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0025760: Visualization - precision factor added to ZNear, ZFar in method ZFitAll() of Graphic3d_Camera is not enough
Small correction of test cases for issue CR25760
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@@ -41,6 +41,20 @@ namespace
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// minimum camera distance
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static const Standard_Real MIN_DISTANCE = Pow (0.1, ShortRealDigits() - 2);
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// z-range tolerance compatible with for floating point.
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static Standard_Real zEpsilon()
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{
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return FLT_EPSILON;
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}
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// relative z-range tolerance compatible with for floating point.
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static Standard_Real zEpsilon (const Standard_Real theValue)
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{
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Standard_Real aLogRadix = Log10 (Abs (theValue)) / Log10 (FLT_RADIX);
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Standard_Real aExp = Floor (aLogRadix);
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return FLT_EPSILON * Pow (FLT_RADIX, aExp);
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};
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};
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// =======================================================================
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@@ -989,45 +1003,20 @@ void Graphic3d_Camera::ZFitAll (const Standard_Real theScaleFactor, const Bnd_Bo
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{
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Standard_ASSERT_RAISE (theScaleFactor > 0.0, "Zero or negative scale factor is not allowed.");
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// Method changes ZNear and ZFar planes of camera so as to fit the graphical structures
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// by their real boundaries (computed ignoring infinite flag) into the viewing volume.
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// In addition to the graphical boundaries, the usual min max used for fitting perspective
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// camera. To avoid numeric errors for perspective camera the negative ZNear values are
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// fixed using tolerance distance, relative to boundaries size. The tolerance distance
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// should be computed using information on boundaries of primary application actors,
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// (e.g. representing the displayed model) - to ensure that they are not unreasonably clipped.
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const Standard_ShortReal anEpsilon = 1e-4f;
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// Method changes zNear and zFar parameters of camera so as to fit graphical structures
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// by their graphical boundaries. It precisely fits min max boundaries of primary application
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// objects (second argument), while it can sacrifice the real graphical boundaries of the
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// scene with infinite or helper objects (third argument) for the sake of perspective projection.
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if (theGraphicBB.IsVoid())
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{
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// Precision factor used to add meaningful tolerance to
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// ZNear, ZFar values in order to avoid equality after type conversion
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// to ShortReal matrices type.
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Standard_Real aZFar = Distance() * 3.0;
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Standard_Real aZNear = 0.0;
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if (!IsOrthographic())
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{
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if (aZFar < anEpsilon)
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{
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aZNear = anEpsilon;
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aZFar = anEpsilon * 2.0;
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}
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else if (aZNear < aZFar * anEpsilon)
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{
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aZNear = aZFar * anEpsilon;
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}
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}
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SetZRange (aZNear, aZFar);
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SetZRange (DEFAULT_ZNEAR, DEFAULT_ZFAR);
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return;
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}
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// Measure depth of boundary points from camera eye
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// Measure depth of boundary points from camera eye.
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NCollection_Sequence<gp_Pnt> aPntsToMeasure;
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Standard_Real aGraphicBB[6]; // real graphical boundaries (not accounting infinite flag).
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Standard_Real aGraphicBB[6];
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theGraphicBB.Get (aGraphicBB[0], aGraphicBB[1], aGraphicBB[2], aGraphicBB[3], aGraphicBB[4], aGraphicBB[5]);
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aPntsToMeasure.Append (gp_Pnt (aGraphicBB[0], aGraphicBB[1], aGraphicBB[2]));
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@@ -1041,7 +1030,7 @@ void Graphic3d_Camera::ZFitAll (const Standard_Real theScaleFactor, const Bnd_Bo
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if (!theMinMax.IsVoid() && !theMinMax.IsWhole())
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{
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Standard_Real aMinMax[6]; // applicative min max boundaries
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Standard_Real aMinMax[6];
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theMinMax.Get (aMinMax[0], aMinMax[1], aMinMax[2], aMinMax[3], aMinMax[4], aMinMax[5]);
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aPntsToMeasure.Append (gp_Pnt (aMinMax[0], aMinMax[1], aMinMax[2]));
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@@ -1054,7 +1043,7 @@ void Graphic3d_Camera::ZFitAll (const Standard_Real theScaleFactor, const Bnd_Bo
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aPntsToMeasure.Append (gp_Pnt (aMinMax[3], aMinMax[4], aMinMax[5]));
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}
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// Camera eye plane
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// Camera eye plane.
