Files
test/source/blender/blenkernel/intern/curve_poly.cc
Bastien Montagne e18dd894b8 Fix #121169: asserts in curve geometry code.
Asserts triggered e.g. by opening Gold production files (like
`pro/shots/220_storm/220_0020/220_0020-anim.blend`). Their root cause
are zero tangent vectors.

The asserts initially came from unormalized normals, but the root issue
is actually using zero vector as axis in calls to
`math::rotate_direction_around_axis`.

While rotating a zero direction vector is possible (though useless),
rotating around a zero axis vector makes no sense?

So this commit adds an assert that the given axis is non-zero in
`rotate_direction_around_axis`. And 'fixes' the found cases triggering
such assert by skipping rotation when the axis (tangent) is null.

Another related issue fixed by this commit is the iterative process in
calls to `calculate_next_normal`, which can accumulate small floating
point errors over time, leading to generating not normalized-enough
normals at some point.

Pull Request: https://projects.blender.org/blender/blender/pulls/122441
2024-05-30 10:24:04 +02:00

214 lines
6.8 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*/
#include <algorithm>
#include "BLI_math_rotation_legacy.hh"
#include "BLI_math_vector.hh"
#include "BKE_curves.hh"
namespace blender::bke::curves::poly {
static float3 direction_bisect(const float3 &prev,
const float3 &middle,
const float3 &next,
bool &r_used_fallback)
{
const float epsilon = 1e-6f;
const bool prev_equal = math::almost_equal_relative(prev, middle, epsilon);
const bool next_equal = math::almost_equal_relative(middle, next, epsilon);
if (prev_equal && next_equal) {
r_used_fallback = true;
return {0.0f, 0.0f, 0.0f};
}
if (prev_equal) {
return math::normalize(next - middle);
}
if (next_equal) {
return math::normalize(middle - prev);
}
const float3 dir_prev = math::normalize(middle - prev);
const float3 dir_next = math::normalize(next - middle);
const float3 result = math::normalize(dir_prev + dir_next);
return result;
}
void calculate_tangents(const Span<float3> positions,
const bool is_cyclic,
MutableSpan<float3> tangents)
{
BLI_assert(positions.size() == tangents.size());
if (positions.size() == 1) {
tangents.first() = float3(0.0f, 0.0f, 1.0f);
return;
}
bool used_fallback = false;
for (const int i : IndexRange(1, positions.size() - 2)) {
tangents[i] = direction_bisect(
positions[i - 1], positions[i], positions[i + 1], used_fallback);
}
if (is_cyclic) {
const float3 &second_to_last = positions[positions.size() - 2];
const float3 &last = positions.last();
const float3 &first = positions.first();
const float3 &second = positions[1];
tangents.first() = direction_bisect(last, first, second, used_fallback);
tangents.last() = direction_bisect(second_to_last, last, first, used_fallback);
}
else {
const float epsilon = 1e-6f;
if (math::almost_equal_relative(positions[0], positions[1], epsilon)) {
tangents.first() = {0.0f, 0.0f, 0.0f};
used_fallback = true;
}
else {
tangents.first() = math::normalize(positions[1] - positions[0]);
}
if (math::almost_equal_relative(positions.last(0), positions.last(1), epsilon)) {
tangents.last() = {0.0f, 0.0f, 0.0f};
used_fallback = true;
}
else {
tangents.last() = math::normalize(positions.last(0) - positions.last(1));
}
}
if (!used_fallback) {
return;
}
/* Find the first tangent that does not use the fallback. */
int first_valid_tangent_index = -1;
for (const int i : tangents.index_range()) {
if (!math::is_zero(tangents[i])) {
first_valid_tangent_index = i;
break;
}
}
if (first_valid_tangent_index == -1) {
/* If all tangents used the fallback, it means that all positions are (almost) the same. Just
* use the up-vector as default tangent. */
const float3 up_vector{0.0f, 0.0f, 1.0f};
tangents.fill(up_vector);
}
else {
const float3 &first_valid_tangent = tangents[first_valid_tangent_index];
/* If the first few tangents are invalid, use the tangent from the first point with a valid
* tangent. */
tangents.take_front(first_valid_tangent_index).fill(first_valid_tangent);
/* Use the previous valid tangent for points that had no valid tangent. */
for (const int i : tangents.index_range().drop_front(first_valid_tangent_index + 1)) {
float3 &tangent = tangents[i];
if (math::is_zero(tangent)) {
const float3 &prev_tangent = tangents[i - 1];
tangent = prev_tangent;
}
}
}
}
void calculate_normals_z_up(const Span<float3> tangents, MutableSpan<float3> normals)
{
BLI_assert(normals.size() == tangents.size());
/* Same as in `vec_to_quat`. */
const float epsilon = 1e-4f;
for (const int i : normals.index_range()) {
const float3 &tangent = tangents[i];
if (std::abs(tangent.x) + std::abs(tangent.y) < epsilon) {
normals[i] = {1.0f, 0.0f, 0.0f};
}
else {
normals[i] = math::normalize(float3(tangent.y, -tangent.x, 0.0f));
}
}
}
/**
* Rotate the last normal in the same way the tangent has been rotated.
*/
static float3 calculate_next_normal(const float3 &last_normal,
const float3 &last_tangent,
const float3 &current_tangent)
{
if (math::is_zero(last_tangent) || math::is_zero(current_tangent)) {
return last_normal;
}
const float angle = angle_normalized_v3v3(last_tangent, current_tangent);
if (angle != 0.0f) {
const float3 axis = math::normalize(math::cross(last_tangent, current_tangent));
if (LIKELY(!math::is_zero(axis))) {
/* The iterative process here (computing the current normal by rotating the previous one) can
* accumulate small floating point errors, leading to 'not enough' normalized results at some
* point (see #121169). */
return math::normalize(math::rotate_direction_around_axis(last_normal, axis, angle));
}
}
return last_normal;
}
void calculate_normals_minimum(const Span<float3> tangents,
const bool cyclic,
MutableSpan<float3> normals)
{
BLI_assert(normals.size() == tangents.size());
if (normals.is_empty()) {
return;
}
const float epsilon = 1e-4f;
/* Set initial normal. */
const float3 &first_tangent = tangents.first();
if (UNLIKELY(fabs(first_tangent.x) + fabs(first_tangent.y) < epsilon)) {
normals.first() = {1.0f, 0.0f, 0.0f};
}
else {
normals.first() = math::normalize(float3(first_tangent.y, -first_tangent.x, 0.0f));
}
/* Forward normal with minimum twist along the entire curve. */
for (const int i : IndexRange(1, normals.size() - 1)) {
normals[i] = calculate_next_normal(normals[i - 1], tangents[i - 1], tangents[i]);
}
if (!cyclic) {
return;
}
/* Compute how much the first normal deviates from the normal that has been forwarded along the
* entire cyclic curve. */
const float3 uncorrected_last_normal = calculate_next_normal(
normals.last(), tangents.last(), tangents.first());
float correction_angle = angle_signed_on_axis_v3v3_v3(
normals.first(), uncorrected_last_normal, tangents.first());
if (correction_angle > M_PI) {
correction_angle = correction_angle - 2 * M_PI;
}
/* Gradually apply correction by rotating all normals slightly around their tangents. */
const float angle_step = correction_angle / normals.size();
for (const int i : normals.index_range()) {
const float3 axis = tangents[i];
if (UNLIKELY(math::is_zero(axis))) {
continue;
}
const float angle = angle_step * i;
normals[i] = math::rotate_direction_around_axis(normals[i], axis, angle);
}
}
} // namespace blender::bke::curves::poly