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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-08-14 13:30:48 +03:00

Temporarily disable patch 25760.

Conflicts:
	src/Graphic3d/Graphic3d_Camera.cxx
This commit is contained in:
duv
2015-07-16 16:00:24 +03:00
committed by omy
parent 2b8dfe756e
commit 10684e906d

View File

@@ -40,24 +40,6 @@ namespace
// minimum camera distance
static const Standard_Real MIN_DISTANCE = Pow (0.1, ShortRealDigits() - 2);
// z-range tolerance compatible with for floating point.
static Standard_Real zEpsilon()
{
return FLT_EPSILON;
}
// relative z-range tolerance compatible with for floating point.
static Standard_Real zEpsilon (const Standard_Real theValue)
{
if (theValue == 0)
{
return FLT_EPSILON;
}
Standard_Real aLogRadix = Log10 (Abs (theValue)) / Log10 (FLT_RADIX);
Standard_Real aExp = Floor (aLogRadix);
return FLT_EPSILON * Pow (FLT_RADIX, aExp);
};
};
// =======================================================================
@@ -567,18 +549,8 @@ gp_Pnt Graphic3d_Camera::ConvertView2World (const gp_Pnt& thePnt) const
gp_XYZ Graphic3d_Camera::ViewDimensions() const
{
// view plane dimensions
Standard_Real aSize = IsOrthographic() ? myScale : (2.0 * Distance() * Tan (DTR_HALF * myFOVy));
Standard_Real aSizeX, aSizeY;
if (myAspect > 1.0)
{
aSizeX = aSize * myAspect;
aSizeY = aSize;
}
else
{
aSizeX = aSize;
aSizeY = aSize / myAspect;
}
Standard_Real aSizeY = IsOrthographic() ? myScale : (2.0 * Distance() * Tan (DTR_HALF * myFOVy));
Standard_Real aSizeX = myAspect * aSizeY;
// and frustum depth
return gp_XYZ (aSizeX, aSizeY, myZFar - myZNear);
@@ -726,28 +698,18 @@ Graphic3d_Camera::TransformMatrices<Elem_t>&
Elem_t aZNear = static_cast<Elem_t> (myZNear);
Elem_t aZFar = static_cast<Elem_t> (myZFar);
Elem_t anAspect = static_cast<Elem_t> (myAspect);
Elem_t aDXHalf = 0.0, aDYHalf = 0.0;
Elem_t aDYHalf = 0.0;
if (IsOrthographic())
{
aDXHalf = aScale * Elem_t (0.5);
aDYHalf = aScale * Elem_t (0.5);
}
else
{
aDXHalf = aZNear * Elem_t (Tan (DTR_HALF * myFOVy));
aDYHalf = aZNear * Elem_t (Tan (DTR_HALF * myFOVy));
}
if (anAspect > 1.0)
{
aDXHalf *= anAspect;
}
else
{
aDYHalf /= anAspect;
}
// sets right of frustum based on aspect ratio
Elem_t aDXHalf = anAspect * aDYHalf;
Elem_t aLeft = -aDXHalf;
Elem_t aRight = aDXHalf;
Elem_t aBot = -aDYHalf;
@@ -1021,20 +983,47 @@ void Graphic3d_Camera::ZFitAll (const Standard_Real theScaleFactor, const Bnd_Bo
{
Standard_ASSERT_RAISE (theScaleFactor > 0.0, "Zero or negative scale factor is not allowed.");
// Method changes zNear and zFar parameters of camera so as to fit graphical structures
// by their graphical boundaries. It precisely fits min max boundaries of primary application
// objects (second argument), while it can sacrifice the real graphical boundaries of the
// scene with infinite or helper objects (third argument) for the sake of perspective projection.
// Method changes ZNear and ZFar planes of camera so as to fit the graphical structures
// by their real boundaries (computed ignoring infinite flag) into the viewing volume.
// In addition to the graphical boundaries, the usual min max used for fitting perspective
// camera. To avoid numeric errors for perspective camera the negative ZNear values are
// fixed using tolerance distance, relative to boundaries size. The tolerance distance
// should be computed using information on boundaries of primary application actors,
// (e.g. representing the displayed model) - to ensure that they are not unreasonably clipped.
if (theGraphicBB.IsVoid())
{
SetZRange (DEFAULT_ZNEAR, DEFAULT_ZFAR);
// ShortReal precision factor used to add meaningful tolerance to
// ZNear, ZFar values in order to avoid equality after type conversion
// to ShortReal matrices type.
const Standard_Real aPrecision = 1.0 / Pow (10.0, ShortRealDigits() - 1);
Standard_Real aZFar = Distance() * 3.0;
Standard_Real aZNear = 0.0;
if (!IsOrthographic())
{
if (aZFar < aPrecision)
{
// Invalid case when both values are negative
aZNear = aPrecision;
aZFar = aPrecision * 2.0;
}
else if (aZNear < Abs (aZFar) * aPrecision)
{
// Z is less than 0.0, try to fix it using any appropriate z-scale
aZNear = Abs (aZFar) * aPrecision;
}
}
SetZRange (aZNear, aZFar);
return;
}
// Measure depth of boundary points from camera eye.
