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