fix: rasterized court coverage with 3 distinct colors
- Blue = cam0 only, Pink = cam1 only, Purple = overlap - Grid-based fill, no dashed lines or edge artifacts - White court lines on top Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -661,98 +661,54 @@ 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 drawCourtCoverage(cx, angleDeg, color) {
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// Center direction: +Y (90°) rotated by angleDeg
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var centerAngle = 90 + angleDeg; // +angle = toward +X, -angle = toward -X
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var leftAngle = centerAngle + halfFov;
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var rightAngle = centerAngle - halfFov;
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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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// Cast ray from camera ground pos, clip to court rect
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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 rayCourtIntersect(angleDeg2) {
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var rad = angleDeg2 * deg2rad;
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var dx = Math.cos(rad);
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var dy = Math.sin(rad);
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if (Math.abs(dx) < 1e-9 && Math.abs(dy) < 1e-9) return null;
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var tMin = 0.01, tMax = 50;
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// Clip to court Y bounds
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if (dy > 1e-9) {
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tMax = Math.min(tMax, (courtMaxY - oy) / dy);
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} else if (dy < -1e-9) {
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tMax = Math.min(tMax, (courtMinY - oy) / dy);
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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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}
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// Clip to court X bounds
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if (dx > 1e-9) {
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var tx = (courtMaxX - ox) / dx;
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tMax = Math.min(tMax, tx);
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} else if (dx < -1e-9) {
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var tx = (courtMinX - ox) / dx;
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tMax = Math.min(tMax, tx);
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}
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// Must enter court (Y >= 0)
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if (dy > 1e-9) {
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tMin = Math.max(tMin, (courtMinY - oy) / dy);
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} else if (dy <= 0) {
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return null; // ray goes away from court
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}
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if (tMax <= tMin) return null;
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return new THREE.Vector3(ox + dx * tMax, oy + dy * tMax, 0.02);
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}
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// Build coverage polygon on court surface
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var points = [];
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var origin = new THREE.Vector3(ox, Math.max(oy, courtMinY), 0.02);
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var steps = 48;
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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 = rayCourtIntersect(a);
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if (pt) {
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// Clamp to court bounds
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pt.x = Math.max(courtMinX, Math.min(courtMaxX, pt.x));
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pt.y = Math.max(courtMinY, Math.min(courtMaxY, pt.y));
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points.push(pt);
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}
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}
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if (points.length < 2) return;
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markCoverage(cam0x, -camAngle, 1);
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markCoverage(cam1x, camAngle, 2);
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// Draw coverage edge line on court
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var edgeGeo = new THREE.BufferGeometry().setFromPoints(points);
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scene.add(new THREE.Line(edgeGeo, new THREE.LineBasicMaterial({ color: color, transparent: true, opacity: 0.7 })));
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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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// Fill coverage area as triangle fan from camera ground position
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var fanOrigin = new THREE.Vector3(ox, courtMinY, 0.02);
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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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fanOrigin, 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: 0.4, side: THREE.DoubleSide
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})));
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}
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// Center line on court
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var centerPt = rayCourtIntersect(centerAngle);
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if (centerPt) {
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centerPt.x = Math.max(courtMinX, Math.min(courtMaxX, centerPt.x));
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centerPt.y = Math.max(courtMinY, Math.min(courtMaxY, centerPt.y));
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var clGeo = new THREE.BufferGeometry().setFromPoints([
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new THREE.Vector3(ox, courtMinY, 0.02), centerPt
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]);
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scene.add(new THREE.Line(clGeo, new THREE.LineDashedMaterial({
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color: color, dashSize: 0.2, gapSize: 0.1
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})));
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scene.children[scene.children.length - 1].computeLineDistances();
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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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// cam0: rotated -28° (looks slightly toward -X)
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drawCourtCoverage(cam0x, -camAngle, 0x44aaff);
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// cam1: rotated +28° (looks slightly toward +X)
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drawCourtCoverage(cam1x, camAngle, 0xff44aa);
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}
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// ===================== Draw court lines =====================
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