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