Knife angle constrain feature not accurate #33813

Closed
opened 2013-01-09 00:05:51 +01:00 by Mikhail Rachinskiy · 6 comments

%%%--- Operating System, Graphics card ---
Windows 7 x32
Renderer: ATI Radeon HD 4770
Vendor: ATI Technologies Inc.
Version: 3.3.11653 Compatibility Profile Context

- Blender version with error, and version that worked ---

Issue appearing: Revision 53658

- Short description of error ---

Knife angle constrain feature not always accurate with specific mesh geometry and viewport zoom.

- Steps for others to reproduce the error (preferably based on attached .blend file) ---

Look at the attached image:

  1. snap from vertex + cut through vertex path = ok
  2. snap from nowhere + cut through edge ring = ok
  3. snap from edge + cut through edge ring = ok
  4. snap from vertex + cut through edge ring = deviation

In attached blend file just use "cut from here" sign. I already set viewport zoom at that specific scale where bug is appearing, on my machine atleast.%%%

%%%--- Operating System, Graphics card --- Windows 7 x32 Renderer: ATI Radeon HD 4770 Vendor: ATI Technologies Inc. Version: 3.3.11653 Compatibility Profile Context - Blender version with error, and version that worked --- Issue appearing: Revision 53658 - Short description of error --- Knife angle constrain feature not always accurate with specific mesh geometry and viewport zoom. - Steps for others to reproduce the error (preferably based on attached .blend file) --- Look at the attached image: 1. snap from vertex + cut through vertex path = ok 2. snap from nowhere + cut through edge ring = ok 3. snap from edge + cut through edge ring = ok 4. snap from vertex + cut through edge ring = deviation In attached blend file just use "cut from here" sign. I already set viewport zoom at that specific scale where bug is appearing, on my machine atleast.%%%
Author
Member

Changed status to: 'Open'

Changed status to: 'Open'
Member

%%%I confirm this, and will look into fixing it.%%%

%%%I confirm this, and will look into fixing it.%%%
Member

%%%So the problem is the rounding error between the integer mouse position and the exact coordinate of the snapped vertex at the start of the cut.
Now to figure out a way to fix this...
%%%

%%%So the problem is the rounding error between the integer mouse position and the exact coordinate of the snapped vertex at the start of the cut. Now to figure out a way to fix this... %%%
Member

%%%Fixed in rev 53730.
There still remains a problem that if the end point of a cut is given by snapping to an edge, then the snapped point won't be on the constrained angle. An easy workaround for a user is to just drag the mouse a little past the edge that you want the cut to end on. A code fix would be to use the same logic (linehits) that method uses to find the intersection with the edge. I wonder whether, instead of writing that (which is a bunch of code), it would be better to rethink this whole angle constraint mode to operate in global x/y/z space instead of screen space?
%%%

%%%Fixed in rev 53730. There still remains a problem that if the end point of a cut is given by snapping to an edge, then the snapped point won't be on the constrained angle. An easy workaround for a user is to just drag the mouse a little past the edge that you want the cut to end on. A code fix would be to use the same logic (linehits) that method uses to find the intersection with the edge. I wonder whether, instead of writing that (which is a bunch of code), it would be better to rethink this whole angle constraint mode to operate in global x/y/z space instead of screen space? %%%
Member

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'

%%%Maybe it should use the 3d manipulator space (axes -> planes)? That would allow to do many nice cuts together with transform orientations.%%%

%%%Maybe it should use the 3d manipulator space (axes -> planes)? That would allow to do many nice cuts together with transform orientations.%%%
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Reference: blender/blender#33813
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