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
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@@ -109,9 +109,9 @@ float dist_signed_squared_to_corner_v3v3v3(
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const float p[3],
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const float v1[3], const float v2[3], const float v3[3],
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const float axis_ref[3]);
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float dist_squared_to_ray_v3(
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float dist_squared_to_ray_v3_normalized(
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const float ray_origin[3], const float ray_direction[3],
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const float co[3], float *r_depth);
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const float co[3]);
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float dist_squared_ray_to_seg_v3(
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const float ray_origin[3], const float ray_direction[3],
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const float v0[3], const float v1[3],
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@@ -553,16 +553,25 @@ float dist_signed_squared_to_corner_v3v3v3(
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}
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/**
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* return the distance squared of a point to a ray.
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* Compute the squared distance of a point to a line (defined as ray).
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* \param ray_origin: A point on the line.
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* \param ray_direction: Normalized direction of the line.
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* \param co: Point to which the distance is to be calculated.
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*/
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float dist_squared_to_ray_v3(
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float dist_squared_to_ray_v3_normalized(
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const float ray_origin[3], const float ray_direction[3],
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const float co[3], float *r_depth)
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const float co[3])
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{
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float dvec[3];
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sub_v3_v3v3(dvec, co, ray_origin);
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*r_depth = dot_v3v3(dvec, ray_direction);
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return len_squared_v3(dvec) - SQUARE(*r_depth);
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float origin_to_co[3];
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sub_v3_v3v3(origin_to_co, co, ray_origin);
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float origin_to_proj[3];
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project_v3_v3v3_normalized(origin_to_proj, origin_to_co, ray_direction);
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float co_projected_on_ray[3];
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add_v3_v3v3(co_projected_on_ray, ray_origin, origin_to_proj);
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return len_squared_v3v3(co, co_projected_on_ray);
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}
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@@ -1153,16 +1153,13 @@ bool EDBM_unified_findnearest_from_raycast(
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if ((BM_elem_flag_test(e, BM_ELEM_HIDDEN) == false) &&
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(BM_edge_is_boundary(e)))
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{
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float depth;
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if (use_vert) {
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for (uint j = 0; j < 2; j++) {
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BMVert *v = *((&e->v1) + j);
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float point[3];
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mul_v3_m4v3(point, obedit->obmat, coords ? coords[BM_elem_index_get(v)] : v->co);
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const float dist_sq_test = dist_squared_to_ray_v3(
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ray_origin, ray_direction,
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point, &depth);
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const float dist_sq_test = dist_squared_to_ray_v3_normalized(
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ray_origin, ray_direction, point);
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if (dist_sq_test < dist_sq_best) {
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dist_sq_best = dist_sq_test;
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best.base_index = base_index;
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@@ -1186,9 +1183,8 @@ bool EDBM_unified_findnearest_from_raycast(
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mid_v3_v3v3(point, e->v1->co, e->v2->co);
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}
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mul_m4_v3(obedit->obmat, point);
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const float dist_sq_test = dist_squared_to_ray_v3(
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ray_origin, ray_direction,
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point, &depth);
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const float dist_sq_test = dist_squared_to_ray_v3_normalized(
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ray_origin, ray_direction, point);
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if (dist_sq_test < dist_sq_best) {
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dist_sq_best = dist_sq_test;
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best.base_index = base_index;
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@@ -1208,10 +1204,8 @@ bool EDBM_unified_findnearest_from_raycast(
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if (BM_elem_flag_test(v, BM_ELEM_HIDDEN) == false) {
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float point[3];
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mul_v3_m4v3(point, obedit->obmat, v->co);
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float depth;
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const float dist_sq_test = dist_squared_to_ray_v3(
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ray_origin, ray_direction,
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v->co, &depth);
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const float dist_sq_test = dist_squared_to_ray_v3_normalized(
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ray_origin, ray_direction, v->co);
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if (dist_sq_test < dist_sq_best) {
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dist_sq_best = dist_sq_test;
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best.base_index = base_index;
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@@ -1233,10 +1227,8 @@ bool EDBM_unified_findnearest_from_raycast(
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mid_v3_v3v3(point, e->v1->co, e->v2->co);
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}
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mul_m4_v3(obedit->obmat, point);
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float depth;
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const float dist_sq_test = dist_squared_to_ray_v3(
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ray_origin, ray_direction,
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point, &depth);
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const float dist_sq_test = dist_squared_to_ray_v3_normalized(
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ray_origin, ray_direction, point);
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if (dist_sq_test < dist_sq_best) {
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dist_sq_best = dist_sq_test;
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best.base_index = base_index;
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@@ -1260,10 +1252,8 @@ bool EDBM_unified_findnearest_from_raycast(
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BM_face_calc_center_median(f, point);
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}
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mul_m4_v3(obedit->obmat, point);
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float depth;
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const float dist_sq_test = dist_squared_to_ray_v3(
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ray_origin, ray_direction,
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point, &depth);
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const float dist_sq_test = dist_squared_to_ray_v3_normalized(
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ray_origin, ray_direction, point);
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if (dist_sq_test < dist_sq_best) {
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dist_sq_best = dist_sq_test;
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best.base_index = base_index;
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