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--[BE Week] Update projection matrix near/far plane calcs #2276

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merged 4 commits into from
Dec 6, 2023

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jturner65
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Motivation and Context

This PR fixes or updates a few things related to the near/far plane calculation for projection matrices :

  • The manual calculations in sim have been replaced with recently implemented Magnum calls
  • The projection matrix far plane calculation for the RenderCamera::unproject function now not only calls the Magnum function, but also picks the correct calculation based on the nature of the Projection matrix, using the element at mat[3][3] to determine whether the matrix is perspective or orthographic.
  • Some minor cleanup in Viewer.cpp

How Has This Been Tested

Types of changes

  • Docs change / refactoring / dependency upgrade
  • Bug fix (non-breaking change which fixes an issue)
  • New feature (non-breaking change which adds functionality)
  • Breaking change (fix or feature that would cause existing functionality to change)

Checklist

  • My code follows the code style of this project.
  • My change requires a change to the documentation.
  • I have updated the documentation accordingly.
  • I have read the CONTRIBUTING document.
  • I have completed my CLA (see CONTRIBUTING)
  • I have added tests to cover my changes.
  • All new and existing tests passed.

@facebook-github-bot facebook-github-bot added the CLA Signed Do not delete this pull request or issue due to inactivity. label Dec 6, 2023
@jturner65 jturner65 requested a review from 0mdc December 6, 2023 15:18
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@mosra mosra left a comment

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Apart from the unnecessary autos (I'm old and they make reading the code harder for me, not easier), this looks fine to me! :)

auto farDistance =
projectionMatrix()[3][2] / (1.0f + projectionMatrix()[2][2]);
// If projMat[3][3] == 0 then perpsective, otherwise ortho
auto farDistance = (projMat[3][3] == 0 ? projMat.perspectiveProjectionFar()
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(Annoying mode enabled)

Suggested change
auto farDistance = (projMat[3][3] == 0 ? projMat.perspectiveProjectionFar()
const float farDistance = (projMat[3][3] == 0 ? projMat.perspectiveProjectionFar()

@@ -207,10 +207,12 @@ esp::geo::Ray RenderCamera::unproject(const Mn::Vector2i& viewportPosition,
2 * Magnum::Vector2{viewPos} / Magnum::Vector2{viewport()} -
Magnum::Vector2{1.0f},
1.0};
const auto projMat = projectionMatrix();
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Suggested change
const auto projMat = projectionMatrix();
const Mn::Matrix4 projMat = projectionMatrix();

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@0mdc 0mdc left a comment

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LGTM!


// compute the far plane distance
auto farDistance =
projectionMatrix()[3][2] / (1.0f + projectionMatrix()[2][2]);
// If projMat[3][3] == 0 then perpsective, otherwise ortho
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Typo: perpsective

@jturner65 jturner65 merged commit bb6ea83 into main Dec 6, 2023
10 checks passed
@jturner65 jturner65 deleted the Bugfix_ProjMatrix branch December 6, 2023 21:11
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4 participants