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gp_Dir aCamDir = Direction();
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gp_Pnt aCamEye = myEye;
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gp_Pln aCamPln (aCamEye, aCamDir);
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@@ -1066,7 +1055,7 @@ void Graphic3d_Camera::ZFitAll (const Standard_Real theScaleFactor, const Bnd_Bo
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const gp_XYZ& anAxialScale = myAxialScale;
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// Get minimum and maximum distances to the eye plane
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// Get minimum and maximum distances to the eye plane.
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Standard_Integer aCounter = 0;
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NCollection_Sequence<gp_Pnt>::Iterator aPntIt(aPntsToMeasure);
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for (; aPntIt.More(); aPntIt.Next())
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@@ -1079,14 +1068,13 @@ void Graphic3d_Camera::ZFitAll (const Standard_Real theScaleFactor, const Bnd_Bo
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Standard_Real aDistance = aCamPln.Distance (aMeasurePnt);
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// Check if the camera is intruded into the scene
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// Check if the camera is intruded into the scene.
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if (aCamDir.IsOpposite (gp_Vec (aCamEye, aMeasurePnt), M_PI * 0.5))
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{
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aDistance *= -1;
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}
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// the first eight points are from theGraphicBB, the last eight points are from theMinMax
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// (they can be absent).
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// The first eight points are from theGraphicBB, the last eight points are from theMinMax (can be absent).
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Standard_Real& aChangeMinDist = aCounter >= 8 ? aModelMinDist : aGraphicMinDist;
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Standard_Real& aChangeMaxDist = aCounter >= 8 ? aModelMaxDist : aGraphicMaxDist;
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aChangeMinDist = Min (aDistance, aChangeMinDist);
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@@ -1094,50 +1082,85 @@ void Graphic3d_Camera::ZFitAll (const Standard_Real theScaleFactor, const Bnd_Bo
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aCounter++;
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}
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// Compute depth of bounding box center
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// Compute depth of bounding box center.
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Standard_Real aMidDepth = (aGraphicMinDist + aGraphicMaxDist) * 0.5;
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Standard_Real aHalfDepth = (aGraphicMaxDist - aGraphicMinDist) * 0.5;
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// Compute enlarged or shrank near and far z ranges
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// Compute enlarged or shrank near and far z ranges.
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Standard_Real aZNear = aMidDepth - aHalfDepth * theScaleFactor;
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Standard_Real aZFar = aMidDepth + aHalfDepth * theScaleFactor;
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Standard_Real aZRange = Abs (aZFar - aZNear);
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Standard_Real aZConf = Max (static_cast <Standard_Real> (anEpsilon * aZRange),
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static_cast <Standard_Real> (anEpsilon));
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aZNear -= Abs (aZNear) * anEpsilon + aZConf;
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aZFar += Abs (aZFar) * anEpsilon + aZConf;
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if (!IsOrthographic())
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{
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if (aZFar > anEpsilon)
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// Everything is behind the perspective camera.
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if (aZFar < zEpsilon())
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{
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// Choose between model distance and graphical distance, as the model boundaries
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// might be infinite if all structures have infinite flag.
