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@btipling btipling commented Aug 25, 2024

@setEvalBranchQuota(2_000); is due to a zig language breaking change ziglang/zig#21135

Summary by CodeRabbit

  • New Features

    • Introduced a new function for calculating perspective projection, enhancing camera perspective handling.
    • Added visibility checking logic for frustum planes, improving rendering accuracy.
  • Improvements

    • Refined variable naming in the camera functionality for better clarity.
    • Enhanced performance and maintainability of frustum visibility management.
  • Bug Fixes

    • Altered camera input handling to enable user interactions.
  • Performance Optimizations

    • Implemented a branch evaluation limit in the navigation menu to improve performance.

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coderabbitai bot commented Aug 25, 2024

Walkthrough

The recent changes introduce new functionalities to the mathematical operations and camera handling within the system. A new perspective projection function is added, enhancing matrix calculations. The camera's internal logic has been refactored for improved clarity and efficiency, integrating the new projection method. Additionally, the frustum visibility logic has been modularized for better maintainability, while UI navigation has been optimized to manage performance during menu evaluations.

Changes

Files Change Summary
src/foundations/math/matrix.zig Added perspectiveProjectionCamera function for calculating a perspective projection matrix.
src/foundations/physics/camera.zig Renamed cam_m to camera_matrix, added perspective_g and perspective_s, updated projection method to use perspectiveProjectionCamera.
src/foundations/scenes/frustum_planes/FrustumPlanes.zig Modified init function for camera input handling, refactored updateCamera with a new pointVisible helper function, updated frustum plane calculations.
src/foundations/ui/ui_navigation.zig Added @setEvalBranchQuota(2_000); in navMenuItems to manage evaluation branches.

Sequence Diagram(s)

sequenceDiagram
    participant Camera
    participant Matrix
    participant Frustum

    Camera->>Matrix: Request perspective projection matrix
    Matrix->>Camera: Return perspectiveProjectionCamera matrix
    Camera->>Frustum: Update visibility with camera matrix
    Frustum->>Camera: Return visibility results
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🐇 "In the realm of code, we leap and bound,
New functions sprout from the ground,
Matrices dance, cameras align,
Frustums shine, all works divine!
With every change, our paths expand,
In this coding garden, we take a stand!" 🌟


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Actionable comments posted: 2

Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

Commits

Files that changed from the base of the PR and between fd5b288 and 89454ed.

Files selected for processing (4)
  • src/foundations/math/matrix.zig (1 hunks)
  • src/foundations/physics/camera.zig (4 hunks)
  • src/foundations/scenes/frustum_planes/FrustumPlanes.zig (6 hunks)
  • src/foundations/ui/ui_navigation.zig (1 hunks)
Additional comments not posted (5)
src/foundations/ui/ui_navigation.zig (1)

35-35: Approved change to evaluation branch quota.

The addition of @setEvalBranchQuota(2_000); is a sensible change given the context of the PR. It's important to monitor its impact on performance.

Consider profiling the performance before and after this change to ensure it does not negatively affect the user experience.

src/foundations/scenes/frustum_planes/FrustumPlanes.zig (2)

56-56: Approved modification to camera input handling.

Changing input_inactive from true to false likely enables more dynamic interaction capabilities. Ensure this change aligns with the intended user interaction model.


105-117: Approved addition of pointVisible function.

This new function enhances code modularity by centralizing visibility checks. It's a clean and efficient implementation.

src/foundations/physics/camera.zig (1)

30-31: Approved enhancements to perspective calculations.

Adding perspective_g and perspective_s improves the precision of perspective transformations. Good job on enhancing clarity and functionality.

Also applies to: 84-85

src/foundations/math/matrix.zig (1)

91-103: Review of the new function perspectiveProjectionCamera.

The function perspectiveProjectionCamera is well-implemented and follows the existing coding style and formatting conventions of the file. It calculates a perspective projection matrix, which is crucial for 3D rendering processes. The function utilizes the parameters g, s, n, and f effectively to compute the matrix values.

Performance Consideration:
The function is marked as inline, which is appropriate given that it is likely to be called frequently within performance-critical rendering loops. This allows the compiler to optimize the function calls by potentially embedding the function's body directly into the calling code, reducing function call overhead.

