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f487ea7c54
be fixed for good until I look at the last bit of code that has not been examined yet, which is the plane intersection code. I want the errors to be much less than they are now, even though the disappearing_sliver* tests are now working. git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@378 8a3a26a2-13c4-0310-b231-cf6edde360e5
183 lines
7 KiB
Text
183 lines
7 KiB
Text
DESCRIPTION OF PROBLEM:
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=======================
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The example map, maps/disappearing_sliver.map, contains an example of this bug.
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There are 6 walls in the map, and one tall thin triangular sliver brush in the
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middle of the room (7 brushes total). Only one face of the sliver in the
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middle of the room is a draw surface. The bug is that this sliver surface is
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not rendered in the compiled BSP. Note that the sliver brush was hand-crafted
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to demonstrate the bug. If you re-save the map, Radiant might adjust the
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order in which the planes on the brush are defined, and this might, as a side
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effect, get rid of the immediate bug.
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To trigger the bug, compile the map; you don't need -vis or -light. Only
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-bsp (the first q3map2 stage) is necessary to trigger the bug. The only
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entities in the map are 2 lights and a single info_player_deathmatch, so the
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map will compile for any Q3 mod.
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SOLUTION TO PROBLEM:
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====================
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Several days were spent studying this problem in great detail.
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The fix for this problem was to make the outcome of the VectorNormalize()
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function libs/mathlib/mathlib.c more accurate. The previous code in this
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function looks something like this:
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vec_t length, ilength; // vec_t is a typedef for 32 bit float.
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/* Compute length */
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ilength = 1.0f/length;
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out[0] = in[0]*ilength;
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out[1] = in[1]*ilength;
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out[2] = in[2]*ilength;
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As you can see, we are introducing a lot of extra error into our normalized
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vector by multiplying by the reciprocal length instead of outright dividing
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by the length. The new fixed code looks like this:
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out[0] = in[0]/length;
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out[1] = in[1]/length;
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out[2] = in[2]/length;
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And we get rid of the recpirocal length ilength altogether. Even the
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slightest math errors are magnified in successive calls to linear algebra
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functions.
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The change described above was commmitted to GtkRadiant trunk as revision 363.
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POSSIBLE SIDE EFFECTS:
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======================
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The only negative side effect is that compilation of a map might take longer
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due to an increased number of divide operations. (I'm actually not sure if
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that is indeed the case.) Another side effect might be that if you're used
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to a map being broken (missing triangles) or having "sparklies" between
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brushes, those might be gone now. :-)
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IN-DEPTH DISCUSSION:
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====================
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VectorNormalize() is used very frequently in Radiant and tools code. My goal
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for this fix was to make the least amount of code change but still be able to
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demonstrate a significant improvement in math accuracy (including a fix to
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the test case). At the same time don't risk that any other bugs pop up as a
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side effect of this change.
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Here is the sequence of calls (stack trace) that cause the example bug to
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happen:
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main() in main.c -->
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BSPMain() in bsp.c -->
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LoadMapFile() in map.c -->
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ParseMapEntity() in map.c -->
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ParseBrush() in map.c -->
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FinishBrush() in map.c -->
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CreateBrushWindings() in brush.c -->
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ChopWindingInPlace() in polylib.c
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What basically happens in this sequence of calls is that a brush is parsed
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out of the map file, "infinite" planes are created for each brush face, and
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then the planes are "intersected" to find the exact vertex topologies of each
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brush face. The vertex topology of the visible face of the sliver (in the
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example map) gets computed with a significant amount of math error. If we
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did our math with infinite precision, the sliver face would have the following
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vertices:
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(67 -1022 0)
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(88 -892 -768)
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(134 -1015 0)
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In fact, if you open the map file (disappearing_sliver.map), you can actually
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see these exact points embedded in the third plane defined on brush 0.
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I managed to print out the actual computed vertices of the sliver face before
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and after this bug fix. Basically this is printed out after all the
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ChopWindingInPlace() calls in the above stack trace:
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(66.984695 -1021.998657 0.000000)
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(87.989571 -891.969116 -768.174316)
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(133.998917 -1014.997314 0.000000)
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(If you want to print this out for yourself, use winding_logging.patch.)
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The same vertices after the bugfix have the following coordinates:
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(67.000229 -1021.998657 0.000000)
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(88.000175 -891.999146 -767.997437)
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(133.999146 -1014.998779 0.000000)
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As you can see, the vertices after the fix are substantially more accurate,
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and all it took was an improvement to VectorNormalize().
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The problem before the fix was the Z coordinate of the second point, namely
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-768.174316. There is a lot of "snap to nearest 1/8 unit" and "epsilon 0.1"
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code used throughout q3map2. 0.174 is greater than the 0.1 epsilon, and that
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is the problem.
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main() in main.c -->
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BSPMain() in bsp.c -->
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ProcessModels() in bsp.c -->
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ProcessWorldModel() in bsp.c -->
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ClipSidesIntoTree() in surface.c -->
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ClipSideIntoTree_r() in surface.c -->
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ClipWindingEpsilon() in polylib.c
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Now what ClipWindingEpsilon() does is, since -768.174316 reaches below the
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plane z = -768 (and over the 0.1 epsilon), it clips the winding_t and creates
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two points where there used to be only one.
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main() in main.c -->
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BSPMain() in bsp.c -->
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ProcessModels() in bsp.c -->
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ProcessWorldModel() in bsp.c
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FixTJunctions() in tjunction.c
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FixBrokenSurface() in tjunction.c
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FixBrokenSurface() realizes that there are two points very close together
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(in our case, since they were "snapped", the are coincident in fact).
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Therefore it reports the surface to be broken. The drawable surface is
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deleted as a result.
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RELATED BUGS:
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=============
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A lot of the math operations in the Radiant codebase cut corners like this
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example demonstrates. There is a lot more code like this that can be
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improved upon. In fact, it may make sense to use 64 bit floating points in
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some important math operations (and then convert back to 32 bit for the return
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values). Plans are to look at similar code and improve it.
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The following "issue" was discovered while doing research for this bug.
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If FixBrokenSurface() sees two points very close together, it attempts to
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partially fix the problem (the code is not complete) and then returns false,
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which means that the surface is broken and should not be used. So in fact
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it attempts to fix the problem partially but none of the fixes are used.
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It seems that FixBrokenSurface() should be fixed to completely fix the case
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where there are two close points, and should report the surface as fixed.
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This might be a destabilizing change however, so if this is indeed fixed, it
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may make sense to activate the fix only if a certain flag is set.
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MORE NOTES:
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===========
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As stated above, the accuracy after revision 363 is:
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(67.000229 -1021.998657 0.000000)
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(88.000175 -891.999146 -767.997437)
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(133.999146 -1014.998779 0.000000)
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A further change was committed for a related problem in revision 377. After
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this change:
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(66.99955750 -1022.00262451 0.00000000)
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(87.99969482 -892.00170898 -768.00524902)
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(133.99958801 -1015.00195312 0.00000000)
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The results look similar with respect to the amount of error present.
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