fix(raycaster): full precision result.facePoints#205
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Kurtil wants to merge 1 commit intoThatOpen:mainfrom
Open
fix(raycaster): full precision result.facePoints#205Kurtil wants to merge 1 commit intoThatOpen:mainfrom
Kurtil wants to merge 1 commit intoThatOpen:mainfrom
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@Kurtil cool! Curious, did you check out the latest raycaster / hoverer implementation? I'm saying this because it might be a lot faster than recreating the geometry from the face points. The meshes fragments generate have an face id buffer attribute you could use for this. That said, this looks good, I'll review it and see possible ripple effects if any. Otherwise, happy to merge |
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@agviegas thanks for the feedback, I will test the new Hoverer implementation 👍 |
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Description
I have implemented a face hoverer in the same idea of the engine_component Hoverer, by creating a mesh from the raycast result facePoints and faceIndices. However on models with large coordinates, the raycast result face points array is lacking precision due to float32 limitation. This PR just change the Float32Array facePoints array by a Float64Array.
In the formatRaycastResult method, the duo matrix get from TransformHelper (set in this._temp.m3) + untransformed facePoints have all precision, but as soon as this code execute:
Because facePoints is a Float32Array and the transformation matrix is not provided in the result, precision is lost.
Before:
Misaligned face:
After:
Perfectly aligned face:
Additional context
With the fix and thanks to the full precision facePoints: Float64Array , I recreate the face mesh with a position computed from the bound sphere:
Additional context
What is the purpose of this pull request?
Before submitting the PR, please make sure you do the following:
feat(examples): add hello-world example).fixes #123).