ENABLE_THUMBNAIL_GENERATOR -> some other refactoring

This commit is contained in:
Enrico Turri 2019-11-28 15:19:42 +01:00
parent ddd1df1552
commit 3dd46f2e03
2 changed files with 8 additions and 52 deletions

View file

@ -367,27 +367,10 @@ std::pair<double, double> Camera::calc_tight_frustrum_zs_around(const BoundingBo
while (true) while (true)
{ {
ret = std::make_pair(DBL_MAX, -DBL_MAX); // box in eye space
BoundingBoxf3 eye_box = box.transformed(m_view_matrix);
// box vertices in world space ret.first = -eye_box.max(2);
std::vector<Vec3d> vertices; ret.second = -eye_box.min(2);
vertices.reserve(8);
vertices.push_back(box.min);
vertices.emplace_back(box.max(0), box.min(1), box.min(2));
vertices.emplace_back(box.max(0), box.max(1), box.min(2));
vertices.emplace_back(box.min(0), box.max(1), box.min(2));
vertices.emplace_back(box.min(0), box.min(1), box.max(2));
vertices.emplace_back(box.max(0), box.min(1), box.max(2));
vertices.push_back(box.max);
vertices.emplace_back(box.min(0), box.max(1), box.max(2));
// set the Z range in eye coordinates (negative Zs are in front of the camera)
for (const Vec3d& v : vertices)
{
double z = -(m_view_matrix * v)(2);
ret.first = std::min(ret.first, z);
ret.second = std::max(ret.second, z);
}
// apply margin // apply margin
ret.first -= FrustrumZMargin; ret.first -= FrustrumZMargin;

View file

@ -3928,38 +3928,11 @@ void GLCanvas3D::_render_thumbnail_internal(ThumbnailData& thumbnail_data, bool
if (show_bed) if (show_bed)
{ {
// extends the near and far z of the frustrum to avoid the bed being clipped // extends the near and far z of the frustrum to avoid the bed being clipped
BoundingBoxf3 bed_box = m_bed.get_bounding_box(true);
// bed box vertices in world space // box in eye space
std::vector<Vec3d> vertices; BoundingBoxf3 t_bed_box = m_bed.get_bounding_box(true).transformed(camera.get_view_matrix());
vertices.reserve(8); near_z = -t_bed_box.max(2);
vertices.push_back(bed_box.min); far_z = -t_bed_box.min(2);
vertices.emplace_back(bed_box.max(0), bed_box.min(1), bed_box.min(2));
vertices.emplace_back(bed_box.max(0), bed_box.max(1), bed_box.min(2));
vertices.emplace_back(bed_box.min(0), bed_box.max(1), bed_box.min(2));
vertices.emplace_back(bed_box.min(0), bed_box.min(1), bed_box.max(2));
vertices.emplace_back(bed_box.max(0), bed_box.min(1), bed_box.max(2));
vertices.push_back(bed_box.max);
vertices.emplace_back(bed_box.min(0), bed_box.max(1), bed_box.max(2));
double bed_box_min_z = DBL_MAX;
double bed_box_max_z = -DBL_MAX;
Transform3d view_matrix = camera.get_view_matrix();
for (const Vec3d& v : vertices)
{
Vec3d eye_v = view_matrix * v;
if (eye_v(2) < 0.0)
{
bed_box_min_z = std::min(bed_box_min_z, -eye_v(2));
bed_box_max_z = std::max(bed_box_max_z, -eye_v(2));
}
}
if (bed_box_min_z != DBL_MAX)
near_z = bed_box_min_z;
if (bed_box_max_z != -DBL_MAX)
far_z = bed_box_max_z;
} }
camera.apply_projection(box, near_z, far_z); camera.apply_projection(box, near_z, far_z);