Continuing work on BaseWindingForPlane() in polylib.c. In fact I'm pursuing

the approach that was committed in r375 (but was then backed out).  I can't
believe my eyes, but I seem to be getting 0.000000% error in some of my
regression tests.  The trick is to scale by a power of 2 and never do a
VectorNormalize().


git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@377 8a3a26a2-13c4-0310-b231-cf6edde360e5
This commit is contained in:
rambetter 2010-12-29 04:32:35 +00:00
parent 52fd922c64
commit f36b40ae62
3 changed files with 33 additions and 24 deletions

View file

@ -81,7 +81,6 @@ void VectorMA( const vec3_t va, vec_t scale, const vec3_t vb, vec3_t vc );
void _CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross);
vec_t VectorNormalize (const vec3_t in, vec3_t out);
vec_t VectorSetLength (const vec3_t in, vec_t length, vec3_t out);
vec_t ColorNormalize( const vec3_t in, vec3_t out );
void VectorInverse (vec3_t v);
void VectorPolar(vec3_t v, float radius, float theta, float phi);

View file

@ -143,21 +143,6 @@ vec_t VectorNormalize( const vec3_t in, vec3_t out ) {
return length;
}
vec_t VectorSetLength(const vec3_t in, vec_t length, vec3_t out) {
vec_t origLength;
origLength = (vec_t) sqrt((in[0] * in[0]) + (in[1] * in[1]) + (in[2] * in[2]));
if (origLength == 0)
{
VectorClear(out);
return 0;
}
VectorScale(in, length / origLength, out);
return origLength;
}
vec_t ColorNormalize( const vec3_t in, vec3_t out ) {
float max, scale;

View file

@ -219,10 +219,8 @@ winding_t *BaseWindingForPlane (vec3_t normal, vec_t dist)
// Once these vectors are calculated, I'm constructing the winding points in exactly the same
// way as was done in the original function. Orientation is the same.
// Note that the 4 points in the returned winding_t may actually not be necessary (3 might
// be enough). However, I want to minimize the chance of ANY bugs popping up due to any
// change in behavior of this function. Therefore, behavior stays exactly the same, except
// for precision of math. Performance might be better in the new function as well.
// EDIT: We're also changing the size of the winding polygon; this is a side effect of
// eliminating a VectorNormalize() call. The new winding polygon is actually bigger.
int x, i;
vec_t max, v;
@ -253,15 +251,42 @@ winding_t *BaseWindingForPlane (vec3_t normal, vec_t dist)
vright[2] = normal[1];
break;
}
// vright and normal are now perpendicular, you can prove this by taking their
// dot product and seeing that it's always exactly 0 (with no error).
// NOTE: vright is NOT a unit vector at this point. vright will have length
// not exceeding 1.0. The minimum length that vright can achieve happens when,
// for example, the Z and X components of the normal input vector are equal,
// and when its Y component is zero. In that case Z and X of the normal vector
// are both approximately 0.70711. The resulting vright vector in this case
// will have a length of 0.70711.
// We're relying on the fact that MAX_WORLD_COORD is a power of 2 to keep
// our calculation precise and relatively free of floating point error.
// The code will work if that's not the case, but not as well.
VectorScale(vright, MAX_WORLD_COORD * 4, vright);
// At time time of this writing, MAX_WORLD_COORD was 65536 (2^16). Therefore
// the length of vright at this point is at least 185364. A corner of the world
// at location (65536, 65536, 65536) is distance 113512 away from the origin.
CrossProduct(normal, vright, vup);
// IMPORTANT NOTE: vright and vup are NOT unit vectors at this point.
// However, normal, vup, and vright are pairwise perpendicular.
// vup now has length equal to that of vright.
VectorSetLength(vup, MAX_WORLD_COORD * 2, vup);
VectorSetLength(vright, MAX_WORLD_COORD * 2, vright);
VectorScale(normal, dist, org);
// org is now a point on the plane defined by normal and dist. Furthermore,
// org, vright, and vup are pairwise perpendicular. Now, the 4 vectors
// (+-)vright + (+-)vup have length that is at least sqrt(185364^2 + 185364^2),
// which is about 262144. That length lies outside the world, since the furthest
// point in the world has distance 113512 from the origin as mentioned above.
// Also, these 4 vectors are perpendicular to the org vector. So adding them
// to org will only increase their length. Therefore the 4 points defined below
// all lie outside of the world. Furthermore, it can be easily seen that the
// edges connecting these 4 points (in the winding_t below) lie completely outside
// the world. sqrt(262144^2 + 262144^2)/2 = 185363, which is greater than 113512.
w = AllocWinding(4);
VectorSubtract(org, vright, w->p[0]);