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[FIX] Coplanarity test - uncertainty issue - see https://github.com/g… #203
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Original file line number | Diff line number | Diff line change |
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@@ -7,13 +7,17 @@ import { isTriDegenerate } from './utils/triangleUtils.js'; | |
const EPSILON = 1e-10; | ||
const COPLANAR_EPSILON = 1e-10; | ||
const PARALLEL_EPSILON = 1e-10; | ||
const COPLANAR_EPSILON_MAX = 1e-4; | ||
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const _edge = new Line3(); | ||
const _foundEdge = new Line3(); | ||
const _vec = new Vector3(); | ||
const _triangleNormal = new Vector3(); | ||
const _planeNormal = new Vector3(); | ||
const _plane = new Plane(); | ||
const _splittingTriangle = new ExtendedTriangle(); | ||
const _planeCenter = new Vector3(); | ||
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// A pool of triangles to avoid unnecessary triangle creation | ||
class TrianglePool { | ||
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@@ -110,6 +114,23 @@ export class TriangleSplitter { | |
const { normal, triangles } = this; | ||
triangle.getNormal( _triangleNormal ).normalize(); | ||
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// compute triangleMinEdgeSize: | ||
let triangleMinEdgeSizeSq = Infinity; | ||
const arr = [ triangle.a, triangle.b, triangle.c ]; | ||
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for ( let i = 0; i < 3; i ++ ) { | ||
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const nexti = ( i + 1 ) % 3; | ||
const v0 = arr[ i ]; | ||
const v1 = arr[ nexti ]; | ||
const edgeSizeSq = v0.distanceToSquared( v1 ); | ||
triangleMinEdgeSizeSq = Math.min( triangleMinEdgeSizeSq, edgeSizeSq ); | ||
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} | ||
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const triangleMinEdgeSize = Math.sqrt( triangleMinEdgeSizeSq ); | ||
let minEdgeSize = triangleMinEdgeSize; | ||
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if ( Math.abs( 1.0 - Math.abs( _triangleNormal.dot( normal ) ) ) < PARALLEL_EPSILON ) { | ||
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this.coplanarTriangleUsed = true; | ||
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@@ -133,25 +154,30 @@ export class TriangleSplitter { | |
// plane positive direction is toward triangle center | ||
_vec.subVectors( v1, v0 ).normalize(); | ||
_planeNormal.crossVectors( _triangleNormal, _vec ); | ||
minEdgeSize = Math.min( triangleMinEdgeSize, v1.distanceTo( v0 ) ); | ||
_plane.setFromNormalAndCoplanarPoint( _planeNormal, v0 ); | ||
_planeCenter.copy( v0 ); | ||
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this.splitByPlane( _plane, triangle ); | ||
// we need to provide planeCenter and minEdgeSize to evaluate the plane uncertainty | ||
// the smaller minEdgeSize is, the higher is the uncertainty | ||
// the larger from planeCenter we are, the higher is the uncertainty | ||
this.splitByPlane( _plane, _planeCenter, minEdgeSize, triangle ); | ||
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} | ||
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} else { | ||
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// otherwise split by the triangle plane | ||
triangle.getPlane( _plane ); | ||
this.splitByPlane( _plane, triangle ); | ||
this.splitByPlane( _plane, _planeCenter, minEdgeSize, triangle ); | ||
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} | ||
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} | ||
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// Split the triangles by the given plan. If a triangle is provided then we ensure we | ||
// intersect the triangle before splitting the plane | ||
splitByPlane( plane, clippingTriangle ) { | ||
splitByPlane( plane, planeCenter, planeEdgeSize, clippingTriangle ) { | ||
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const { triangles, trianglePool } = this; | ||
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@@ -189,7 +215,17 @@ export class TriangleSplitter { | |
// so we can use that information to determine whether to split later. | ||
const startDist = plane.distanceToPoint( _edge.start ); | ||
const endDist = plane.distanceToPoint( _edge.end ); | ||
if ( Math.abs( startDist ) < COPLANAR_EPSILON && Math.abs( endDist ) < COPLANAR_EPSILON ) { | ||
let coPlanarEpsilonStart = COPLANAR_EPSILON * Math.max( 1, 0.5 * _edge.start.distanceTo( planeCenter ) / planeEdgeSize ); | ||
let coPlanarEpsilonEnd = COPLANAR_EPSILON * Math.max( 1, 0.5 * _edge.end.distanceTo( planeCenter ) / planeEdgeSize ); | ||
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Do you mind explaining the rationale behind these calculations? Including the thinking behind "planeCenter"? It seems as though the distance to an arbitrarily chosen point on the plane will have a significant impact. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. We don't want to use an epsilon larger than COPLANAR_EPSILON, that's why we use the
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Thanks I've taken a look at the diagrams and I understand the intent. Basically a very small edge leads to more uncertainty in the true plane position so you want to use a large epsilon when checking distances to such a plane. And you're effectively scaling the amount that we scale the epsilon by the distance to the point used to generate the plane since we know that point is exactly correct. This may be a bit difficult to describe effectively but it would nice to have some comments in the code to describe what's happening here and why. Even if it includes a link to this comment thread for context. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Hi @gkjohnson I have added some comments and a link to the Github issue in the last commit |
