Changing the Dimension value after rotation apply in a plane generates unexpected results #75596

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opened 2020-04-10 21:57:41 +02:00 by Pasang Bomjan · 8 comments

System Information
Operating system:
Graphics card:

Blender Version
Broken: (example: 2.80, edbf15d3c0, master, 2018-11-28, as found on the splash screen)

Short description of error
Reopening #75562 here again. I'm sure this is a bug.

Exact steps for others to reproduce the error

  1. Add a plane and rotate it 90 degrees in X and apply the rotation
  2. Slide the y-dimension value. A plane perfectly flat in such axis shouldn't scale like that.

Also notice how the y-scale value goes crazy when doing step 2, and the value snaps to zero even if the operation is cancelled.

**System Information** Operating system: Graphics card: **Blender Version** Broken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) **Short description of error** Reopening #75562 here again. I'm sure this is a bug. **Exact steps for others to reproduce the error** 1. Add a plane and rotate it 90 degrees in X and apply the rotation 2. Slide the y-dimension value. A plane perfectly flat in such axis shouldn't scale like that. Also notice how the y-scale value goes crazy when doing step 2, and the value snaps to zero even if the operation is cancelled.
Author

Added subscriber: @Pasang

Added subscriber: @Pasang
Member

Added subscribers: @brecht, @EAW

Added subscribers: @brecht, @EAW
Member

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Member

I can confirm. The two top vertices have a Y location of -0, while the two bottom ones have a Y location of 0. This is a floating point math issue, for which there is no general efficient solution.

You can fix this simple example by going into edit mode, selecting all, and scaling the Y axis to 0. This eliminates the negative zeros. I realize that your simple (well made and annotated 👍 ) test file and video in the other report is just an example, and this work around might not work in more complex scenarios.

Given @brecht's comment that I linked above, I can't say for certain if this is considered a bug or a known issue.

I can confirm. The two top vertices have a Y location of -0, while the two bottom ones have a Y location of 0. This is a [floating point](https:*en.wikipedia.org/wiki/Signed_zero) math issue, [for which there is no general efficient solution.](https:*developer.blender.org/D4795#109815) You can fix this simple example by going into edit mode, selecting all, and scaling the Y axis to 0. This eliminates the negative zeros. I realize that your simple (well made and annotated 👍 ) test file and video in the other report is just an example, and this work around might not work in more complex scenarios. Given @brecht's comment that I linked above, I can't say for certain if this is considered a bug or a known issue.
Author

@EAW, Ok, and any idea why it snaps to zero even when cancelled?

@EAW, Ok, and any idea why it snaps to zero even when cancelled?

Added subscriber: @mont29

Added subscriber: @mont29

Changed status from 'Confirmed' to: 'Archived'

Changed status from 'Confirmed' to: 'Archived'
Bastien Montagne self-assigned this 2020-04-22 17:00:26 +02:00

This is indeed good old instability of floating point arithmetic, nothing to be done here really. No bug here, thanks for the report anyway.

This is indeed good old instability of floating point arithmetic, nothing to be done here really. No bug here, thanks for the report anyway.
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Reference: blender/blender#75596
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