Correctness & Consistency:
The mathematical operations within the function appear correct based on the typical formulas used for perspective projections in computer graphics. The use of constants and operations aligns with the existing functions in the file, maintaining consistency.

Documentation & Readability:
The function could benefit from additional comments explaining the purpose and usage of each parameter, especially for users who might not be familiar with perspective projection calculations. This would enhance the readability and maintainability of the code.

Suggestion:
Consider adding detailed comments describing the parameters and the mathematical basis of the calculations. This would not only aid in maintenance but also help new developers understand the code more quickly.

Overall, the implementation of the perspectiveProjectionCamera function is robust and aligns with the module's functionality.

Comment on lines +121 to +149
const cm = cam.camera_matrix;

const left = math.vector.normalize(math.matrix.transformVector(
self.view_camera_0.cam_m,
pl,
));
const nl: math.vector.vec3 = .{ left[0], left[1], left[2] };
const left_plane = math.geometry.Plane.init(nl, left[3]);
const nl: math.vector.vec3 = math.vector.add(
math.vector.mul(cam.perspective_s, math.vector.vec4ToVec3(cm.columns[1])),
math.vector.mul(cam.perspective_g, math.vector.vec4ToVec3(cm.columns[2])),
);
const dl = math.vector.dotProduct(nl, math.vector.vec4ToVec3(cm.columns[3]));
const left_plane = math.geometry.Plane.init(nl, dl);

const pt = math.vector.add(p.columns[3], p.columns[1]);
const top = math.vector.normalize(math.matrix.transformVector(
math.matrix.transformMatrix(self.view_camera_0.cam_m, math.matrix.rotationX(-std.math.pi / 3.5)),
pt,
));
const nt: math.vector.vec3 = .{ top[0], top[1], top[2] };
const top_plane = math.geometry.Plane.init(nt, top[3]);
const nr: math.vector.vec3 = math.vector.add(
math.vector.mul(cam.perspective_s, math.vector.vec4ToVec3(cm.columns[1])),
math.vector.mul(-cam.perspective_g, math.vector.vec4ToVec3(cm.columns[2])),
);
const dr = math.vector.dotProduct(nr, math.vector.vec4ToVec3(cm.columns[3]));
const right_plane = math.geometry.Plane.init(nr, dr);

const pb = math.vector.sub(p.columns[3], p.columns[1]);
const bot = math.vector.normalize(math.matrix.transformVector(
math.matrix.transformMatrix(self.view_camera_0.cam_m, math.matrix.rotationX(std.math.pi / 3.5)),
pb,
));
const nb: math.vector.vec3 = .{ bot[0], bot[1], bot[2] };
const bot_plane = math.geometry.Plane.init(nb, bot[3]);
const nb: math.vector.vec3 = math.vector.add(
math.vector.mul(-cam.perspective_g, math.vector.vec4ToVec3(cm.columns[0])),
math.vector.vec4ToVec3(cm.columns[1]),
);
const db = math.vector.dotProduct(nb, math.vector.vec4ToVec3(cm.columns[3]));
const bot_plane = math.geometry.Plane.init(nb, db);

const nt: math.vector.vec3 = math.vector.add(
math.vector.mul(cam.perspective_g, math.vector.vec4ToVec3(cm.columns[0])),
math.vector.vec4ToVec3(cm.columns[1]),
);
const dt = math.vector.dotProduct(nt, math.vector.vec4ToVec3(cm.columns[3]));
const top_plane = math.geometry.Plane.init(nt, dt);
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Refactor suggestion for frustum plane calculations.

The new method of calculating frustum planes using camera matrix components directly is an improvement. However, consider abstracting these calculations into a separate function to enhance readability and reusability.

Comment on lines +54 to +55
const g: f32 = 1.0 / @tan(cfg.fovy * 0.5);
const P = math.matrix.perspectiveProjectionCamera(g, s, 0.01, 750);
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Refactor suggestion for perspective projection calculation.

The new method using perspectiveProjectionCamera is a significant improvement. Consider adding detailed comments explaining the parameters g and s for future maintainability.

@btipling btipling merged commit 1ea7023 into main Aug 25, 2024
@btipling btipling deleted the bt/camera_frustum_fixes branch August 25, 2024 01:34
@coderabbitai coderabbitai bot mentioned this pull request Sep 13, 2024
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2 participants