Workaround to fix SPE-1082 + refactoring of 6 dof camera

This commit is contained in:
Enrico Turri 2020-01-29 12:08:38 +01:00
parent 15cb8ec653
commit 17a6b696e7
3 changed files with 137 additions and 8 deletions

View file

@ -240,17 +240,27 @@ void Camera::apply_view_matrix() const
void Camera::apply_projection(const BoundingBoxf3& box, double near_z, double far_z) const
{
#if !ENABLE_6DOF_CAMERA
set_distance(DefaultDistance);
#endif // !ENABLE_6DOF_CAMERA
double w = 0.0;
double h = 0.0;
#if ENABLE_6DOF_CAMERA
double old_distance = m_distance;
m_frustrum_zs = calc_tight_frustrum_zs_around(box);
if (m_distance != old_distance)
// the camera has been moved re-apply view matrix
apply_view_matrix();
#else
while (true)
{
m_frustrum_zs = calc_tight_frustrum_zs_around(box);
#endif // !ENABLE_6DOF_CAMERA
if (near_z > 0.0)
m_frustrum_zs.first = std::min(m_frustrum_zs.first, near_z);
m_frustrum_zs.first = std::max(std::min(m_frustrum_zs.first, near_z), FrustrumMinNearZ);
if (far_z > 0.0)
m_frustrum_zs.second = std::max(m_frustrum_zs.second, far_z);
@ -281,6 +291,7 @@ void Camera::apply_projection(const BoundingBoxf3& box, double near_z, double fa
}
}
#if !ENABLE_6DOF_CAMERA
if (m_type == Perspective)
{
double fov_deg = Geometry::rad2deg(2.0 * std::atan(h / m_frustrum_zs.first));
@ -300,6 +311,7 @@ void Camera::apply_projection(const BoundingBoxf3& box, double near_z, double fa
else
break;
}
#endif // !ENABLE_6DOF_CAMERA
glsafe(::glMatrixMode(GL_PROJECTION));
glsafe(::glLoadIdentity());
@ -324,14 +336,22 @@ void Camera::apply_projection(const BoundingBoxf3& box, double near_z, double fa
}
#if ENABLE_THUMBNAIL_GENERATOR
#if ENABLE_6DOF_CAMERA
void Camera::zoom_to_box(const BoundingBoxf3& box, double margin_factor)
#else
void Camera::zoom_to_box(const BoundingBoxf3& box, int canvas_w, int canvas_h, double margin_factor)
#endif // ENABLE_6DOF_CAMERA
#else
void Camera::zoom_to_box(const BoundingBoxf3& box, int canvas_w, int canvas_h)
#endif // ENABLE_THUMBNAIL_GENERATOR
{
// Calculate the zoom factor needed to adjust the view around the given box.
#if ENABLE_THUMBNAIL_GENERATOR
#if ENABLE_6DOF_CAMERA
double zoom = calc_zoom_to_bounding_box_factor(box, margin_factor);
#else
double zoom = calc_zoom_to_bounding_box_factor(box, canvas_w, canvas_h, margin_factor);
#endif // ENABLE_6DOF_CAMERA
#else
double zoom = calc_zoom_to_bounding_box_factor(box, canvas_w, canvas_h);
#endif // ENABLE_THUMBNAIL_GENERATOR
@ -348,10 +368,18 @@ void Camera::zoom_to_box(const BoundingBoxf3& box, int canvas_w, int canvas_h)
}
#if ENABLE_THUMBNAIL_GENERATOR
#if ENABLE_6DOF_CAMERA
void Camera::zoom_to_volumes(const GLVolumePtrs& volumes, double margin_factor)
#else
void Camera::zoom_to_volumes(const GLVolumePtrs& volumes, int canvas_w, int canvas_h, double margin_factor)
#endif // ENABLE_6DOF_CAMERA
{
Vec3d center;
#if ENABLE_6DOF_CAMERA
double zoom = calc_zoom_to_volumes_factor(volumes, center, margin_factor);
#else
double zoom = calc_zoom_to_volumes_factor(volumes, canvas_w, canvas_h, center, margin_factor);
#endif // ENABLE_6DOF_CAMERA
if (zoom > 0.0)
{
m_zoom = zoom;
