forked from 1b-agent/opencadstudio-upstream
fix(camera): prevent near-plane clipping during 3D orbit on wide strokes and flat drawings
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9bbc5c3182
commit
f0cc4ffba8
2 files changed
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-30
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+38
-15
@@ -9,26 +9,37 @@ fn rendered_wire_bounds(
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) -> Option<(glam::DVec3, glam::DVec3)> {
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let mut min = glam::DVec3::splat(f64::INFINITY);
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let mut max = glam::DVec3::splat(f64::NEG_INFINITY);
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let mut include = |point: glam::DVec3| {
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if point.is_finite() {
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min = min.min(point);
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max = max.max(point);
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}
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};
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macro_rules! include_bound {
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($p:expr) => {
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let point: glam::DVec3 = $p;
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if point.is_finite() {
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min = min.min(point);
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max = max.max(point);
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}
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};
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}
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for wire in wires {
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let mut has_precise_position = false;
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let hw = wire.world_width as f64 * 0.5;
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for (index, &[x, y, z]) in wire.points.iter().enumerate() {
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let low = wire.points_low.get(index).copied().unwrap_or([0.0; 3]);
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include(glam::DVec3::new(
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let p = glam::DVec3::new(
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x as f64 + low[0] as f64,
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y as f64 + low[1] as f64,
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z as f64 + low[2] as f64,
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));
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);
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if hw > 0.0 {
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include_bound!(p - glam::DVec3::splat(hw));
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include_bound!(p + glam::DVec3::splat(hw));
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} else {
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include_bound!(p);
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}
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has_precise_position = true;
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}
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for vertex in &wire.text_verts {
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include(glam::DVec3::new(
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include_bound!(glam::DVec3::new(
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vertex.pos[0] as f64 + vertex.pos_low[0] as f64,
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vertex.pos[1] as f64 + vertex.pos_low[1] as f64,
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vertex.pos[2] as f64 + vertex.pos_low[2] as f64,
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@@ -36,11 +47,17 @@ fn rendered_wire_bounds(
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has_precise_position = true;
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}
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for &[x, y, z] in &wire.key_vertices {
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include(glam::DVec3::new(x, y, z));
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let p = glam::DVec3::new(x, y, z);
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if hw > 0.0 {
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include_bound!(p - glam::DVec3::splat(hw));
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include_bound!(p + glam::DVec3::splat(hw));
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} else {
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include_bound!(p);
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}
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has_precise_position = true;
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}
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for &(point, _) in &wire.snap_pts {
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include(point);
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include_bound!(point);
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has_precise_position = true;
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}
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@@ -51,8 +68,8 @@ fn rendered_wire_bounds(
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&& x0 <= x1
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&& y0 <= y1
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{
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include(glam::DVec3::new(x0 as f64, y0 as f64, fallback_z));
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include(glam::DVec3::new(x1 as f64, y1 as f64, fallback_z));
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include_bound!(glam::DVec3::new(x0 as f64 - hw, y0 as f64 - hw, fallback_z - hw));
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include_bound!(glam::DVec3::new(x1 as f64 + hw, y1 as f64 + hw, fallback_z + hw));
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}
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}
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}
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@@ -1455,12 +1472,18 @@ impl Scene {
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continue;
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}
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let wire = &wires[c.idx];
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let hw = (wire.world_width * 0.5) as f32;
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for &[x, y, z] in &wire.points {
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if !x.is_finite() || !y.is_finite() || !z.is_finite() {
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continue;
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}
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min = min.min(glam::Vec3::new(x, y, z));
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max = max.max(glam::Vec3::new(x, y, z));
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if hw > 0.0 {
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min = min.min(glam::Vec3::new(x - hw, y - hw, z - hw));
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max = max.max(glam::Vec3::new(x + hw, y + hw, z + hw));
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} else {
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min = min.min(glam::Vec3::new(x, y, z));
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max = max.max(glam::Vec3::new(x, y, z));
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}
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}
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}
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// Fold in 3D-solid mesh AABBs (not subject to the wire IQR reject).
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+12
-15
@@ -246,23 +246,16 @@ impl Camera {
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/// A symmetric range gives the bias half the depth buffer of headroom on
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/// each side; ortho permits a negative near.
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fn ortho_depth_range(&self) -> (f32, f32) {
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// Prefer a drawing-sized, zoom-independent half-range so depth-buffer
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// precision stays constant as the user zooms. A distance-scaled range
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// (the `else`) balloons the near/far span when zoomed out — at large
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// `distance` the f32 depth buffer can no longer separate coincident
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// solids / meshes / wires, so they flip draw order (issue: meshes drew
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// in front of solids only when zoomed out).
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// Generous headroom based on the current screen size so that rotating any
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// geometry visible on screen in 3D never penetrates the near/far planes.
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let view_extent = (self.ortho_size() * 3.0).max(10.0);
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let r = if let Some((min, max)) = self.model_bounds {
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// Depth extent along the CURRENT eye direction, recomputed each
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// frame so orbiting a 3-D drawing never clips it (#473): as the
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// view tilts off top, the box's width rotates onto the eye axis and
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// the span grows to match. Same tight, zoom-independent precision as
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// a fitted scalar, but always oriented to the live view.
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self.depth_extent_in_view(min, max)
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self.depth_extent_in_view(min, max).max(view_extent)
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} else if self.depth_half_range > 0.0 {
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self.depth_half_range
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self.depth_half_range.max(view_extent)
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} else {
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(self.distance * 1000.0).max(1.0)
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(self.distance * 1000.0).max(view_extent).max(10.0)
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};
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(self.distance - r, self.distance + r)
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}
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@@ -590,7 +583,11 @@ impl Camera {
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.bounds_in_view(min, max)
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.iter()
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.fold(0.0_f32, |m, c| m.max(c.z.abs()));
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(depth_r * 1.05).max(1.0)
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let diag = (max - min).length() as f32;
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// Generous headroom (1.5x depth extent + 25% of model diagonal + minimum clearance)
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// so wide strokes, lineweights, camera orbit dynamics, and draw-order depth bias
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// never penetrate the near clipping plane in orthographic 3D view.
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(depth_r * 1.5 + diag * 0.25).max(10.0)
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}
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/// Fit the camera to `min..max` — pose and depth both.
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