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