// Measure depth of boundary points from camera eye
NCollection_Sequence<gp_Pnt> aPntsToMeasure;
Standard_Real aGraphicBB[6];
Standard_Real aGraphicBB[6]; // real graphical boundaries (not accounting infinite flag).
theGraphicBB.Get (aGraphicBB[0], aGraphicBB[1], aGraphicBB[2], aGraphicBB[3], aGraphicBB[4], aGraphicBB[5]);
aPntsToMeasure.Append (gp_Pnt (aGraphicBB[0], aGraphicBB[1], aGraphicBB[2]));
@@ -1050,7 +1039,7 @@ void Graphic3d_Camera::ZFitAll (const Standard_Real theScaleFactor, const Bnd_Bo
if (isFiniteMinMax)
{
Standard_Real aMinMax[6];
Standard_Real aMinMax[6]; // applicative min max boundaries
theMinMax.Get (aMinMax[0], aMinMax[1], aMinMax[2], aMinMax[3], aMinMax[4], aMinMax[5]);
aPntsToMeasure.Append (gp_Pnt (aMinMax[0], aMinMax[1], aMinMax[2]));
@@ -1063,7 +1052,7 @@ void Graphic3d_Camera::ZFitAll (const Standard_Real theScaleFactor, const Bnd_Bo
aPntsToMeasure.Append (gp_Pnt (aMinMax[3], aMinMax[4], aMinMax[5]));
}
// Camera eye plane.
// Camera eye plane
gp_Dir aCamDir = Direction();
gp_Pnt aCamEye = myEye;
gp_Pln aCamPln (aCamEye, aCamDir);
@@ -1075,7 +1064,7 @@ void Graphic3d_Camera::ZFitAll (const Standard_Real theScaleFactor, const Bnd_Bo
const gp_XYZ& anAxialScale = myAxialScale;
// Get minimum and maximum distances to the eye plane.
// Get minimum and maximum distances to the eye plane
Standard_Integer aCounter = 0;
NCollection_Sequence<gp_Pnt>::Iterator aPntIt(aPntsToMeasure);
for (; aPntIt.More(); aPntIt.Next())
@@ -1088,13 +1077,14 @@ void Graphic3d_Camera::ZFitAll (const Standard_Real theScaleFactor, const Bnd_Bo
Standard_Real aDistance = aCamPln.Distance (aMeasurePnt);
// Check if the camera is intruded into the scene.
// Check if the camera is intruded into the scene
if (aCamDir.IsOpposite (gp_Vec (aCamEye, aMeasurePnt), M_PI * 0.5))
{
aDistance *= -1;
}
// The first eight points are from theGraphicBB, the last eight points are from theMinMax (can be absent).
// the first eight points are from theGraphicBB, the last eight points are from theMinMax
// (they can be absent).
Standard_Real& aChangeMinDist = aCounter >= 8 ? aModelMinDist : aGraphMinDist;
Standard_Real& aChangeMaxDist = aCounter >= 8 ? aModelMaxDist : aGraphMaxDist;
aChangeMinDist = Min (aDistance, aChangeMinDist);
@@ -1102,98 +1092,54 @@ void Graphic3d_Camera::ZFitAll (const Standard_Real theScaleFactor, const Bnd_Bo
aCounter++;
}
// Compute depth of bounding box center.
// Compute depth of bounding box center
Standard_Real aMidDepth = (aGraphMinDist + aGraphMaxDist) * 0.5;
Standard_Real aHalfDepth = (aGraphMaxDist - aGraphMinDist) * 0.5;
// Compute enlarged or shrank near and far z ranges.
Standard_Real aZNear = aMidDepth - aHalfDepth * theScaleFactor;
Standard_Real aZFar = aMidDepth + aHalfDepth * theScaleFactor;
// ShortReal precision factor used to add meaningful tolerance to
// ZNear, ZFar values in order to avoid equality after type conversion
// to ShortReal matrices type.
const Standard_Real aPrecision = Pow (0.1, ShortRealDigits() - 2);
// Compute enlarged or shrank near and far z ranges
Standard_Real aZNear = aMidDepth - aHalfDepth * theScaleFactor;
Standard_Real aZFar = aMidDepth + aHalfDepth * theScaleFactor;
aZNear -= aPrecision * 0.5;
aZFar += aPrecision * 0.5;
if (!IsOrthographic())
{
// Everything is behind the perspective camera.
if (aZFar < zEpsilon())
if (aZFar >= aPrecision)
{
SetZRange (DEFAULT_ZNEAR, DEFAULT_ZFAR);
return;
// To avoid numeric errors... (See comments in the beginning of the method).
