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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@@ -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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