fix: project camera FOV coverage directly onto court surface

- FOV clipped to court boundaries (0,0)-(13.4,6.1)
- Colored overlay shows which court areas each camera covers
- Dashed center line shows each camera's look direction
- cam0 (blue) -28° from +Y, cam1 (pink) +28° from +Y

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Ruslan Bakiev
2026-03-07 11:31:39 +07:00
parent d8cc3904e6
commit fedf46670a

View File

@@ -626,106 +626,133 @@ function initTrajectoryScene() {
});
}
// ===================== Stereo camera rig with FOV projection =====================
// ===================== Stereo camera rig with court coverage =====================
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 camAngle = 28; // degrees each camera is rotated outward from straight +Y
var hfov = 160; // horizontal FOV degrees
var cam0x = baseX - stereoGap / 2; // left cam
var cam1x = baseX + stereoGap / 2; // right cam
var cam0x = baseX - stereoGap / 2;
var cam1x = baseX + stereoGap / 2;
// Draw each camera
function drawCamBody(cx, cy, cz, color) {
// Small camera bodies
function drawCamBody(cx, 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);
body.position.set(cx, baseY, baseZ);
scene.add(body);
}
drawCamBody(cam0x, 0x44aaff);
drawCamBody(cam1x, 0xff44aa);
drawCamBody(cam0x, baseY, baseZ, 0x44aaff); // cam0 blue
drawCamBody(cam1x, baseY, baseZ, 0xff44aa); // cam1 pink
// Pole/mount
// Pole
var poleGeo = new THREE.BufferGeometry().setFromPoints([
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)
// Court boundaries for clipping
var courtMinX = 0, courtMaxX = 13.4, courtMinY = 0, courtMaxY = 6.1;
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
function drawCourtCoverage(cx, angleDeg, color) {
// Center direction: +Y (90°) rotated by angleDeg
var centerAngle = 90 + angleDeg; // +angle = toward +X, -angle = toward -X
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) {
// Cast ray from camera ground pos, clip to court rect
var ox = cx, oy = baseY;
function rayCourtIntersect(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);
if (Math.abs(dx) < 1e-9 && Math.abs(dy) < 1e-9) return null;
var tMin = 0.01, tMax = 50;
// Clip to court Y bounds
if (dy > 1e-9) {
tMax = Math.min(tMax, (courtMaxY - oy) / dy);
} else if (dy < -1e-9) {
tMax = Math.min(tMax, (courtMinY - oy) / dy);
}
// Clip to court X bounds
if (dx > 1e-9) {
var tx = (courtMaxX - ox) / dx;
tMax = Math.min(tMax, tx);
} else if (dx < -1e-9) {
var tx = (courtMinX - ox) / dx;
tMax = Math.min(tMax, tx);
}
// Must enter court (Y >= 0)
if (dy > 1e-9) {
tMin = Math.max(tMin, (courtMinY - oy) / dy);
} else if (dy <= 0) {
return null; // ray goes away from court
}
var camPos = new THREE.Vector3(cx, cy, cz);
var groundCenter = new THREE.Vector3(cx, cy, 0.02);
if (tMax <= tMin) return null;
return new THREE.Vector3(ox + dx * tMax, oy + dy * tMax, 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;
// Build coverage polygon on court surface
var points = [];
var origin = new THREE.Vector3(ox, Math.max(oy, courtMinY), 0.02);
var steps = 48;
for (var i = 0; i <= steps; i++) {
var a = rightAngle + (leftAngle - rightAngle) * (i / steps);
fanPoints.push(rayToGround(a));
var pt = rayCourtIntersect(a);
if (pt) {
// Clamp to court bounds
pt.x = Math.max(courtMinX, Math.min(courtMaxX, pt.x));
pt.y = Math.max(courtMinY, Math.min(courtMaxY, pt.y));
points.push(pt);
}
}
for (var i = 1; i < fanPoints.length - 1; i++) {
if (points.length < 2) return;
// Draw coverage edge line on court
var edgeGeo = new THREE.BufferGeometry().setFromPoints(points);
scene.add(new THREE.Line(edgeGeo, new THREE.LineBasicMaterial({ color: color, transparent: true, opacity: 0.7 })));
// Fill coverage area as triangle fan from camera ground position
var fanOrigin = new THREE.Vector3(ox, courtMinY, 0.02);
for (var i = 0; i < points.length - 1; i++) {
var triGeo = new THREE.BufferGeometry().setFromPoints([
fanPoints[0], fanPoints[i], fanPoints[i + 1]
fanOrigin, points[i], points[i + 1]
]);
var triMesh = new THREE.Mesh(triGeo, new THREE.MeshBasicMaterial({
color: color, transparent: true, opacity: 0.08, side: THREE.DoubleSide
}));
scene.add(triMesh);
scene.add(new THREE.Mesh(triGeo, new THREE.MeshBasicMaterial({
color: color, transparent: true, opacity: 0.12, side: THREE.DoubleSide
})));
}
// 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));
// Center line on court
var centerPt = rayCourtIntersect(centerAngle);
if (centerPt) {
centerPt.x = Math.max(courtMinX, Math.min(courtMaxX, centerPt.x));
centerPt.y = Math.max(courtMinY, Math.min(courtMaxY, centerPt.y));
var clGeo = new THREE.BufferGeometry().setFromPoints([
new THREE.Vector3(ox, courtMinY, 0.02), centerPt
]);
scene.add(new THREE.Line(clGeo, new THREE.LineDashedMaterial({
color: color, dashSize: 0.2, gapSize: 0.1
})));
scene.children[scene.children.length - 1].computeLineDistances();
}
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);
// cam0: rotated -28° (looks slightly toward -X)
drawCourtCoverage(cam0x, -camAngle, 0x44aaff);
// cam1: rotated +28° (looks slightly toward +X)
drawCourtCoverage(cam1x, camAngle, 0xff44aa);
}
// ===================== Draw court lines =====================