fix: smooth polygon coverage, angle 15°, overlap blends to purple
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -631,7 +631,7 @@ function addStereocameras(scene) {
|
|||||||
// Position: net line (X=6.7), 1m outside court edge (Y=-1), 1m height (Z=1)
|
// Position: net line (X=6.7), 1m outside court edge (Y=-1), 1m height (Z=1)
|
||||||
var baseX = 6.7, baseY = -1, baseZ = 1;
|
var baseX = 6.7, baseY = -1, baseZ = 1;
|
||||||
var stereoGap = 0.06; // 6cm between cameras
|
var stereoGap = 0.06; // 6cm between cameras
|
||||||
var camAngle = 28; // degrees each camera is rotated outward from straight +Y
|
var camAngle = 15; // degrees each camera is rotated outward from straight +Y
|
||||||
var hfov = 160; // horizontal FOV degrees
|
var hfov = 160; // horizontal FOV degrees
|
||||||
|
|
||||||
var cam0x = baseX - stereoGap / 2;
|
var cam0x = baseX - stereoGap / 2;
|
||||||
@@ -661,54 +661,63 @@ function addStereocameras(scene) {
|
|||||||
var deg2rad = Math.PI / 180;
|
var deg2rad = Math.PI / 180;
|
||||||
var halfFov = hfov / 2;
|
var halfFov = hfov / 2;
|
||||||
|
|
||||||
// Rasterize coverage onto a grid, then draw colored quads
|
function buildCoveragePolygon(cx, angleDeg) {
|
||||||
var gridRes = 0.2; // 20cm per cell
|
var centerAngle = 90 + angleDeg;
|
||||||
var cols = Math.ceil((courtMaxX - courtMinX) / gridRes);
|
var leftAngle = centerAngle + halfFov;
|
||||||
var rows = Math.ceil((courtMaxY - courtMinY) / gridRes);
|
var rightAngle = centerAngle - halfFov;
|
||||||
// 0 = no coverage, 1 = cam0 only, 2 = cam1 only, 3 = both
|
var ox = cx, oy = baseY;
|
||||||
var grid = new Array(cols * rows).fill(0);
|
|
||||||
|
|
||||||
function markCoverage(cx, angleDeg, bit) {
|
function rayToCourtEdge(aDeg) {
|
||||||
var centerAngle = (90 + angleDeg) * deg2rad;
|
var rad = aDeg * deg2rad;
|
||||||
var halfFovRad = halfFov * deg2rad;
|
var dx = Math.cos(rad);
|
||||||
var leftAngle = centerAngle + halfFovRad;
|
var dy = Math.sin(rad);
|
||||||
var rightAngle = centerAngle - halfFovRad;
|
if (dy <= 0) return null;
|
||||||
|
|
||||||
for (var r = 0; r < rows; r++) {
|
var tMax = 50;
|
||||||
for (var c = 0; c < cols; c++) {
|
if (dy > 1e-9) tMax = Math.min(tMax, (courtMaxY - oy) / dy);
|
||||||
var cellX = courtMinX + (c + 0.5) * gridRes;
|
if (dx > 1e-9) tMax = Math.min(tMax, (courtMaxX - ox) / dx);
|
||||||
var cellY = courtMinY + (r + 0.5) * gridRes;
|
else if (dx < -1e-9) tMax = Math.min(tMax, (courtMinX - ox) / dx);
|
||||||
var dx = cellX - cx;
|
|
||||||
var dy = cellY - baseY;
|
var tEnter = (courtMinY - oy) / dy;
|
||||||
var angle = Math.atan2(dy, dx);
|
if (tMax <= tEnter) return null;
|
||||||
if (angle >= rightAngle && angle <= leftAngle) {
|
var t = Math.max(tEnter, 0.01);
|
||||||
grid[r * cols + c] |= bit;
|
t = tMax;
|
||||||
}
|
var px = ox + dx * t;
|
||||||
}
|
var py = oy + dy * t;
|
||||||
|
px = Math.max(courtMinX, Math.min(courtMaxX, px));
|
||||||
|
py = Math.max(courtMinY, Math.min(courtMaxY, py));
|
||||||
|
return new THREE.Vector3(px, py, 0.015);
|
||||||
|
}
|
||||||
|
|
||||||
|
var points = [];
|
||||||
|
var steps = 64;
|
||||||
|
for (var i = 0; i <= steps; i++) {
|
||||||
|
var a = rightAngle + (leftAngle - rightAngle) * (i / steps);
|
||||||
|
var pt = rayToCourtEdge(a);
|
||||||
|
if (pt) points.push(pt);
|
||||||
|
}
|
||||||
|
return points;
|
||||||
|
}
|
||||||
|
|
||||||
|
function drawCoverageFan(points, color) {
|
||||||
|
if (points.length < 2) return;
|
||||||
|
var origin = new THREE.Vector3(points[0].x, courtMinY, 0.015);
|
||||||
|
for (var i = 0; i < points.length - 1; i++) {
|
||||||
|
var triGeo = new THREE.BufferGeometry().setFromPoints([
|
||||||
|
origin, points[i], points[i + 1]
|
||||||
|
]);
|
||||||
|
scene.add(new THREE.Mesh(triGeo, new THREE.MeshBasicMaterial({
|
||||||
|
color: color, transparent: true, opacity: 0.35, side: THREE.DoubleSide,
|
||||||
|
depthWrite: false
|
||||||
|
})));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
markCoverage(cam0x, -camAngle, 1);
|
var poly0 = buildCoveragePolygon(cam0x, -camAngle);
|
||||||
markCoverage(cam1x, camAngle, 2);
|
var poly1 = buildCoveragePolygon(cam1x, camAngle);
|
||||||
|
drawCoverageFan(poly0, 0x4488ff); // blue
|
||||||
// Colors: cam0 only = blue, cam1 only = pink, overlap = purple
|
drawCoverageFan(poly1, 0xff44aa); // pink
|
||||||
var colors = { 1: 0x4488ff, 2: 0xff44aa, 3: 0xaa44ff };
|
// overlap blends to purple naturally
|
||||||
var opacities = { 1: 0.35, 2: 0.35, 3: 0.5 };
|
|
||||||
|
|
||||||
for (var r = 0; r < rows; r++) {
|
|
||||||
for (var c = 0; c < cols; c++) {
|
|
||||||
var val = grid[r * cols + c];
|
|
||||||
if (val === 0) continue;
|
|
||||||
var x1 = courtMinX + c * gridRes;
|
|
||||||
var y1 = courtMinY + r * gridRes;
|
|
||||||
var quad = new THREE.PlaneGeometry(gridRes, gridRes);
|
|
||||||
var mesh = new THREE.Mesh(quad, new THREE.MeshBasicMaterial({
|
|
||||||
color: colors[val], transparent: true, opacity: opacities[val], side: THREE.DoubleSide
|
|
||||||
}));
|
|
||||||
mesh.position.set(x1 + gridRes / 2, y1 + gridRes / 2, 0.015);
|
|
||||||
scene.add(mesh);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// ===================== Draw court lines =====================
|
// ===================== Draw court lines =====================
|
||||||
|
|||||||
Reference in New Issue
Block a user