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Double-clicking an entity in the blueprint & time panels focuses the 3D camera on it #4799
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… things cause tracking
…ntity-with-space-view and generic entity
Wumpf
added
enhancement
New feature or request
📺 re_viewer
affects re_viewer itself
include in changelog
labels
Jan 12, 2024
emilk
approved these changes
Jan 15, 2024
when testing one last time on the web I found that camera tracking lags behind, so this regressed |
I think you should also try a scene with a lot of entities to see that perf hasn't regressed |
some more precautions against resetting interpolation
not that many unfortunately
added a primitive benchmark that adds lots of entitites. No measurable regression, but it's shocking how few entities we can handle |
teh-cmc
changed the title
Double click on entity in blueprint & timepanel focuses camera on it in 3D space views
Double-clicking an entity in the blueprint & time panels focuses the 3D camera on it
Feb 6, 2024
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What
This PR introduces on-the-fly determined per-entity bounding boxes and unifies a lot of behavior under the hood: A double click of a hovered item (pretty much everywhere) causes now a "focused" event for that item. Focuses are right now set on the viewer context for a single frame, so each part of the viewer can react on it as it pleases. The 3D Space view reacts by focusing the camera on the entity (using the new bounding box) and tracks cameras.
Tracking of entities has been unified - originally this PR tracked entities as well, but I found this a bit too confusing for this action, we should instead have something more explicit (this was disabled in 86ddf0d so it's easy to get it back).
Screen.Recording.2024-01-12.at.16.05.53.mov
Tradeoffs:
-> before focused on 3D positions (without knowing anything about the object under it) now focusing on entities; different behavior, sometimes worse, sometimes better
-> note that tracking an instance rarely what you want here (e.g. point instance ids vary widely)
focus
: Send a focus event to space views that should be interested in it. This makes would unify the dispatching code for this which is nicer going forward. But for the moment it was just a lot easier to implement it the way I did. I'm fairly sure though about making focus not sticky in the global state since this way we'd end up with two levels of selection.Checklist
main
build: app.rerun.ionightly
build: app.rerun.io