FIX:Fixed calculation of camera's tight frustrum around box

jira:none
code is from prusaSlicer , thanks prusaSlicer and enricoturri
commit bf3772d68ab6f15bf9170ba363e5264d8623631c
Author: enricoturri1966 <enricoturri@seznam.cz>
Date:   Thu Nov 9 09:55:37 2023 +0100

    #11617 - Fixed calculation of camera's tight frustrum around box (SPE-2023)

Change-Id: If61ab54fbeebac7fbe1a771ebd1bd8abc88071c3
This commit is contained in:
zhou.xu 2024-09-19 14:36:40 +08:00 committed by Lane.Wei
parent 4a8709cd03
commit a4e636d1a9

View File

@ -523,7 +523,7 @@ std::pair<double, double> Camera::calc_tight_frustrum_zs_around(const BoundingBo
{ {
std::pair<double, double> ret; std::pair<double, double> ret;
auto& [near_z, far_z] = ret; auto& [near_z, far_z] = ret;
set_distance(DefaultDistance);
// box in eye space // box in eye space
const BoundingBoxf3 eye_box = box.transformed(m_view_matrix); const BoundingBoxf3 eye_box = box.transformed(m_view_matrix);
near_z = -eye_box.max(2); near_z = -eye_box.max(2);
@ -547,15 +547,6 @@ std::pair<double, double> Camera::calc_tight_frustrum_zs_around(const BoundingBo
near_z += delta; near_z += delta;
far_z += delta; far_z += delta;
} }
// The following is commented out because it causes flickering of the 3D scene GUI
// when the bounding box of the scene gets large enough
// We need to introduce some smarter code to move the camera back and forth in such case
// else if (near_z > 2.0 * FrustrumMinNearZ && m_distance > DefaultDistance) {
// float delta = m_distance - DefaultDistance;
// set_distance(DefaultDistance);
// near_z -= delta;
// far_z -= delta;
// }
return ret; return ret;
} }