fix(camera): prevent near-plane clipping during 3D orbit on wide strokes and flat drawings

This commit is contained in:
Karim Jerbi committed 2026-09-09 13:02:02 +01:00
1 parent 9bbc5c3182
commit f0cc4ffba8
2 files changed
+50 -30

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+38 -15
View File
@@ -9,26 +9,37 @@ fn rendered_wire_bounds(
) -> Option<(glam::DVec3, glam::DVec3)> {
let mut min = glam::DVec3::splat(f64::INFINITY);
let mut max = glam::DVec3::splat(f64::NEG_INFINITY);
let mut include = |point: glam::DVec3| {
if point.is_finite() {
min = min.min(point);
max = max.max(point);
}
};
macro_rules! include_bound {
($p:expr) => {
let point: glam::DVec3 = $p;
if point.is_finite() {
min = min.min(point);
max = max.max(point);
}
};
}
for wire in wires {
let mut has_precise_position = false;
let hw = wire.world_width as f64 * 0.5;
for (index, &[x, y, z]) in wire.points.iter().enumerate() {
let low = wire.points_low.get(index).copied().unwrap_or([0.0; 3]);
include(glam::DVec3::new(
let p = glam::DVec3::new(
x as f64 + low[0] as f64,
y as f64 + low[1] as f64,
z as f64 + low[2] as f64,
));
);
if hw > 0.0 {
include_bound!(p - glam::DVec3::splat(hw));
include_bound!(p + glam::DVec3::splat(hw));
} else {
include_bound!(p);
}
has_precise_position = true;
}
for vertex in &wire.text_verts {
include(glam::DVec3::new(
include_bound!(glam::DVec3::new(
vertex.pos[0] as f64 + vertex.pos_low[0] as f64,
vertex.pos[1] as f64 + vertex.pos_low[1] as f64,
vertex.pos[2] as f64 + vertex.pos_low[2] as f64,
@@ -36,11 +47,17 @@ fn rendered_wire_bounds(
has_precise_position = true;
}
for &[x, y, z] in &wire.key_vertices {
include(glam::DVec3::new(x, y, z));
let p = glam::DVec3::new(x, y, z);
if hw > 0.0 {
include_bound!(p - glam::DVec3::splat(hw));
include_bound!(p + glam::DVec3::splat(hw));
} else {
include_bound!(p);
}
has_precise_position = true;
}
for &(point, _) in &wire.snap_pts {
include(point);
include_bound!(point);
has_precise_position = true;
}
@@ -51,8 +68,8 @@ fn rendered_wire_bounds(
&& x0 <= x1
&& y0 <= y1
{
include(glam::DVec3::new(x0 as f64, y0 as f64, fallback_z));
include(glam::DVec3::new(x1 as f64, y1 as f64, fallback_z));
include_bound!(glam::DVec3::new(x0 as f64 - hw, y0 as f64 - hw, fallback_z - hw));
include_bound!(glam::DVec3::new(x1 as f64 + hw, y1 as f64 + hw, fallback_z + hw));
}
}
}
@@ -1455,12 +1472,18 @@ impl Scene {
continue;
}
let wire = &wires[c.idx];
let hw = (wire.world_width * 0.5) as f32;
for &[x, y, z] in &wire.points {
if !x.is_finite() || !y.is_finite() || !z.is_finite() {
continue;
}
min = min.min(glam::Vec3::new(x, y, z));
max = max.max(glam::Vec3::new(x, y, z));
if hw > 0.0 {
min = min.min(glam::Vec3::new(x - hw, y - hw, z - hw));
max = max.max(glam::Vec3::new(x + hw, y + hw, z + hw));
} else {
min = min.min(glam::Vec3::new(x, y, z));
max = max.max(glam::Vec3::new(x, y, z));
}
}
}
// Fold in 3D-solid mesh AABBs (not subject to the wire IQR reject).
+12 -15
View File
@@ -246,23 +246,16 @@ impl Camera {
/// A symmetric range gives the bias half the depth buffer of headroom on
/// each side; ortho permits a negative near.
fn ortho_depth_range(&self) -> (f32, f32) {
// Prefer a drawing-sized, zoom-independent half-range so depth-buffer
// precision stays constant as the user zooms. A distance-scaled range
// (the `else`) balloons the near/far span when zoomed out — at large
// `distance` the f32 depth buffer can no longer separate coincident
// solids / meshes / wires, so they flip draw order (issue: meshes drew
// in front of solids only when zoomed out).
// Generous headroom based on the current screen size so that rotating any
// geometry visible on screen in 3D never penetrates the near/far planes.
let view_extent = (self.ortho_size() * 3.0).max(10.0);
let r = if let Some((min, max)) = self.model_bounds {
// Depth extent along the CURRENT eye direction, recomputed each
// frame so orbiting a 3-D drawing never clips it (#473): as the
// view tilts off top, the box's width rotates onto the eye axis and
// the span grows to match. Same tight, zoom-independent precision as
// a fitted scalar, but always oriented to the live view.
self.depth_extent_in_view(min, max)
self.depth_extent_in_view(min, max).max(view_extent)
} else if self.depth_half_range > 0.0 {
self.depth_half_range
self.depth_half_range.max(view_extent)
} else {
(self.distance * 1000.0).max(1.0)
(self.distance * 1000.0).max(view_extent).max(10.0)
};
(self.distance - r, self.distance + r)
}
@@ -590,7 +583,11 @@ impl Camera {
.bounds_in_view(min, max)
.iter()
.fold(0.0_f32, |m, c| m.max(c.z.abs()));
(depth_r * 1.05).max(1.0)
let diag = (max - min).length() as f32;
// Generous headroom (1.5x depth extent + 25% of model diagonal + minimum clearance)
// so wide strokes, lineweights, camera orbit dynamics, and draw-order depth bias
// never penetrate the near clipping plane in orthographic 3D view.
(depth_r * 1.5 + diag * 0.25).max(10.0)
}
/// Fit the camera to `min..max` — pose and depth both.