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Merge pull request #1769 from xeokit/XCD-196-render-zones-ordered-by-…
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…camera-distance

XCD-196 Render Zones ordered by camera distance
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xeolabs authored Dec 27, 2024
2 parents abb38ab + 20f9071 commit 8e90e84
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Showing 2 changed files with 20 additions and 16 deletions.
28 changes: 14 additions & 14 deletions src/plugins/ZonesPlugin/ZonesPlugin.js
Original file line number Diff line number Diff line change
Expand Up @@ -482,8 +482,21 @@ class Zone extends Component {
}


const positions = [].concat(...pos);
const min = idx => Math.min(...pos.map(p => p[idx]));
const max = idx => Math.max(...pos.map(p => p[idx]));

const xmin = min(0);
const ymin = min(1);
const zmin = min(2);
const xmax = max(0);
const ymax = max(1);
const zmax = max(2);

this._center = math.vec3([ (xmin + xmax) / 2, (ymin + ymax) / 2, (zmin + zmax) / 2 ]);

const positions = [].concat(...pos.map(p => math.subVec3(p, this._center, p)));
this._zoneMesh = new Mesh(scene, {
origin: this._center,
edges: this._edges,
geometry: new ReadableGeometry(
scene,
Expand Down Expand Up @@ -524,19 +537,6 @@ class Zone extends Component {
}

this._metrics = null;


const min = idx => Math.min(...pos.map(p => p[idx]));
const max = idx => Math.max(...pos.map(p => p[idx]));

const xmin = min(0);
const ymin = min(1);
const zmin = min(2);
const xmax = max(0);
const ymax = max(1);
const zmax = max(2);

this._center = math.vec3([ (xmin + xmax) / 2, (ymin + ymax) / 2, (zmin + zmax) / 2 ]);
}

get baseArea() {
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8 changes: 6 additions & 2 deletions src/viewer/scene/webgl/Renderer.js
Original file line number Diff line number Diff line change
Expand Up @@ -11,6 +11,8 @@ import {SAODepthLimitedBlurRenderer} from "./sao/SAODepthLimitedBlurRenderer.js"
import {RenderBufferManager} from "./RenderBufferManager.js";
import {getExtension} from "./getExtension.js";

const vec3_0 = math.vec3([0,0,0]);

/**
* @private
*/
Expand Down Expand Up @@ -713,9 +715,11 @@ const Renderer = function (scene, options) {
// Transparent color fill

if (normalFillTransparentBinLen > 0) {
const eye = frameCtx.pickOrigin || scene.camera.eye;
const byDist = normalFillTransparentBin.map(d => ({ drawable: d, distSq: math.distVec3(d.origin || vec3_0, eye) }));
byDist.sort((a, b) => b.distSq - a.distSq);
for (i = 0; i < normalFillTransparentBinLen; i++) {
drawable = normalFillTransparentBin[i];
drawable.drawColorTransparent(frameCtx);
byDist[i].drawable.drawColorTransparent(frameCtx);
}
}

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