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coPlanarEpsilonStart = Math.min( coPlanarEpsilonStart, COPLANAR_EPSILON_MAX ); | ||
coPlanarEpsilonEnd = Math.min( coPlanarEpsilonEnd, COPLANAR_EPSILON_MAX ); | ||
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if ( Math.abs( startDist ) < coPlanarEpsilonStart && Math.abs( endDist ) < coPlanarEpsilonEnd ) { | ||
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// we project the edge in the plane | ||
plane.projectPoint( _edge.start, arr[ t ] ); | ||
plane.projectPoint( _edge.end, arr[ tNext ] ); | ||
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See edit in https://github.com/gkjohnson/three-bvh-csg/pull/203/files#r1531482474 |
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coplanarEdge = true; | ||
break; | ||
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@@ -207,8 +243,9 @@ export class TriangleSplitter { | |
} | ||
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// we only don't consider this an intersection if the start points hits the plane | ||
if ( Math.abs( startDist ) < COPLANAR_EPSILON ) { | ||
if ( Math.abs( startDist ) < coPlanarEpsilonStart ) { | ||
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plane.projectPoint( _edge.start, arr[ t ] ); | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Can you explain this addition? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. If we estimate that _edge.start belongs to plane, then we make sure _edge.start is on the plane to lower the uncertainty. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. The point of this condition block, though, is to skip interpreting the start point as an intersection if it's the only point that lies on the plane. This is so we avoid double counting the same vertex if the plane passes through a corner of the triangle. The I'm also seeing now that this is modifying the same vector that is on the triangle object being split (ie this line could be changing Edit: I see from #199 (comment) you say this is deliberate, now. Can you explain the rationale? These are things I think will need comments to explain so they're understood in the future. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. In the last commit, I have made stuff a bit clearer by projecting the points on the plane if we estimate it belongs to the plane before going into further processing. However, I still don't know why it works. I just have a kind of intuition... |
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continue; | ||
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} | ||
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@@ -218,7 +255,7 @@ export class TriangleSplitter { | |
// Because we ignore the start point intersection above we have to make sure we check the end | ||
// point intersection here. | ||
let didIntersect = ! ! plane.intersectLine( _edge, _vec ); | ||
if ( ! didIntersect && Math.abs( endDist ) < COPLANAR_EPSILON ) { | ||
if ( ! didIntersect && Math.abs( endDist ) < coPlanarEpsilonEnd ) { | ||
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_vec.copy( _edge.end ); | ||
didIntersect = true; | ||
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Have you considered scaling the epsilon up based on the scale of the smallest triangle edge? Jumping straight to
1e-4
if one of the edges is too small is a large jump.There was a problem hiding this comment.
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COPLANAR_EPSILON_MAX is just to avoid too large epsilon values. We don't jump to this value, we just scale COPLANAR_EPSILON but we make sure that it stays below COPLANAR_EPSILON_MAX.
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Got it - I'm understanding now. How did you conclude that 1e-4 is a good max epsilon? It's a very large value and from looking at the code it is still possible to wind up using 1e-4 as an epsilon at most. Do smaller values still cause issues?
It would be nice to have a couple example operation codes that show how this is fixed.
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In my specific case this value was reached sometimes. I did not tried to set a lower values. However when it is reached it means that the computation is somewhat undefined (we want to test if a point or edge belongs to a plane but the plane is defined with a very high uncertainty so the answer is not reliable at all...)
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It might have been reached but that doesn't mean it's needed for the calculations. As it's currently implemented you are scaling the COPLANAR_EPSILON value which is already set to 1e-10, a fairly large value in itself, which is basically assuming that 1e-10 is the necessary error value at the "center" of the plane where it should actually be a much smaller value since we're not dealing with this lever arm effect. It's difficult to calculate how the error has compounded over calculations but it's possible that the COPLANAR_EPSILON could be set to something like 1e-20 or less, now, and then it could be scaled by the approach added in this PR.
I'd much rather set this to a smaller value and if we continue to have issues we can increase it, I think.
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In the last commit I have lower the EPSILON_MAX to 1e-7, it works with this value