added descriptive comments and logging

This commit is contained in:
Kenneth Jao 2017-08-26 18:53:40 -04:00
parent aedb683f59
commit ffcc4cf095

View File

@ -2,19 +2,23 @@ var canvas = document.getElementById("glCanvas");
ctx = canvas.getContext("2d");
objects = {};
verbose = true;
camera = [[canvas.width/2,0,canvas.height/2],[1,1],1]; // [[Position],[Rotation(x,z)],Focal];
triangle = [
[0,1,25],
[25,1,50],
[25,1,0]
]
triangle = {
"name": "Triangle",
"vertices": [
[0,1,25],
[25,1,50],
[25,1,0]
]
}
function drawShape(shape) {
ctx.beginPath();
var log = [];
var newShape = [];
var cP = camera[0]; // Camera Position
console.log(cP);
var cR = camera[1]; // Camera Rotation
var cF = camera[2];
// Camera direction vector
@ -23,12 +27,27 @@ function drawShape(shape) {
Rnd(cF*Math.cos(toRad(cR[1])),3),
Rnd(cF*Math.sin(toRad(cR[0])),3) // 0 Degrees X points straight to Y.
];
console.log("Camera Vector: ",cV);
if(verbose) {
log = {
"Shape Name": shape.name,
"Camera Position": vecToObj(cP),
"Camera Rotation": {
"X": cR[0],
"Z": cR[1]
},
"Camera Focal": cF,
"Camera Vector": vecToObj(cV),
"Shape Vertice Values": {},
"Canvas Points": {}
}
}
// Perspective mapping
for(var i = 0; i < shape.length; i++) { // Each point in 3D
var x = shape[i][0];
var y = shape[i][1];
var z = shape[i][2];
for(var i = 0; i < shape.vertices.length; i++) { // Each point in 3D
var x = shape.vertices[i][0];
var y = shape.vertices[i][1];
var z = shape.vertices[i][2];
var pV = [x-cP[0],y-cP[1],z-cP[2]]; // Point direction vector
// Restricting to X and Z dimensions and comparing to Y.
var distPX = mag(dim("XY",pV));
@ -36,53 +55,49 @@ function drawShape(shape) {
var distCX = mag(dim("XY",cV));
var distCZ = mag(dim("ZY",cV));
/*
sin(acos(x)) = sqrt(1-x^2)
cos(acos(x)) = x
*/
/*var thetaX = Rnd(Math.acos(
dot(dim("XZ",cV),dim("XZ",pV)) /
(distCX*distPX)
),5);
var thetaY = Rnd(Math.acos(
dot(dim("YZ",cV),dim("YZ",pV)) /
(distCY*distPY)
),5);
var oppX = distPX * Math.sin(thetaX);
var oppY = distPY * Math.sin(thetaY);
/* Adjacent and Opposite calculated with math simplifications
cos(arccosx) = x
sin(arccosx) = sqrt(1-x^2)
*/
var adjX = dot(dim("XY",cV),dim("XY",pV)) / distCX;
var adjX = dot(dim("XY",cV),dim("XY",pV)) / distCX;
var adjZ = dot(dim("ZY",cV),dim("ZY",pV)) / distCZ;
var oppX = distPX * Math.sqrt(1-Math.pow(adjX/distPX,2));
var oppZ = distPZ * Math.sqrt(1-Math.pow(adjZ/distPZ,2));
var projOppX = distCX*oppX/adjX; // Represents X
var projOppZ = distCZ*oppZ/adjZ; // Represents Y
var projOppX = distCX*oppX/adjX; // Represents X in projective plane.
var projOppZ = distCZ*oppZ/adjZ; // Represents Y in projective plane.
// If the dot product is greater than 0, b is on the right of a.
if(adjX > 0) projOppX *= -1;
if(adjZ < 0) projOppZ *= -1;
console.log("--------\nPoint Position: ", shape[i],
"\nPosition Vector " + i + ": ", pV,
"\nDistancePXY: ", distPX,
"\nDistancePZY: ", distPZ,
"\nDistanceCXY: ", distCX,
"\nDistanceCZY: ", distCZ,
"\nAdjacentXY: ", adjX,
"\nAdjacentZY: ", adjZ,
"\nOppositeXY: ", oppX,
"\nOppositeZY: ", oppZ,
"\nProjectedOppXY: ", projOppX,
"\nProjectedOppZY: ", projOppZ
);
var canvasPointX = Rnd(cP[0]+projOppX,3);
var canvasPointY = Rnd(cP[2]+projOppZ,3)
newShape.push([Rnd(cP[0]+projOppX,3),Rnd(cP[2]+projOppZ,3)]);
if(verbose) {
var num = "Point " + (i+1).toString();
log["Shape Vertice Values"][num] = {
"Point Position": vecToObj(shape.vertices[i]),
"Position Vector": vecToObj(pV),
"DistancePXY": distPX,
"DistancePZY": distPZ,
"DistanceCXY": distCX,
"DistanceCZY": distCZ,
"AdjacentXY": adjX,
"AdjacentZY": adjZ,
"OppositeXY": oppX,
"OppositeZY": oppZ,
"ProjectedOppXY": projOppX,
"ProjectedOppZY": projOppZ
};
log["Canvas Points"][num] = vecToObj([canvasPointX, canvasPointY]);
}
newShape.push([canvasPointX, canvasPointY]);
}
console.log(newShape);
if(verbose) console.log(log);
ctx.moveTo(newShape[0][0],newShape[0][1]);
for(var i = 1; i < shape.length; i++) {
for(var i = 1; i < shape.vertices.length; i++) {
ctx.lineTo(newShape[i][0],newShape[i][1]);
}
ctx.fill();
@ -142,4 +157,13 @@ function SizeMismatch(message, obj) {
this.matrix = obj;
}
function vecToObj(vec) {
var obj = {};
var ref = ["X","Y","Z"];
for(var i = 0; i < vec.length; i++) {
obj[ref[i]] = vec[i];
}
return obj;
}
drawShape(triangle);