fix: correct FOV projection origin from camera position on court edge

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Ruslan Bakiev
2026-03-07 11:49:57 +07:00
parent 014cc03677
commit 2ff8a87037

View File

@@ -661,62 +661,66 @@ function addStereocameras(scene) {
var deg2rad = Math.PI / 180; var deg2rad = Math.PI / 180;
var halfFov = hfov / 2; var halfFov = hfov / 2;
function buildCoveragePolygon(cx, angleDeg) { function drawCoverage(cx, angleDeg, color) {
var centerAngle = 90 + angleDeg; var centerAngle = 90 + angleDeg;
var leftAngle = centerAngle + halfFov; var leftAngle = centerAngle + halfFov;
var rightAngle = centerAngle - halfFov; var rightAngle = centerAngle - halfFov;
var ox = cx, oy = baseY; var ox = cx, oy = baseY;
function rayToCourtEdge(aDeg) { // Cast ray, return farthest point on court boundary
function castRay(aDeg) {
var rad = aDeg * deg2rad; var rad = aDeg * deg2rad;
var dx = Math.cos(rad); var dx = Math.cos(rad);
var dy = Math.sin(rad); var dy = Math.sin(rad);
if (dy <= 0) return null; if (dy <= 0) return null;
var tMax = 50; // t where ray enters court (Y=0)
if (dy > 1e-9) tMax = Math.min(tMax, (courtMaxY - oy) / dy);
if (dx > 1e-9) tMax = Math.min(tMax, (courtMaxX - ox) / dx);
else if (dx < -1e-9) tMax = Math.min(tMax, (courtMinX - ox) / dx);
var tEnter = (courtMinY - oy) / dy; var tEnter = (courtMinY - oy) / dy;
if (tMax <= tEnter) return null; // t where ray exits court
var t = Math.max(tEnter, 0.01); var tExit = (courtMaxY - oy) / dy;
t = tMax; // clip X bounds
var px = ox + dx * t; if (dx > 1e-9) tExit = Math.min(tExit, (courtMaxX - ox) / dx);
var py = oy + dy * t; else if (dx < -1e-9) tExit = Math.min(tExit, (courtMinX - ox) / dx);
if (tExit <= tEnter) return null;
var px = ox + dx * tExit;
var py = oy + dy * tExit;
px = Math.max(courtMinX, Math.min(courtMaxX, px)); px = Math.max(courtMinX, Math.min(courtMaxX, px));
py = Math.max(courtMinY, Math.min(courtMaxY, py)); py = Math.max(courtMinY, Math.min(courtMaxY, py));
return new THREE.Vector3(px, py, 0.015); return new THREE.Vector3(px, py, 0.015);
} }
var points = []; // Camera position projected onto court near edge (Y=0)
var camOnCourt = new THREE.Vector3(
Math.max(courtMinX, Math.min(courtMaxX, cx)), courtMinY, 0.015
);
// Far edge points
var farPoints = [];
var steps = 64; var steps = 64;
for (var i = 0; i <= steps; i++) { for (var i = 0; i <= steps; i++) {
var a = rightAngle + (leftAngle - rightAngle) * (i / steps); var a = rightAngle + (leftAngle - rightAngle) * (i / steps);
var pt = rayToCourtEdge(a); var pt = castRay(a);
if (pt) points.push(pt); if (pt) farPoints.push(pt);
} }
return points; if (farPoints.length < 2) return;
}
function drawCoverageFan(points, color) { // Draw triangle fan from camera court position to far edge
if (points.length < 2) return; var mat = new THREE.MeshBasicMaterial({
var origin = new THREE.Vector3(points[0].x, courtMinY, 0.015); color: color, transparent: true, opacity: 0.35,
for (var i = 0; i < points.length - 1; i++) { side: THREE.DoubleSide, depthWrite: false
});
for (var i = 0; i < farPoints.length - 1; i++) {
var triGeo = new THREE.BufferGeometry().setFromPoints([ var triGeo = new THREE.BufferGeometry().setFromPoints([
origin, points[i], points[i + 1] camOnCourt, farPoints[i], farPoints[i + 1]
]); ]);
scene.add(new THREE.Mesh(triGeo, new THREE.MeshBasicMaterial({ scene.add(new THREE.Mesh(triGeo, mat));
color: color, transparent: true, opacity: 0.35, side: THREE.DoubleSide,
depthWrite: false
})));
} }
} }
var poly0 = buildCoveragePolygon(cam0x, -camAngle); drawCoverage(cam0x, -camAngle, 0x4488ff); // blue
var poly1 = buildCoveragePolygon(cam1x, camAngle); drawCoverage(cam1x, camAngle, 0xff44aa); // pink
drawCoverageFan(poly0, 0x4488ff); // blue
drawCoverageFan(poly1, 0xff44aa); // pink
// overlap blends to purple naturally // overlap blends to purple naturally
} }