BLI_math: Fix several division-by-zero cases.
Those were caused by various tools used on degenerate geometry, see T79775. Note that fixes are as low-level as possible, to ensure they cover as much as possible of unreported issues too. We still probably have many more of those hidden in BLI_math though.
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Notes:
blender-bot
2023-02-14 10:37:50 +01:00
Referenced by issue #88449, Blender LTS: Maintenance Task 2.93 Referenced by issue #91887, "Long Hair" children pulled to world origin when using Texture (2.93.4 regression)
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@ -327,7 +327,11 @@ MINLINE bool is_zero_v2(const float a[3]) ATTR_WARN_UNUSED_RESULT;
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MINLINE bool is_zero_v3(const float a[3]) ATTR_WARN_UNUSED_RESULT;
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MINLINE bool is_zero_v4(const float a[4]) ATTR_WARN_UNUSED_RESULT;
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bool is_finite_v2(const float a[3]) ATTR_WARN_UNUSED_RESULT;
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MINLINE bool is_zero_v2_db(const double a[2]) ATTR_WARN_UNUSED_RESULT;
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MINLINE bool is_zero_v3_db(const double a[3]) ATTR_WARN_UNUSED_RESULT;
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MINLINE bool is_zero_v4_db(const double a[4]) ATTR_WARN_UNUSED_RESULT;
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bool is_finite_v2(const float a[2]) ATTR_WARN_UNUSED_RESULT;
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bool is_finite_v3(const float a[3]) ATTR_WARN_UNUSED_RESULT;
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bool is_finite_v4(const float a[4]) ATTR_WARN_UNUSED_RESULT;
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@ -3344,6 +3344,13 @@ float closest_to_ray_v3(float r_close[3],
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const float ray_dir[3])
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{
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float h[3], lambda;
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if (UNLIKELY(is_zero_v3(ray_dir))) {
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lambda = 0.0f;
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copy_v3_v3(r_close, ray_orig);
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return lambda;
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}
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sub_v3_v3v3(h, p, ray_orig);
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lambda = dot_v3v3(ray_dir, h) / dot_v3v3(ray_dir, ray_dir);
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madd_v3_v3v3fl(r_close, ray_orig, ray_dir, lambda);
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@ -4467,7 +4474,7 @@ void interp_weights_poly_v2(float *w, float v[][2], const int n, const float co[
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d_curr = d_next;
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DIR_V2_SET(&d_next, v_next, co);
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ht = mean_value_half_tan_v2_db(&d_curr, &d_next);
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w[i_curr] = (float)((ht_prev + ht) / d_curr.len);
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w[i_curr] = (d_curr.len == 0.0) ? 0.0f : (float)((ht_prev + ht) / d_curr.len);
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totweight += w[i_curr];
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/* step */
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@ -657,6 +657,11 @@ void angle_poly_v3(float *angles, const float *verts[3], int len)
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*/
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void project_v2_v2v2(float out[2], const float p[2], const float v_proj[2])
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{
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if (UNLIKELY(is_zero_v2(v_proj))) {
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zero_v2(out);
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return;
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}
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const float mul = dot_v2v2(p, v_proj) / dot_v2v2(v_proj, v_proj);
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out[0] = mul * v_proj[0];
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@ -668,6 +673,11 @@ void project_v2_v2v2(float out[2], const float p[2], const float v_proj[2])
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*/
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void project_v3_v3v3(float out[3], const float p[3], const float v_proj[3])
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{
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if (UNLIKELY(is_zero_v3(v_proj))) {
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zero_v3(out);
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return;
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}
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const float mul = dot_v3v3(p, v_proj) / dot_v3v3(v_proj, v_proj);
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out[0] = mul * v_proj[0];
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@ -677,6 +687,11 @@ void project_v3_v3v3(float out[3], const float p[3], const float v_proj[3])
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void project_v3_v3v3_db(double out[3], const double p[3], const double v_proj[3])
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{
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if (UNLIKELY(is_zero_v3_db(v_proj))) {
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zero_v3_db(out);
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return;
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}
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const double mul = dot_v3v3_db(p, v_proj) / dot_v3v3_db(v_proj, v_proj);
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out[0] = mul * v_proj[0];
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@ -1282,6 +1282,21 @@ MINLINE bool is_zero_v4(const float v[4])
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return (v[0] == 0.0f && v[1] == 0.0f && v[2] == 0.0f && v[3] == 0.0f);
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}
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MINLINE bool is_zero_v2_db(const double v[2])
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{
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return (v[0] == 0.0 && v[1] == 0.0);
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}
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MINLINE bool is_zero_v3_db(const double v[3])
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{
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return (v[0] == 0.0 && v[1] == 0.0 && v[2] == 0.0);
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}
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MINLINE bool is_zero_v4_db(const double v[4])
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{
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return (v[0] == 0.0 && v[1] == 0.0 && v[2] == 0.0 && v[3] == 0.0);
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}
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MINLINE bool is_one_v3(const float v[3])
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{
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return (v[0] == 1.0f && v[1] == 1.0f && v[2] == 1.0f);
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