feat: stereo camera rig on net line with 160° FOV projection

- Cameras at net line (X=6.7), 1m outside court (Y=-1), 1m height
- Stereo pair 6cm apart, each rotated 28° outward
- FOV cones projected onto court surface showing coverage
- cam0 (blue) looks left, cam1 (pink) looks right

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Ruslan Bakiev
2026-03-07 11:28:45 +07:00
parent 7c8a87f9be
commit d8cc3904e6

View File

@@ -507,7 +507,7 @@ function initCourtScene() {
courtScene.add(new THREE.AmbientLight(0xffffff, 0.8));
// Physical camera marker: 1m from net, center, 1m height
addCameraMarker(courtScene, 7.7, 3.05, 1);
addStereocameras(courtScene);
// Load existing calibration cameras
fetch('/api/calibration/data')
@@ -608,7 +608,7 @@ function initTrajectoryScene() {
trajScene.add(new THREE.AmbientLight(0xffffff, 0.8));
// Physical camera marker: 1m from net, center, 1m height
addCameraMarker(trajScene, 7.7, 3.05, 1);
addStereocameras(trajScene);
function animateTraj() {
requestAnimationFrame(animateTraj);
@@ -626,31 +626,106 @@ function initTrajectoryScene() {
});
}
// ===================== Camera marker =====================
function addCameraMarker(scene, x, y, z) {
// Camera body (box)
var body = new THREE.Mesh(
new THREE.BoxGeometry(0.2, 0.15, 0.15),
new THREE.MeshBasicMaterial({ color: 0x44aaff })
);
body.position.set(x, y, z);
scene.add(body);
// ===================== Stereo camera rig with FOV projection =====================
function addStereocameras(scene) {
// 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 stereoGap = 0.06; // 6cm between cameras
var camAngle = 28; // degrees each camera is rotated outward
var hfov = 160; // horizontal FOV degrees
// Lens (cone pointing toward net at x=6.7)
var lens = new THREE.Mesh(
new THREE.ConeGeometry(0.06, 0.15, 8),
new THREE.MeshBasicMaterial({ color: 0x2288dd })
);
lens.rotation.z = Math.PI / 2; // point along -X toward net
lens.position.set(x - 0.17, y, z);
scene.add(lens);
var cam0x = baseX - stereoGap / 2; // left cam
var cam1x = baseX + stereoGap / 2; // right cam
// Pole from ground to camera
// Draw each camera
function drawCamBody(cx, cy, cz, color) {
var body = new THREE.Mesh(
new THREE.BoxGeometry(0.12, 0.08, 0.08),
new THREE.MeshBasicMaterial({ color: color })
);
body.position.set(cx, cy, cz);
scene.add(body);
}
drawCamBody(cam0x, baseY, baseZ, 0x44aaff); // cam0 blue
drawCamBody(cam1x, baseY, baseZ, 0xff44aa); // cam1 pink
// Pole/mount
var poleGeo = new THREE.BufferGeometry().setFromPoints([
new THREE.Vector3(x, y, 0),
new THREE.Vector3(x, y, z)
new THREE.Vector3(baseX, baseY, 0),
new THREE.Vector3(baseX, baseY, baseZ)
]);
scene.add(new THREE.Line(poleGeo, new THREE.LineBasicMaterial({ color: 0x666666 })));
// FOV projection on ground plane (z=0.02)
// Base look direction is +Y (into the court)
// cam0 rotated -28° (toward -X), cam1 rotated +28° (toward +X)
var deg2rad = Math.PI / 180;
var halfFov = hfov / 2;
var projDist = 16; // ray length for projection
function drawFov(cx, cy, cz, angleDeg, color) {
var centerAngle = 90 - angleDeg; // 90° = +Y direction, offset by camera rotation
var leftAngle = centerAngle + halfFov;
var rightAngle = centerAngle - halfFov;
// Project rays to ground: from (cx, cy, cz) in direction, find where z=0
function rayToGround(angleDeg2) {
var rad = angleDeg2 * deg2rad;
var dx = Math.cos(rad);
var dy = Math.sin(rad);
// Extend ray to projDist in XY, at ground level
return new THREE.Vector3(cx + dx * projDist, cy + dy * projDist, 0.02);
}
var camPos = new THREE.Vector3(cx, cy, cz);
var groundCenter = new THREE.Vector3(cx, cy, 0.02);
// Draw FOV edges
var edgeMat = new THREE.LineBasicMaterial({ color: color, transparent: true, opacity: 0.6 });
var leftPt = rayToGround(leftAngle);
var rightPt = rayToGround(rightAngle);
var centerPt = rayToGround(centerAngle);
// Edge lines from camera to ground projection
[leftPt, rightPt, centerPt].forEach(function(pt) {
var geo = new THREE.BufferGeometry().setFromPoints([camPos, pt]);
scene.add(new THREE.Line(geo, edgeMat));
});
// Fill FOV area on ground with semi-transparent triangle fan
var fanPoints = [groundCenter.clone()];
var steps = 24;
for (var i = 0; i <= steps; i++) {
var a = rightAngle + (leftAngle - rightAngle) * (i / steps);
fanPoints.push(rayToGround(a));
}
for (var i = 1; i < fanPoints.length - 1; i++) {
var triGeo = new THREE.BufferGeometry().setFromPoints([
fanPoints[0], fanPoints[i], fanPoints[i + 1]
]);
var triMesh = new THREE.Mesh(triGeo, new THREE.MeshBasicMaterial({
color: color, transparent: true, opacity: 0.08, side: THREE.DoubleSide
}));
scene.add(triMesh);
}
// FOV arc line on ground
var arcPoints = [];
for (var i = 0; i <= steps; i++) {
var a = rightAngle + (leftAngle - rightAngle) * (i / steps);
arcPoints.push(rayToGround(a));
}
var arcGeo = new THREE.BufferGeometry().setFromPoints(arcPoints);
scene.add(new THREE.Line(arcGeo, new THREE.LineBasicMaterial({ color: color, transparent: true, opacity: 0.3 })));
}
// cam0: rotated -28° (looking slightly left / toward -X)
drawFov(cam0x, baseY, baseZ, -camAngle, 0x44aaff);
// cam1: rotated +28° (looking slightly right / toward +X)
drawFov(cam1x, baseY, baseZ, camAngle, 0xff44aa);
}
// ===================== Draw court lines =====================