Merge pull request #96032 from lawnjelly/safe_unproject
[3.x] Safe `Camera::unproject_position()`
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67d4b7346f
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@ -586,7 +586,10 @@ bool EditorSpatialGizmo::intersect_ray(Camera *p_camera, const Point2 &p_point,
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for (int i = 0; i < handles.size(); i++) {
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Vector3 hpos = t.xform(handles[i]);
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Vector2 p = p_camera->unproject_position(hpos);
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Vector2 p;
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if (!p_camera->safe_unproject_position(hpos, p)) {
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continue;
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}
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if (p.distance_to(p_point) < HANDLE_HALF_SIZE) {
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real_t dp = p_camera->get_transform().origin.distance_to(hpos);
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@ -665,8 +668,12 @@ bool EditorSpatialGizmo::intersect_ray(Camera *p_camera, const Point2 &p_point,
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Vector3 a = t.xform(vptr[i * 2 + 0]);
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Vector3 b = t.xform(vptr[i * 2 + 1]);
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Vector2 s[2];
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s[0] = p_camera->unproject_position(a);
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s[1] = p_camera->unproject_position(b);
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if (!p_camera->safe_unproject_position(a, s[0])) {
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continue;
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}
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if (!p_camera->safe_unproject_position(b, s[1])) {
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continue;
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}
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Vector2 p = Geometry::get_closest_point_to_segment_2d(p_point, s);
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@ -465,8 +465,8 @@ Vector<Vector3> Camera::get_near_plane_points() const {
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return points;
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}
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Point2 Camera::unproject_position(const Vector3 &p_pos) const {
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ERR_FAIL_COND_V_MSG(!is_inside_tree(), Vector2(), "Camera is not inside scene.");
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bool Camera::safe_unproject_position(const Vector3 &p_pos, Point2 &r_result) const {
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ERR_FAIL_COND_V_MSG(!is_inside_tree(), false, "Camera is not inside scene.");
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Size2 viewport_size = get_viewport()->get_visible_rect().size;
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@ -478,19 +478,71 @@ Point2 Camera::unproject_position(const Vector3 &p_pos) const {
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cm.set_perspective(fov, viewport_size.aspect(), near, far, keep_aspect == KEEP_WIDTH);
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}
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// These are homogeneous coordinates, as Godot 3 has no Vector4.
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// The 1.0 will later become w, the perspective divide.
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Plane p(get_camera_transform().xform_inv(p_pos), 1.0);
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p = cm.xform4(p);
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// Prevent divide by zero.
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// TODO : Investigate, this was causing Nans.
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ERR_FAIL_COND_V(p.d == 0, Point2());
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// If p.d is zero, there is a potential divide by zero ahead.
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// This can occur if the test point is exactly on the focal plane
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// with a perspective camera matrix (i.e. behind the near plane).
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// There are two possibilities here:
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// Either the test point is exactly at the origin, in which case the unprojected
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// point should theoretically be the center of the viewport, OR
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// infinity distance from the center of the viewport.
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// We should also handle the case where the test point is CLOSE
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// to the focal plane.
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// This can cause returned unprojected results near infinity.
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// The epsilon chosen here must be small, but still allow for near planes quite close to zero.
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// Here we return false and let the calling routine handle this error condition.
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if (Math::absf(p.d) < CMP_EPSILON) {
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// Bodge some kind of result at infinity from the viewport center.
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r_result = Point2();
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// The viewport size here is irrelevant, we just want a high number
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// (representing infinity) but not actually close to infinity to prevent
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// knock on bugs if later maths later does something with these values.
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// Suffice is for them to be WAY off the main viewport.
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const float SOME_HIGH_VALUE = 100000.0f;
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if (p.normal.x > 0) {
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r_result.x = SOME_HIGH_VALUE;
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} else if (p.normal.x < 0) {
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r_result.x = -SOME_HIGH_VALUE;
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}
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if (p.normal.y > 0) {
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r_result.y = SOME_HIGH_VALUE;
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} else if (p.normal.y < 0) {
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r_result.y = -SOME_HIGH_VALUE;
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}
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return false;
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}
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p.normal /= p.d;
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Point2 res;
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res.x = (p.normal.x * 0.5 + 0.5) * viewport_size.x;
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res.y = (-p.normal.y * 0.5 + 0.5) * viewport_size.y;
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r_result.x = (p.normal.x * 0.5 + 0.5) * viewport_size.x;
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r_result.y = (-p.normal.y * 0.5 + 0.5) * viewport_size.y;
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return true;
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}
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Point2 Camera::unproject_position(const Vector3 &p_pos) const {
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ERR_FAIL_COND_V_MSG(!is_inside_tree(), Point2(), "Camera is not inside scene.");
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Point2 res;
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// Unproject can fail if the test point is on the camera matrix focal plane
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// with a perspective transform.
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// In this case, the unprojected point is potentially at infinity from the viewport
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// center.
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if (!safe_unproject_position(p_pos, res)) {
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#ifdef DEV_ENABLED
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WARN_PRINT_ONCE("Camera::unproject_position() unprojecting points on the focal plane is unreliable.");
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#endif
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}
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return res;
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}
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@ -173,6 +173,7 @@ public:
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virtual Vector3 project_ray_origin(const Point2 &p_pos) const;
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virtual Vector3 project_local_ray_normal(const Point2 &p_pos) const;
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virtual Point2 unproject_position(const Vector3 &p_pos) const;
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bool safe_unproject_position(const Vector3 &p_pos, Point2 &r_result) const;
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bool is_position_behind(const Vector3 &p_pos) const;
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virtual Vector3 project_position(const Point2 &p_point, float p_z_depth) const;
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