Grab and Rotate in Front view mini bug #76629

Closed
opened 2020-05-11 06:47:39 +02:00 by Zubenelgennubi · 19 comments

System Information
Operating system: win 10 64bit
Graphics card: gtx 960

Blender Version
Broken: 2.82 release 2.83 beta and 2.90a 2020-05-10

Grab and Rotate object in Front view(Num 1) and Back view(Ctrl Num1) not actually flat on Y plane, in both Object mode and Edit mode.
Exact steps for others to reproduce the error
1.Grab : in Object mode select object > Num 1 to Front view > G to grab and move object somewhere > Y plane get bump, not flat.
e0.jpg
e1.jpg
2.Rotate : in Object mode select object > Num 1 to Front view > R to Rotate and rotate object somewhere > Z plane get bump, not flat.
e0.jpg
Er1.png
Same thing happen in Edit mode.

Other view plane not have this issues.
en.png

**System Information** Operating system: win 10 64bit Graphics card: gtx 960 **Blender Version** Broken: 2.82 release 2.83 beta and 2.90a 2020-05-10 Grab and Rotate object in Front view(Num 1) and Back view(Ctrl Num1) not actually flat on Y plane, in both Object mode and Edit mode. **Exact steps for others to reproduce the error** 1.Grab : in Object mode select object > Num 1 to Front view > G to grab and move object somewhere > Y plane get bump, not flat. ![e0.jpg](https://archive.blender.org/developer/F8527238/e0.jpg) ![e1.jpg](https://archive.blender.org/developer/F8527240/e1.jpg) 2.Rotate : in Object mode select object > Num 1 to Front view > R to Rotate and rotate object somewhere > Z plane get bump, not flat. ![e0.jpg](https://archive.blender.org/developer/F8527238/e0.jpg) ![Er1.png](https://archive.blender.org/developer/F8527249/Er1.png) Same thing happen in Edit mode. Other view plane not have this issues. ![en.png](https://archive.blender.org/developer/F8527260/en.png)
Author

Added subscriber: @zubenelgennubi

Added subscriber: @zubenelgennubi

#91575 was marked as duplicate of this issue

#91575 was marked as duplicate of this issue

#91170 was marked as duplicate of this issue

#91170 was marked as duplicate of this issue
Member

Added subscriber: @Alaska

Added subscriber: @Alaska
Member

I can also confirm this happens.

I can also confirm this happens.

Added subscriber: @Pasang

Added subscriber: @Pasang

For me in blender 2.90, while rotating in front and back ortho, X and Z values bump.
See #75596 and #75628. They were somewhat related.

For me in blender 2.90, while rotating in front and back ortho, X and Z values bump. See #75596 and #75628. They were somewhat related.
Member

Added subscriber: @ankitm

Added subscriber: @ankitm

Added subscriber: @iss

Added subscriber: @iss

The fact that this happens only in front view is quite strange, though this seems to happen in all previous versions, so I would believe this is technical limitation somehow.

The fact that this happens only in front view is quite strange, though this seems to happen in all previous versions, so I would believe this is technical limitation somehow.

Added subscriber: @mano-wii

Added subscriber: @mano-wii

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'

This is a problem with the float precision.
The viewport itself is not exactly aligned.
Solving this is not a simple task, we would have to use doubles in many areas.
So marking as Known Issue

This is a problem with the float precision. The viewport itself is not exactly aligned. Solving this is not a simple task, we would have to use doubles in many areas. So marking as `Known Issue`

Added subscriber: @ideasman42

Added subscriber: @ideasman42

Changed status from 'Confirmed' to: 'Archived'

Changed status from 'Confirmed' to: 'Archived'
Campbell Barton self-assigned this 2020-06-17 05:22:59 +02:00

Closing since this isn't something we will address, therefor there is no use in keeping it open.

Closing since this isn't something we will address, therefor there is no use in keeping it open.

Added subscriber: @Rodrigo-Saure

Added subscriber: @Rodrigo-Saure

@ideasman42, although a definitive solution is not feasible, we can alleviate the problem by making rv3d->viewmat more accurate.
A workaround that would solve these cases of aligned View could be:

diff --git a/source/blender/blenlib/intern/math_rotation.c b/source/blender/blenlib/intern/math_rotation.c
index 34baac6f2a4..1ef612eff17 100644
--- a/source/blender/blenlib/intern/math_rotation.c
+++ b/source/blender/blenlib/intern/math_rotation.c
@@ -284,10 +284,10 @@ void quat_to_mat4(float m[4][4], const float q[4])
   }
 #endif
 
-  q0 = M_SQRT2 * (double)q[0];
-  q1 = M_SQRT2 * (double)q[1];
-  q2 = M_SQRT2 * (double)q[2];
-  q3 = M_SQRT2 * (double)q[3];
+  q0 = (double)((float)M_SQRT2 * q[0]);
+  q1 = (double)((float)M_SQRT2 * q[1]);
+  q2 = (double)((float)M_SQRT2 * q[2]);
+  q3 = (double)((float)M_SQRT2 * q[3]);
 
   qda = q0 * q1;
   qdb = q0 * q2;

IMHO, given the number of reports, it might be worth considering implementing these workarounds.

@ideasman42, although a definitive solution is not feasible, we can alleviate the problem by making `rv3d->viewmat` more accurate. A workaround that would solve these cases of aligned View could be: ``` diff --git a/source/blender/blenlib/intern/math_rotation.c b/source/blender/blenlib/intern/math_rotation.c index 34baac6f2a4..1ef612eff17 100644 --- a/source/blender/blenlib/intern/math_rotation.c +++ b/source/blender/blenlib/intern/math_rotation.c @@ -284,10 +284,10 @@ void quat_to_mat4(float m[4][4], const float q[4]) } #endif - q0 = M_SQRT2 * (double)q[0]; - q1 = M_SQRT2 * (double)q[1]; - q2 = M_SQRT2 * (double)q[2]; - q3 = M_SQRT2 * (double)q[3]; + q0 = (double)((float)M_SQRT2 * q[0]); + q1 = (double)((float)M_SQRT2 * q[1]); + q2 = (double)((float)M_SQRT2 * q[2]); + q3 = (double)((float)M_SQRT2 * q[3]); qda = q0 * q1; qdb = q0 * q2; ``` IMHO, given the number of reports, it might be worth considering implementing these workarounds.

Added subscribers: @mahdishalchian, @PratikPB2123

Added subscribers: @mahdishalchian, @PratikPB2123
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Reference: blender/blender#76629
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