@ -389,6 +417,7 @@ void Camera::debug_render() const
float deltaZ = farZ - nearZ;
float zoom = (float)m_zoom;
float fov = (float)get_fov();
std::array<int, 4>viewport = get_viewport();
float gui_scale = (float)get_gui_scale();
ImGui::InputText("Type", type.data(), type.length(), ImGuiInputTextFlags_ReadOnly);
@ -408,6 +437,8 @@ void Camera::debug_render() const
ImGui::InputFloat("Zoom", &zoom, 0.0f, 0.0f, "%.6f", ImGuiInputTextFlags_ReadOnly);
ImGui::InputFloat("Fov", &fov, 0.0f, 0.0f, "%.6f", ImGuiInputTextFlags_ReadOnly);
ImGui::Separator();
ImGui::InputInt4("Viewport", viewport.data(), ImGuiInputTextFlags_ReadOnly);
ImGui::Separator();
ImGui::InputFloat("GUI scale", &gui_scale, 0.0f, 0.0f, "%.6f", ImGuiInputTextFlags_ReadOnly);
imgui.end();
}
@ -427,10 +458,31 @@ void Camera::translate_world(const Vec3d& displacement)
void Camera::rotate_on_sphere(double delta_azimut_rad, double delta_zenit_rad)
{
// FIXME -> The following is a HACK !!!
// When the value of the zenit rotation is large enough, the following call to rotate() shows
// numerical instability introducing some scaling into m_view_matrix (verified by checking
// that the camera space unit vectors are no more unit).
// See also https://dev.prusa3d.com/browse/SPE-1082
// We split the zenit rotation into a set of smaller rotations which are then applied.
static const double MAX_ALLOWED = Geometry::deg2rad(0.1);
unsigned int zenit_steps_count = 1 + (unsigned int)(std::abs(delta_zenit_rad) / MAX_ALLOWED);
double zenit_step = delta_zenit_rad / (double)zenit_steps_count;
Vec3d target = m_target;
translate_world(-target);
m_view_matrix.rotate(Eigen::AngleAxisd(delta_zenit_rad, get_dir_right()));
m_view_matrix.rotate(Eigen::AngleAxisd(delta_azimut_rad, Vec3d::UnitZ()));
if (zenit_step != 0.0)
{
Vec3d right = get_dir_right();
for (unsigned int i = 0; i < zenit_steps_count; ++i)
{
m_view_matrix.rotate(Eigen::AngleAxisd(zenit_step, right));
}
}
if (delta_azimut_rad != 0.0)
m_view_matrix.rotate(Eigen::AngleAxisd(delta_azimut_rad, Vec3d::UnitZ()));
translate_world(target);
}
@ -453,7 +505,11 @@ void Camera::rotate_local_around_pivot(const Vec3d& rotation_rad, const Vec3d& p
double Camera::min_zoom() const
{
#if ENABLE_6DOF_CAMERA
return 0.7 * calc_zoom_to_bounding_box_factor(m_scene_box);
#else
return 0.7 * calc_zoom_to_bounding_box_factor(m_scene_box, (int)m_viewport[2], (int)m_viewport[3]);
#endif // ENABLE_6DOF_CAMERA
}
#endif // ENABLE_6DOF_CAMERA
@ -462,8 +518,10 @@ std::pair<double, double> Camera::calc_tight_frustrum_zs_around(const BoundingBo
std::pair<double, double> ret;
auto& [near_z, far_z] = ret;
#if !ENABLE_6DOF_CAMERA
while (true)
{
#endif // !ENABLE_6DOF_CAMERA
// box in eye space
BoundingBoxf3 eye_box = box.transformed(m_view_matrix);
near_z = -eye_box.max(2);
@ -482,18 +540,39 @@ std::pair<double, double> Camera::calc_tight_frustrum_zs_around(const BoundingBo
far_z = mid_z + half_size;
}
#if ENABLE_6DOF_CAMERA
if (near_z < FrustrumMinNearZ)
{
float delta = FrustrumMinNearZ - near_z;
set_distance(m_distance + delta);
near_z += delta;
far_z += delta;
}
