Fix: calculating duplicates in kdtree does not work with selection #107535
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Reference: blender/blender#107535
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Delete Branch "JacquesLucke/blender:kdtree-calc-duplicates-selection"
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This fixes a crash where merging vertices by distance leads to a crash since
0652945dbd
. The change did not cause the bug though, it just made the underlying issue visible.The crash was found by Simon in the
/pro/lib/nodes/shading.blend
production file (just opening the file leads to the crash).This bug was already hinted at by @MMMM in #107312 (comment).
The issue was that
kdtree_order
assumed that theKDTreeNode.index
didn't have gaps, i.e. every index in a certain range is used. However, that is not the case when only a subset of the vertices of a mesh are added to the kdtree.@blender-bot build
@ -887,3 +892,3 @@
if (use_index_order) {
uint *order = kdtree_order(tree);
int *order = kdtree_order(tree);
for (uint i = 0; i < tree->nodes_len; i++) {
for (int i = 0; i < tree->max_node_index; i++) {
?Looking at this implementation, I'm a little disappointed (when I read the comment about the huge cost of this feature, I thought it was something expensive, something like a lot of recursivity...).
But reading this now, it looks like the C++ version would use the analog map for this just by default.
But yes, I think, for now, allocation is the only way out (or sorting node indexes with comparison of internal node indexes).