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.
This commit is contained in:
Bastien Montagne 2021-06-14 11:06:35 +02:00 committed by Jeroen Bakker
parent 0cd6c1d502
commit c2f74d6243
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)
4 changed files with 43 additions and 2 deletions

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@ -327,7 +327,11 @@ MINLINE bool is_zero_v2(const float a[3]) ATTR_WARN_UNUSED_RESULT;
MINLINE bool is_zero_v3(const float a[3]) ATTR_WARN_UNUSED_RESULT;
MINLINE bool is_zero_v4(const float a[4]) ATTR_WARN_UNUSED_RESULT;
bool is_finite_v2(const float a[3]) ATTR_WARN_UNUSED_RESULT;
MINLINE bool is_zero_v2_db(const double a[2]) ATTR_WARN_UNUSED_RESULT;
MINLINE bool is_zero_v3_db(const double a[3]) ATTR_WARN_UNUSED_RESULT;
MINLINE bool is_zero_v4_db(const double a[4]) ATTR_WARN_UNUSED_RESULT;
bool is_finite_v2(const float a[2]) ATTR_WARN_UNUSED_RESULT;
bool is_finite_v3(const float a[3]) ATTR_WARN_UNUSED_RESULT;
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],
const float ray_dir[3])
{
float h[3], lambda;
if (UNLIKELY(is_zero_v3(ray_dir))) {
lambda = 0.0f;
copy_v3_v3(r_close, ray_orig);
return lambda;
}
sub_v3_v3v3(h, p, ray_orig);
lambda = dot_v3v3(ray_dir, h) / dot_v3v3(ray_dir, ray_dir);
madd_v3_v3v3fl(r_close, ray_orig, ray_dir, lambda);
@ -4467,7 +4474,7 @@ void interp_weights_poly_v2(float *w, float v[][2], const int n, const float co[
d_curr = d_next;
DIR_V2_SET(&d_next, v_next, co);
ht = mean_value_half_tan_v2_db(&d_curr, &d_next);
w[i_curr] = (float)((ht_prev + ht) / d_curr.len);
w[i_curr] = (d_curr.len == 0.0) ? 0.0f : (float)((ht_prev + ht) / d_curr.len);
totweight += w[i_curr];
/* step */

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@ -657,6 +657,11 @@ void angle_poly_v3(float *angles, const float *verts[3], int len)
*/
void project_v2_v2v2(float out[2], const float p[2], const float v_proj[2])
{
if (UNLIKELY(is_zero_v2(v_proj))) {
zero_v2(out);
return;
}
const float mul = dot_v2v2(p, v_proj) / dot_v2v2(v_proj, v_proj);
out[0] = mul * v_proj[0];
@ -668,6 +673,11 @@ void project_v2_v2v2(float out[2], const float p[2], const float v_proj[2])
*/
void project_v3_v3v3(float out[3], const float p[3], const float v_proj[3])
{
if (UNLIKELY(is_zero_v3(v_proj))) {
zero_v3(out);
return;
}
const float mul = dot_v3v3(p, v_proj) / dot_v3v3(v_proj, v_proj);
out[0] = mul * v_proj[0];
@ -677,6 +687,11 @@ void project_v3_v3v3(float out[3], const float p[3], const float v_proj[3])
void project_v3_v3v3_db(double out[3], const double p[3], const double v_proj[3])
{
if (UNLIKELY(is_zero_v3_db(v_proj))) {
zero_v3_db(out);
return;
}
const double mul = dot_v3v3_db(p, v_proj) / dot_v3v3_db(v_proj, v_proj);
out[0] = mul * v_proj[0];

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@ -1282,6 +1282,21 @@ MINLINE bool is_zero_v4(const float v[4])
return (v[0] == 0.0f && v[1] == 0.0f && v[2] == 0.0f && v[3] == 0.0f);
}
MINLINE bool is_zero_v2_db(const double v[2])
{
return (v[0] == 0.0 && v[1] == 0.0);
}
MINLINE bool is_zero_v3_db(const double v[3])
{
return (v[0] == 0.0 && v[1] == 0.0 && v[2] == 0.0);
}
MINLINE bool is_zero_v4_db(const double v[4])
{
return (v[0] == 0.0 && v[1] == 0.0 && v[2] == 0.0 && v[3] == 0.0);
}
MINLINE bool is_one_v3(const float v[3])
{
return (v[0] == 1.0f && v[1] == 1.0f && v[2] == 1.0f);