ui: Fix path artefact when going over hill (#24285)
old-commit-hash: 38300474bbf2d956ca2482df7c2f93db43b34d27
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@@ -55,17 +55,33 @@ static void update_leads(UIState *s, const cereal::RadarState::Reader &radar_sta
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}
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static void update_line_data(const UIState *s, const cereal::ModelDataV2::XYZTData::Reader &line,
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float y_off, float z_off, line_vertices_data *pvd, int max_idx) {
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float y_off, float z_off, line_vertices_data *pvd, int max_idx, bool allow_invert=true) {
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const auto line_x = line.getX(), line_y = line.getY(), line_z = line.getZ();
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QPointF *v = &pvd->v[0];
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std::vector<QPointF> left_points, right_points;
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for (int i = 0; i <= max_idx; i++) {
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v += calib_frame_to_full_frame(s, line_x[i], line_y[i] - y_off, line_z[i] + z_off, v);
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QPointF left, right;
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bool l = calib_frame_to_full_frame(s, line_x[i], line_y[i] - y_off, line_z[i] + z_off, &left);
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bool r = calib_frame_to_full_frame(s, line_x[i], line_y[i] + y_off, line_z[i] + z_off, &right);
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if (l && r) {
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// For wider lines the drawn polygon will "invert" when going over a hill and cause artifacts
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if (!allow_invert && left_points.size() && left.y() > left_points.back().y()) {
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continue;
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}
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left_points.push_back(left);
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right_points.push_back(right);
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}
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}
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for (int i = max_idx; i >= 0; i--) {
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v += calib_frame_to_full_frame(s, line_x[i], line_y[i] + y_off, line_z[i] + z_off, v);
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}
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pvd->cnt = v - pvd->v;
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pvd->cnt = 2 * left_points.size();
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assert(left_points.size() == right_points.size());
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assert(pvd->cnt <= std::size(pvd->v));
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for (int left_idx = 0; left_idx < left_points.size(); left_idx++){
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int right_idx = 2 * left_points.size() - left_idx - 1;
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pvd->v[left_idx] = left_points[left_idx];
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pvd->v[right_idx] = right_points[left_idx];
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}
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}
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static void update_model(UIState *s, const cereal::ModelDataV2::Reader &model) {
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@@ -98,7 +114,7 @@ static void update_model(UIState *s, const cereal::ModelDataV2::Reader &model) {
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max_distance = std::clamp((float)(lead_d - fmin(lead_d * 0.35, 10.)), 0.0f, max_distance);
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}
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max_idx = get_path_length_idx(model_position, max_distance);
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update_line_data(s, model_position, scene.end_to_end ? 0.9 : 0.5, 1.22, &scene.track_vertices, max_idx);
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update_line_data(s, model_position, scene.end_to_end ? 0.9 : 0.5, 1.22, &scene.track_vertices, max_idx, false);
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}
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static void update_sockets(UIState *s) {
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