005, 0, 0.005)
+TEST_VEC_ROLL_TO_MAT3_ORTHOGONAL(OrthoP_100_100, 1, 0.005, 0.100, 0.005, 0.100)
+
class BKE_armature_find_selected_bones_test : public testing::Test {
protected:
bArmature arm;
diff --git a/source/blender/blenloader/intern/versioning_300.c b/source/blender/blenloader/intern/versioning_300.c
index 4c6b70982a4..6b57bdf9a9c 100644
--- a/source/blender/blenloader/intern/versioning_300.c
+++ b/source/blender/blenloader/intern/versioning_300.c
@@ -47,6 +47,7 @@
#include "BKE_action.h"
#include "BKE_animsys.h"
+#include "BKE_armature.h"
#include "BKE_asset.h"
#include "BKE_collection.h"
#include "BKE_deform.h"
@@ -1097,6 +1098,112 @@ static void version_geometry_nodes_add_attribute_input_settings(NodesModifierDat
}
}
+/* Copy of the function before the fixes. */
+static void legacy_vec_roll_to_mat3_normalized(const float nor[3],
+ const float roll,
+ float r_mat[3][3])
+{
+ const float SAFE_THRESHOLD = 1.0e-5f; /* theta above this value has good enough precision. */
+ const float CRITICAL_THRESHOLD = 1.0e-9f; /* above this is safe under certain conditions. */
+ const float THRESHOLD_SQUARED = CRITICAL_THRESHOLD * CRITICAL_THRESHOLD;
+
+ const float x = nor[0];
+ const float y = nor[1];
+ const float z = nor[2];
+
+ const float theta = 1.0f + y; /* remapping Y from [-1,+1] to [0,2]. */
+ const float theta_alt = x * x + z * z; /* Helper value for matrix calculations.*/
+ float rMatrix[3][3], bMatrix[3][3];
+
+ BLI_ASSERT_UNIT_V3(nor);
+
+ /* When theta is close to zero (nor is aligned close to negative Y Axis),
+ * we have to check we do have non-null X/Z components as well.
+ * Also, due to float precision errors, nor can be (0.0, -0.99999994, 0.0) which results
+ * in theta being close to zero. This will cause problems when theta is used as divisor.
+ */
+ if (theta > SAFE_THRESHOLD || (theta > CRITICAL_THRESHOLD && theta_alt > THRESHOLD_SQUARED)) {
+ /* nor is *not* aligned to negative Y-axis (0,-1,0). */
+
+ bMatrix[0][1] = -x;
+ bMatrix[1][0] = x;
+ bMatrix[1][1] = y;
+ bMatrix[1][2] = z;
+ bMatrix[2][1] = -z;
+
+ if (theta > SAFE_THRESHOLD) {
+ /* nor differs significantly from negative Y axis (0,-1,0): apply the general case. */
+ bMatrix[0][0] = 1 - x * x / theta;
+ bMatrix[2][2] = 1 - z * z / theta;
+ bMatrix[2][0] = bMatrix[0][2] = -x * z / theta;
+ }
+ else {
+ /* nor is close to negative Y axis (0,-1,0): apply the special case. */
+ bMatrix[0][0] = (x + z) * (x - z) / -theta_alt;
+ bMatrix[2][2] = -bMatrix[0][0];
+ bMatrix[2][0] = bMatrix[0][2] = 2.0f * x * z / theta_alt;
+ }
+ }
+ else {
+ /* nor is very close to negative Y axis (0,-1,0): use simple symmetry by Z axis. */
+ unit_m3(bMatrix);
+ bMatrix[0][0] = bMatrix[1][1] = -1.0;
+ }
+
+ /* Make Roll matrix */
+ axis_angle_normalized_to_mat3(rMatrix, nor, roll);
+
+ /* Combine and output result */
+ mul_m3_m3m3(r_mat, rMatrix, bMatrix);
+}
+
+static void correct_bone_roll_value(const float head[3],
+ const float tail[3],
+ const float check_x_axis[3],
+ const float check_y_axis[3],
+ float *r_roll)
+{
+ const float SAFE_THRESHOLD = 1.0e-5f;
+ float vec[3], bone_mat[3][3], vec2[3];
+
+ /* Compute the Y axis vector. */
+ sub_v3_v3v3(vec, tail, head);
+ normalize_v3(vec);
+
+ /* Only correct when in the danger zone. */
+ if (1.0f + vec[1] < SAFE_THRESHOLD * 2 && (vec[0] || vec[2])) {
+ /* Use the armature matrix to double-check if adjustment is needed.
