Fix #106929: adjust normalization of zero vector in nodelink shader #107636
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Reference: blender/blender#107636
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Delete Branch "merotosc/blender:bugfix/missing_nodelink_segment"
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The nodelink shader did not check for zero vectors when normalizing the tangent.
This lead to an undefined vector and the first segment of the bezier curve couldn't be drawn.
Added a check for zero vectors and used the vector between the two endpoints for the tangent.
Issues: #106929, #89282
EDIT:
Added images for reference with before and after.
Long vertical lines with small x difference are still a bit buggy because the tangent is always horizontal like explained in Issue #106929.
Image examples are very helpful.
Thanks for the fix! Works well in my tests.
You're right that the narrowing segments in some situations aren't exactly pretty. But that's a more general issue with how the node links are drawn since it doesn't ensure an even line thickness. You get similar artifacts when the link has strong curvature:
@ -86,3 +86,2 @@
/* tangent space at t */
tangent = normalize(tangent);
/* Tangent space at t. If the handle overlaps with the endpoint the vector between the two nodes
I think "nodes" should be "sockets".
I know this is super nitpicky but I'm not sure "endpoint" and "handle" are good word choices in this part of the code. What about this:
@ -88,1 +87,3 @@
tangent = normalize(tangent);
/* Tangent space at t. If the handle overlaps with the endpoint the vector between the two nodes
* is used as tangent. */
if (is_zero(tangent)) {
I think this is a good place to use the ternary operator:
Good idea, much more cleaner. I changed it.
Thanks for updating the PR, @merotosc.
@HooglyBoogly, this works well and looks good to me. Do you agree, or do you think this should be fixed differently?
It would be nice to get this into 3.6 before it has to be rebased. I can take care of commiting / styling the commit message etc. if that helps.
Thanks for the PR! Yeah, this looks like a fine change to me.