mirror of
https://github.com/xiaoqidun/ofdgo.git
synced 2026-10-29 08:46:55 +08:00
76 lines
2.4 KiB
Go
76 lines
2.4 KiB
Go
// Copyright 2025-2026 肖其顿 (XIAO QI DUN)
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package threed
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import (
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"fmt"
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"math"
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)
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// DepthRange 计算可见模型几何的相机深度范围,不为自动裁剪复制顶点
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// 返回: float64 最近深度, float64 最远深度, bool 是否含几何, error 几何或取消错误
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func (r *Renderer) DepthRange() (float64, float64, bool, error) {
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minimum, maximum := math.Inf(1), math.Inf(-1)
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for i, instance := range r.scene {
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if i%256 == 0 {
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if err := r.ctx.Err(); err != nil {
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return 0, 0, false, err
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}
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}
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node := r.model.Nodes[instance.node]
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index, ok := r.meshes[node.Resource]
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if node.Kind != "Model" || instance.modelVisibility(&node) == 0 || instance.opacity == 0 || !ok {
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continue
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}
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mesh := &r.model.Meshes[index]
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matrix := r.toCamera.multiply(instance.world)
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for j := range len(mesh.Faces) + len(mesh.Lines) + len(mesh.Points) {
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_, corners := mesh.primitive(j)
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if j%256 == 0 {
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if err := r.ctx.Err(); err != nil {
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return 0, 0, false, err
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}
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}
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for _, corner := range corners {
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if uint64(corner.Position) >= uint64(len(mesh.Positions)) {
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return 0, 0, false, fmt.Errorf("invalid U3D position index")
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}
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p := mesh.Positions[corner.Position]
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z := matrix[2]*float64(p[0]) + matrix[6]*float64(p[1]) + matrix[10]*float64(p[2]) + matrix[14]
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if !finite(z) {
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return 0, 0, false, fmt.Errorf("invalid U3D camera depth")
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}
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minimum, maximum = min(minimum, z), max(maximum, z)
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}
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}
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}
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for i, section := range r.sections {
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if i%256 == 0 {
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if err := r.ctx.Err(); err != nil {
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return 0, 0, false, err
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}
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}
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if section.opacity > 0 {
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for _, corner := range section.corners {
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minimum, maximum = min(minimum, corner.point[2]), max(maximum, corner.point[2])
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}
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}
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}
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if math.IsInf(minimum, 1) {
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return 0, 0, false, nil
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}
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return minimum, maximum, true, nil
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}
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