ENABLE_THUMBNAIL_GENERATOR -> some other refactoring
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ddd1df1552
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@ -367,27 +367,10 @@ std::pair<double, double> Camera::calc_tight_frustrum_zs_around(const BoundingBo
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while (true)
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{
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ret = std::make_pair(DBL_MAX, -DBL_MAX);
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// box vertices in world space
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std::vector<Vec3d> vertices;
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vertices.reserve(8);
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vertices.push_back(box.min);
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vertices.emplace_back(box.max(0), box.min(1), box.min(2));
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vertices.emplace_back(box.max(0), box.max(1), box.min(2));
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vertices.emplace_back(box.min(0), box.max(1), box.min(2));
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vertices.emplace_back(box.min(0), box.min(1), box.max(2));
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vertices.emplace_back(box.max(0), box.min(1), box.max(2));
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vertices.push_back(box.max);
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vertices.emplace_back(box.min(0), box.max(1), box.max(2));
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// set the Z range in eye coordinates (negative Zs are in front of the camera)
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for (const Vec3d& v : vertices)
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{
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double z = -(m_view_matrix * v)(2);
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ret.first = std::min(ret.first, z);
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ret.second = std::max(ret.second, z);
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}
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// box in eye space
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BoundingBoxf3 eye_box = box.transformed(m_view_matrix);
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ret.first = -eye_box.max(2);
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ret.second = -eye_box.min(2);
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// apply margin
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ret.first -= FrustrumZMargin;
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@ -3928,38 +3928,11 @@ void GLCanvas3D::_render_thumbnail_internal(ThumbnailData& thumbnail_data, bool
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if (show_bed)
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{
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// extends the near and far z of the frustrum to avoid the bed being clipped
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BoundingBoxf3 bed_box = m_bed.get_bounding_box(true);
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// bed box vertices in world space
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std::vector<Vec3d> vertices;
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vertices.reserve(8);
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vertices.push_back(bed_box.min);
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vertices.emplace_back(bed_box.max(0), bed_box.min(1), bed_box.min(2));
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vertices.emplace_back(bed_box.max(0), bed_box.max(1), bed_box.min(2));
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vertices.emplace_back(bed_box.min(0), bed_box.max(1), bed_box.min(2));
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vertices.emplace_back(bed_box.min(0), bed_box.min(1), bed_box.max(2));
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vertices.emplace_back(bed_box.max(0), bed_box.min(1), bed_box.max(2));
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vertices.push_back(bed_box.max);
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vertices.emplace_back(bed_box.min(0), bed_box.max(1), bed_box.max(2));
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double bed_box_min_z = DBL_MAX;
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double bed_box_max_z = -DBL_MAX;
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Transform3d view_matrix = camera.get_view_matrix();
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for (const Vec3d& v : vertices)
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{
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Vec3d eye_v = view_matrix * v;
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if (eye_v(2) < 0.0)
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{
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bed_box_min_z = std::min(bed_box_min_z, -eye_v(2));
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bed_box_max_z = std::max(bed_box_max_z, -eye_v(2));
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}
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}
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if (bed_box_min_z != DBL_MAX)
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near_z = bed_box_min_z;
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if (bed_box_max_z != -DBL_MAX)
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far_z = bed_box_max_z;
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// box in eye space
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BoundingBoxf3 t_bed_box = m_bed.get_bounding_box(true).transformed(camera.get_view_matrix());
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near_z = -t_bed_box.max(2);
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far_z = -t_bed_box.min(2);
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}
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camera.apply_projection(box, near_z, far_z);
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