+ * This should minimize issues if the file is bounced back and forth between
+ * 2.92 and 2.91, provided Edit Mode isn't entered on the armature in 2.91. */
+ vec_roll_to_mat3(vec, *r_roll, bone_mat);
+
+ BLI_assert(dot_v3v3(bone_mat[1], check_y_axis) > 0.999f);
+
+ if (dot_v3v3(bone_mat[0], check_x_axis) < 0.999f) {
+ /* Recompute roll using legacy code to interpret the old value. */
+ legacy_vec_roll_to_mat3_normalized(vec, *r_roll, bone_mat);
+ mat3_to_vec_roll(bone_mat, vec2, r_roll);
+ BLI_assert(compare_v3v3(vec, vec2, FLT_EPSILON));
+ }
+ }
+}
+
+/* Update the armature Bone roll fields for bones very close to -Y direction. */
+static void do_version_bones_roll(ListBase *lb)
+{
+ LISTBASE_FOREACH (Bone *, bone, lb) {
+ /* Parent-relative orientation (used for posing). */
+ correct_bone_roll_value(
+ bone->head, bone->tail, bone->bone_mat[0], bone->bone_mat[1], &bone->roll);
+
+ /* Absolute orientation (used for Edit mode). */
+ correct_bone_roll_value(
+ bone->arm_head, bone->arm_tail, bone->arm_mat[0], bone->arm_mat[1], &bone->arm_roll);
+
+ do_version_bones_roll(&bone->childbase);
+ }
+}
+
/* NOLINTNEXTLINE: readability-function-size */
void blo_do_versions_300(FileData *fd, Library *UNUSED(lib), Main *bmain)
{
@@ -1839,18 +1946,7 @@ void blo_do_versions_300(FileData *fd, Library *UNUSED(lib), Main *bmain)
}
}
- /**
- * Versioning code until next subversion bump goes here.
- *
- * \note Be sure to check when bumping the version:
- * - "versioning_userdef.c", #blo_do_versions_userdef
- * - "versioning_userdef.c", #do_versions_theme
- *
- * \note Keep this message at the bottom of the function.
- */
- {
- /* Keep this block, even when empty. */
-
+ if (!MAIN_VERSION_ATLEAST(bmain, 300, 36)) {
/* Update the `idnames` for renamed geometry and function nodes. */
LISTBASE_FOREACH (bNodeTree *, ntree, &bmain->nodetrees) {
if (ntree->type != NTREE_GEOMETRY) {
@@ -1871,5 +1967,23 @@ void blo_do_versions_300(FileData *fd, Library *UNUSED(lib), Main *bmain)
version_node_id(ntree, GEO_NODE_SET_MATERIAL, "GeometryNodeSetMaterial");
version_node_id(ntree, GEO_NODE_SPLIT_EDGES, "GeometryNodeSplitEdges");
}
+
+ /* Update bone roll after a fix to vec_roll_to_mat3_normalized. */
+ LISTBASE_FOREACH (bArmature *, arm, &bmain->armatures) {
+ do_version_bones_roll(&arm->bonebase);
+ }
+ }
+
+ /**
+ * Versioning code until next subversion bump goes here.
+ *
+ * \note Be sure to check when bumping the version:
+ * - "versioning_userdef.c", #blo_do_versions_userdef
+ * - "versioning_userdef.c", #do_versions_theme
+ *
+ * \note Keep this message at the bottom of the function.
+ */
+ {
+ /* Keep this block, even when empty. */
}
}