Fix #106929: adjust normalization of zero vector in nodelink shader #107636

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Leon Schittek merged 2 commits from merotosc/blender:bugfix/missing_nodelink_segment into main 2023-05-12 20:35:30 +02:00
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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.

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.
Marino Toscano added 1 commit 2023-05-05 01:04:05 +02:00
Leon Schittek added this to the Nodes & Physics project 2023-05-05 07:46:34 +02:00
Leon Schittek added the
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label 2023-05-05 07:48:18 +02:00

Image examples are very helpful.

Image examples are very helpful.
Leon Schittek reviewed 2023-05-05 21:38:52 +02:00
Leon Schittek left a comment
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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:

not-pretty-node-link.png

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: ![not-pretty-node-link.png](/attachments/a7fe740f-33d7-457d-872d-86bb59c62318)
@ -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
Member

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:

  /* Tangent space at t. If the inner and outer control points overlap, the tangent is invalid.
   * Use the vector between the sockets instead. */
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: ``` /* Tangent space at t. If the inner and outer control points overlap, the tangent is invalid. * Use the vector between the sockets instead. */ ```
@ -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)) {
Member

I think this is a good place to use the ternary operator:

 tangent = is_zero(tangent) ? normalize(P3 - P0) : normalize(tangent);
I think this is a good place to use the ternary operator: ``` tangent = is_zero(tangent) ? normalize(P3 - P0) : normalize(tangent); ```
Author
Contributor

Good idea, much more cleaner. I changed it.

Good idea, much more cleaner. I changed it.
Marino Toscano added 1 commit 2023-05-05 22:33:24 +02:00
Member

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 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.
Leon Schittek requested review from Hans Goudey 2023-05-12 07:21:48 +02:00
Hans Goudey approved these changes 2023-05-12 14:48:33 +02:00
Member

Thanks for the PR! Yeah, this looks like a fine change to me.

I can take care of commiting / styling the commit message etc. if that helps.
That would be great, thanks!

Thanks for the PR! Yeah, this looks like a fine change to me. >I can take care of commiting / styling the commit message etc. if that helps. That would be great, thanks!
Leon Schittek merged commit a05a7988dc into main 2023-05-12 20:35:30 +02:00
Howard Trickey referenced this issue from a commit 2023-05-29 02:51:40 +02:00
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Reference: blender/blender#107636
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