// Choose between model distance and graphical distance, as the model boundaries
// might be infinite if all structures have infinite flag.
const Standard_Real aGraphicDepth = aGraphicMaxDist >= aGraphicMinDist
? aGraphicMaxDist - aGraphicMinDist : RealLast();
const Standard_Real aModelDepth = aModelMaxDist >= aModelMinDist
? aModelMaxDist - aModelMinDist : RealLast();
const Standard_Real aMinDepth = Min (aModelDepth, aGraphicDepth);
const Standard_Real aZTolerance =
Max (Abs (aMinDepth) * aPrecision, aPrecision);
if (aZNear < aZTolerance)
{
aZNear = aZTolerance;
}
}
else // aZFar < aPrecision - Invalid case when both ZNear and ZFar are negative
{
aZNear = aPrecision;
aZFar = aPrecision * 2.0;
}
}
//
// Consider clipping errors due to double to single precision floating-point conversion.
//
// Model to view transformation performs translation of points against eye position
// in three dimensions. Both point coordinate and eye position values are converted from
// double to single precision floating point numbers producing conversion errors.
// Epsilon (Mod) * 3.0 should safely compensate precision error for z coordinate after
// translation assuming that the:
// Epsilon (Eye.Mod()) * 3.0 > Epsilon (Eye.X()) + Epsilon (Eye.Y()) + Epsilon (Eye.Z()).
Standard_Real aEyeConf = 3.0 * zEpsilon (myEye.XYZ().Modulus());
// Model to view transformation performs rotation of points according to view direction.
// New z coordinate is computed as a multiplication of point's x, y, z coordinates by the
// "forward" direction vector's x, y, z coordinates. Both point's and "z" direction vector's
// values are converted from double to single precision floating point numbers producing
// conversion errors.
// Epsilon (Mod) * 6.0 should safely compensate the precision errors for the multiplication
// of point coordinates by direction vector.
gp_Pnt aGraphicMin = theGraphicBB.CornerMin();
gp_Pnt aGraphicMax = theGraphicBB.CornerMax();
Standard_Real aModelConf = 6.0 * zEpsilon (aGraphicMin.XYZ().Modulus()) +
6.0 * zEpsilon (aGraphicMax.XYZ().Modulus());
// Compensate floating point conversion errors by increasing zNear, zFar to avoid clipping.
aZNear -= zEpsilon (aZNear) + aEyeConf + aModelConf;
aZFar += zEpsilon (aZFar) + aEyeConf + aModelConf;
if (!IsOrthographic())
// If range is too small
if (aZFar < (aZNear + Abs (aZFar) * aPrecision))
{
// For perspective projection, the value of z in normalized device coordinates is non-linear
// function of eye z coordinate. For fixed-point depth representation resolution of z in
// model-view space will grow towards zFar plane and its scale depends mostly on how far is zNear
// against camera's eye. The purpose of the code below is to select most appropriate zNear distance
// to balance between clipping (less zNear, more chances to observe closely small models without clipping)
// and resolution of depth. A well applicable criteria to this is a ratio between resolution of z at center
// of model boundaries and the distance to that center point. The ratio is chosen empirically and validated
// by tests database. It is considered to be ~0.001 (0.1%) for 24 bit depth buffer, for less depth bitness
// the zNear will be placed similarly giving lower resolution.
// Approximation of the formula for respectively large z range is:
// zNear = [z * (1 + k) / (k * c)],
// where:
// z - distance to center of model boundaries;
// k - chosen ratio, c - capacity of depth buffer;
// k = 0.001, k * c = 1677.216, (1 + k) / (k * c) ~ 5.97E-4
//
// The function uses center of model boundaries computed from "theMinMax" boundaries (instead of using real
// graphical boundaries of all displayed objects). That means that it can sacrifice resolution of presentation
// of non primary ("infinite") application graphical objects in favor of better perspective projection of the
// small applicative objects measured with "theMinMax" values.
Standard_Real aZRange = isFiniteMinMax ? aModelMaxDist - aModelMinDist : aGraphMaxDist - aGraphMinDist;
Standard_Real aZMin = isFiniteMinMax ? aModelMinDist : aGraphMinDist;
Standard_Real aZ = aZMin < 0 ? aZRange / 2.0 : aZRange / 2.0 + aZMin;
Standard_Real aZNearMin = aZ * 5.97E-4;
if (aZNear < aZNearMin)
{
// Clip zNear according to the minimum value matching the quality.
aZNear = aZNearMin;
}
else
{
// Compensate zNear conversion errors for perspective projection.
aZNear -= aZFar * zEpsilon (aZNear) / (aZFar - zEpsilon (aZNear));
}
// Compensate zFar conversion errors for perspective projection.
aZFar += zEpsilon (aZFar);
// Ensure that after all the zNear is not a negative value.
if (aZNear < zEpsilon())
{
aZNear = zEpsilon();
}
aZFar = aZNear + Abs (aZFar) * aPrecision;
}
SetZRange (aZNear, aZFar);