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const Standard_Real aGraphicDepth = aGraphicMaxDist >= aGraphicMinDist
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? aGraphicMaxDist - aGraphicMinDist : RealLast();
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const Standard_Real aModelDepth = aModelMaxDist >= aModelMinDist
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? aModelMaxDist - aModelMinDist : RealLast();
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const Standard_Real aMinDepth = Min (aModelDepth, aGraphicDepth);
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const Standard_Real aZTol = Max (static_cast<Standard_Real> (anEpsilon * Abs (aMinDepth)),
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static_cast<Standard_Real> (anEpsilon));
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if (aZNear < aZTol)
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{
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aZNear = aZTol;
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}
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SetZRange (DEFAULT_ZNEAR, DEFAULT_ZFAR);
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return;
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}
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else
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// For better perspective the zNear value should not be less than zEpsilon (zFar).
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// If zNear computed by graphical boundaries do not meet the rule (e.g. it is negative
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// when computing it for grid) it could be increased up to minimum depth computed by
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// application min max values. This means that z-fit can sacrifice presentation of
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// non primary application graphical objects in favor of better perspective projection;
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if (aZNear < zEpsilon (aZFar))
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{
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aZNear = anEpsilon;
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aZFar = anEpsilon * 2.0;
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// Otherwise it should be increased up to zEpsilon (1.0) to avoid clipping of primary
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// graphical objects.
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if (aModelMinDist < zEpsilon (aZFar))
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{
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aMidDepth = (aModelMinDist + aModelMaxDist) * 0.5;
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aHalfDepth = (aModelMinDist - aModelMaxDist) * 0.5;
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aZNear = Max (zEpsilon(), aMidDepth - aHalfDepth * theScaleFactor);
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}
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else
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{
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aZNear = zEpsilon (aZFar);
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}
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}
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}
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if (aZFar < (aZNear + Abs (aZFar) * anEpsilon))
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//
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// Consider clipping errors due to double to single precision floating-point conversion.
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//
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// Model to view transformation performs translation of points against eye position
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// in three dimensions. Both point coordinate and eye position values are converted from
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// double to single precision floating point numbers producing conversion errors.
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// Epsilon (Mod) * 3.0 should safely compensate precision error for z coordinate after
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// translation assuming that the:
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// Epsilon (Eye.Mod()) * 3.0 > Epsilon (Eye.X()) + Epsilon (Eye.Y()) + Epsilon (Eye.Z()).
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Standard_Real aEyeConf = 3.0 * zEpsilon (myEye.XYZ().Modulus());
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// Model to view transformation performs rotation of points according to view direction.
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// New z coordinate is computed as a multiplication of point's x, y, z coordinates by the
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// "forward" direction vector's x, y, z coordinates. Both point's and "z" direction vector's
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// values are converted from double to single precision floating point numbers producing
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// conversion errors.
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// Epsilon (Mod) * 6.0 should safely compensate the precision errors for the multiplication
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// of point coordinates by direction vector.
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gp_Pnt aGraphicMin = theGraphicBB.CornerMin();
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gp_Pnt aGraphicMax = theGraphicBB.CornerMax();
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Standard_Real aModelConf = 6.0 * zEpsilon (aGraphicMin.XYZ().Modulus()) +
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6.0 * zEpsilon (aGraphicMax.XYZ().Modulus());
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// Compensate floating point conversion errors by increasing zNear, zFar to avoid clipping.
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aZNear -= zEpsilon (aZNear) + aEyeConf + aModelConf;
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aZFar += zEpsilon (aZFar) + aEyeConf + aModelConf;
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if (!IsOrthographic())
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{
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aZFar = aZNear + Abs (aZFar) * anEpsilon;
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// Compensate zNear, zFar conversion errors for perspective projection.
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aZNear -= aZFar * zEpsilon (aZNear) / (aZFar - zEpsilon (aZNear));
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aZFar += zEpsilon (aZFar);
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// Ensure that after all the zNear is not a negative value.
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if (aZNear < zEpsilon())
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{
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aZNear = zEpsilon();
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}
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}
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SetZRange (aZNear, aZFar);
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