Spent a few hours thinking about the SnapPlane() problem. Added my comments

to the code.  This commit consists of some paragraphs of comments regarding
my thoughts about why SnapPlane() is broken.

Now that I understand how it's broken, it would be worthwhile to write some
regression tests that demonstrate the problems.  I think I can do that now.

But so far hardly any bugs that I've experienced first-hand have been caused
by SnapPlane() issues.  Now that I understand the theory behind it, I can
certainly expose some bugs with hand-crafted brushes.


git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/branches/Rambetter-math-fix-experiments@396 8a3a26a2-13c4-0310-b231-cf6edde360e5
This commit is contained in:
rambetter 2010-12-31 10:32:32 +00:00
parent 9c24f3e995
commit 3916fca24c

View file

@ -160,6 +160,42 @@ void SnapNormal( vec3_t normal )
{
int i;
// TODO: I would suggest that you uncomment the following code and look
// at the results:
/*
Sys_Printf("normalEpsilon is %f\n", normalEpsilon);
for (i = 0;; i++)
{
normal[0] = 1.0;
normal[1] = 0.0;
normal[2] = i * 0.000001;
VectorNormalize(normal, normal);
if (1.0 - normal[0] >= normalEpsilon) {
Sys_Printf("(%f %f %f)\n", normal[0], normal[1], normal[2]);
Error("SnapNormal: test completed");
}
}
*/
// When the normalEpsilon is 0.00001, the loop will break out when normal is
// (0.999990 0.000000 0.004469). In other words, this is the vector closest
// to axial that will NOT be snapped. Anything closer will be snaped. Now,
// 0.004469 is close to 1/225. The length of a circular quarter-arc of radius
// 1 is PI/2, or about 1.57. And 0.004469/1.57 is about 0.0028, or about
// 1/350. Expressed a different way, 1/350 is also about 0.26/90.
// This means is that a normal with an angle that is within 1/4 of a degree
// from axial will be "snapped". My belief is that the person who wrote the
// code below did not intend it this way. I think the person intended that
// the epsilon be measured against the vector components close to 0, not 1.0.
// I think the logic should be: if 2 of the normal components are within
// epsilon of 0, then the vector can be snapped to be perfectly axial.
// The epsilon should probably be adjusted to a larger value when we make this
// code change. Really, this code must be incorrect. Rambetter will address
// this issue after the base winding math problems are solved. In fact I will
// create a regression test that will display the effects of this coarse
// snapping behavior.
for( i = 0; i < 3; i++ )
{
if( fabs( normal[ i ] - 1 ) < normalEpsilon )
@ -195,6 +231,27 @@ void SnapPlane( vec3_t normal, vec_t *dist )
*/
SnapNormal( normal );
// TODO: Rambetter has some serious comments here as well. First off,
// in the case where a normal is non-axial, there is nothing special
// about integer distances. I would think that snapping a distance might
// make sense for axial normals, but I'm not so sure about snapping
// non-axial normals. A shift by 0.01 in a plane, multiplied by a clipping
// against another plane that is 5 degrees off, and we introduce 0.1 error
// easily. A 0.1 error in a vertex is where problems start to happen, such
// as disappearing triangles.
// Second, assuming we have snapped the normal above, let's say that the
// plane we just snapped was defined for some points that are actually
// quite far away from normal * dist. Well, snapping the normal in this
// case means that we've just moved those points by potentially many units!
// Therefore, if we are going to snap the normal, we need to know the
// points we're snapping for so that the plane snaps with those points in
// mind (points remain close to the plane).
// I would like to know exactly which problems SnapPlane() is trying to
// solve so that we can better engineer it (I'm not saying that SnapPlane()
// should be removed altogether). Fix all this snapping code at some point!
if( fabs( *dist - Q_rint( *dist ) ) < distanceEpsilon )
*dist = Q_rint( *dist );
}