else if ((near_z > 2.0 * FrustrumMinNearZ) && (m_distance > DefaultDistance))
{
float delta = m_distance - DefaultDistance;
set_distance(DefaultDistance);
near_z -= delta;
far_z -= delta;
}
#else
if (near_z >= FrustrumMinNearZ)
break;
// ensure min Near Z
// ensure min near z
set_distance(m_distance + FrustrumMinNearZ - near_z);
}
#endif // ENABLE_6DOF_CAMERA
return ret;
}
#if ENABLE_THUMBNAIL_GENERATOR
#if ENABLE_6DOF_CAMERA
double Camera::calc_zoom_to_bounding_box_factor(const BoundingBoxf3& box, double margin_factor) const
#else
double Camera::calc_zoom_to_bounding_box_factor(const BoundingBoxf3& box, int canvas_w, int canvas_h, double margin_factor) const
#endif // ENABLE_6DOF_CAMERA
#else
double Camera::calc_zoom_to_bounding_box_factor(const BoundingBoxf3& box, int canvas_w, int canvas_h) const
#endif // ENABLE_THUMBNAIL_GENERATOR
@ -505,8 +584,10 @@ double Camera::calc_zoom_to_bounding_box_factor(const BoundingBoxf3& box, int ca
// project the box vertices on a plane perpendicular to the camera forward axis
// then calculates the vertices coordinate on this plane along the camera xy axes
#if !ENABLE_6DOF_CAMERA
// ensure that the view matrix is updated
apply_view_matrix();
#endif // !ENABLE_6DOF_CAMERA
Vec3d right = get_dir_right();
Vec3d up = get_dir_up();
@ -563,11 +644,19 @@ double Camera::calc_zoom_to_bounding_box_factor(const BoundingBoxf3& box, int ca
dx *= margin_factor;
dy *= margin_factor;
#if ENABLE_6DOF_CAMERA
return std::min((double)m_viewport[2] / dx, (double)m_viewport[3] / dy);
#else
return std::min((double)canvas_w / dx, (double)canvas_h / dy);
#endif // ENABLE_6DOF_CAMERA
}
#if ENABLE_THUMBNAIL_GENERATOR
#if ENABLE_6DOF_CAMERA
double Camera::calc_zoom_to_volumes_factor(const GLVolumePtrs& volumes, Vec3d& center, double margin_factor) const
#else
double Camera::calc_zoom_to_volumes_factor(const GLVolumePtrs& volumes, int canvas_w, int canvas_h, Vec3d& center, double margin_factor) const
#endif // ENABLE_6DOF_CAMERA
{
if (volumes.empty())
return -1.0;
@ -575,8 +664,10 @@ double Camera::calc_zoom_to_volumes_factor(const GLVolumePtrs& volumes, int canv
// project the volumes vertices on a plane perpendicular to the camera forward axis
// then calculates the vertices coordinate on this plane along the camera xy axes
#if !ENABLE_6DOF_CAMERA
// ensure that the view matrix is updated
apply_view_matrix();
#endif // !ENABLE_6DOF_CAMERA
Vec3d right = get_dir_right();
Vec3d up = get_dir_up();
@ -628,14 +719,26 @@ double Camera::calc_zoom_to_volumes_factor(const GLVolumePtrs& volumes, int canv
if ((dx <= 0.0) || (dy <= 0.0))
return -1.0f;
#if ENABLE_6DOF_CAMERA
return std::min((double)m_viewport[2] / dx, (double)m_viewport[3] / dy);
#else
return std::min((double)canvas_w / dx, (double)canvas_h / dy);
#endif // ENABLE_6DOF_CAMERA
}
#endif // ENABLE_THUMBNAIL_GENERATOR
void Camera::set_distance(double distance) const
{
#if ENABLE_6DOF_CAMERA
if (m_distance != distance)
{
m_view_matrix.translate((distance - m_distance) * get_dir_forward());
m_distance = distance;
}
#else
m_distance = distance;
apply_view_matrix();
#endif // ENABLE_6DOF_CAMERA
}
#if ENABLE_6DOF_CAMERA