Simplify rendering
This commit is contained in:
1 parent
e93a8e5f32
commit
ae50725495
1 file changed
+72
-160
+72
-160
@@ -40,19 +40,7 @@
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window.addEventListener('resize', resize);
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window.addEventListener('resize', resize);
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resize();
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resize();
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const camera = {
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const camera = { fov: 800 };
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fov: 800
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};
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function rotateY(point, angle) {
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const cos = Math.cos(angle);
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const sin = Math.sin(angle);
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return {
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x: point.x * cos - point.z * sin,
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y: point.y,
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z: point.x * sin + point.z * cos
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};
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}
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class Point3D {
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class Point3D {
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constructor(x, y, z) {
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constructor(x, y, z) {
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@@ -67,66 +55,14 @@
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const yIso = (this.x + this.z) * 0.5 - this.y;
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const yIso = (this.x + this.z) * 0.5 - this.y;
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const x2d = xIso * scale + width / 2;
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const x2d = xIso * scale + width / 2;
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const y2d = yIso * scale + height / 2;
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const y2d = yIso * scale + height / 2;
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return { x: x2d, y: y2d, scale: scale };
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return { x: x2d, y: y2d };
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}
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}
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}
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}
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class TriangleMesh {
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function rotateY(p, angle) {
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constructor(p1, p2, p3, color) {
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const cos = Math.cos(angle);
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this.p1 = p1;
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const sin = Math.sin(angle);
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this.p2 = p2;
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return { x: p.x * cos - p.z * sin, y: p.y, z: p.x * sin + p.z * cos };
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this.p3 = p3;
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this.color = color;
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}
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calculateNormal() {
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const v1 = { x: this.p2.x - this.p1.x, y: this.p2.y - this.p1.y, z: this.p2.z - this.p1.z };
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const v2 = { x: this.p3.x - this.p1.x, y: this.p3.y - this.p1.y, z: this.p3.z - this.p1.z };
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this.normal = {
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x: v1.y * v2.z - v1.z * v2.y,
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y: v1.z * v2.x - v1.x * v2.z,
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z: v1.x * v2.y - v1.y * v2.x
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};
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const len = Math.sqrt(this.normal.x**2 + this.normal.y**2 + this.normal.z**2);
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if (len > 0) {
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this.normal.x /= len;
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this.normal.y /= len;
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this.normal.z /= len;
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}
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const light = { x: 0.3, y: 0.5, z: 0.8 };
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const dot = this.normal.x * light.x + this.normal.y * light.y + this.normal.z * light.z;
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this.intensity = Math.max(0.15, dot);
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}
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isBackface() {
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return this.normal.y > 0.5;
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}
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draw() {
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if (this.isBackface()) return;
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const proj1 = this.p1.project();
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const proj2 = this.p2.project();
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const proj3 = this.p3.project();
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const colorVal = Math.floor(this.intensity * 200);
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const r = this.color.r || 0;
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const g = this.color.g || (this.color.isWater ? 100 : colorVal);
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const b = this.color.b || (this.color.isWater ? 200 : 0);
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const fillColor = `rgba(${Math.floor(r * this.intensity)}, ${Math.floor(g * this.intensity)}, ${Math.floor(b * this.intensity)}, 0.85)`;
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ctx.beginPath();
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ctx.moveTo(proj1.x, proj1.y);
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ctx.lineTo(proj2.x, proj2.y);
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ctx.lineTo(proj3.x, proj3.y);
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ctx.closePath();
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ctx.fillStyle = fillColor;
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ctx.fill();
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ctx.strokeStyle = this.color.isWater ? '#00ccff' : (this.color.r ? '#ff3333' : '#00ff66');
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ctx.lineWidth = 1;
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ctx.stroke();
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}
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}
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}
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class Landscape {
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class Landscape {
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@@ -147,7 +83,6 @@
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y += Math.cos(nz * 0.7) * 60;
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y += Math.cos(nz * 0.7) * 60;
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y += Math.sin(nx * 1.5 + nz * 0.3) * 30;
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y += Math.sin(nx * 1.5 + nz * 0.3) * 30;
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y += Math.cos(nz * 1.5 - nx * 0.4) * 25;
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y += Math.cos(nz * 1.5 - nx * 0.4) * 25;
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y += Math.sin(nx * 2.5 - nz * 1.8) * 10;
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return y;
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return y;
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}
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}
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@@ -161,35 +96,6 @@
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this.generateTriangles();
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this.generateTriangles();
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}
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}
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generateTriangles() {
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this.triangles = [];
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const minIdx = -this.gridRange;
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const maxIdx = this.gridRange;
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for (let x = minIdx; x <= maxIdx; x++) {
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for (let z = minIdx; z <= maxIdx; z++) {
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const p1 = this.getPoint(x, z);
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const p2 = this.getPoint(x + 1, z);
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const p3 = this.getPoint(x + 1, z + 1);
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const p4 = this.getPoint(x, z + 1);
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const isWater1 = this.isWater(p1.y);
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const color1 = isWater1 ? { isWater: true, r: 0, g: 0, b: 180 } : { r: 0, g: 180, b: 0 };
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const isWater2 = this.isWater(p2.y);
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const color2 = isWater2 ? { isWater: true, r: 0, g: 0, b: 180 } : { r: 0, g: 180, b: 0 };
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const isWater3 = this.isWater(p3.y);
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const color3 = isWater3 ? { isWater: true, r: 0, g: 0, b: 180 } : { r: 0, g: 180, b: 0 };
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const isWater4 = this.isWater(p4.y);
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const color4 = isWater4 ? { isWater: true, r: 0, g: 0, b: 180 } : { r: 0, g: 180, b: 0 };
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this.triangles.push(new TriangleMesh(p1, p2, p3));
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this.triangles.push(new TriangleMesh(p1, p3, p4));
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}
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}
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this.triangles.forEach(t => t.calculateNormal());
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}
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getPoint(x, z) {
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getPoint(x, z) {
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const worldX = x * this.gridSize + this.offsetX;
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const worldX = x * this.gridSize + this.offsetX;
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const worldZ = z * this.gridSize + this.offsetZ;
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const worldZ = z * this.gridSize + this.offsetZ;
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@@ -197,13 +103,51 @@
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return new Point3D(worldX, y, worldZ);
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return new Point3D(worldX, y, worldZ);
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}
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}
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render() {
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generateTriangles() {
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this.triangles.sort((a, b) => {
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this.triangles = [];
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const za = (a.p1.z + a.p2.z + a.p3.z) / 3;
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for (let x = -this.gridRange; x <= this.gridRange; x++) {
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const zb = (b.p1.z + b.p2.z + b.p3.z) / 3;
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for (let z = -this.gridRange; z <= this.gridRange; z++) {
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return zb - za;
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const p1 = this.getPoint(x, z);
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const p2 = this.getPoint(x + 1, z);
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const p3 = this.getPoint(x + 1, z + 1);
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const p4 = this.getPoint(x, z + 1);
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const w1 = this.isWater(p1.y);
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const w2 = this.isWater(p2.y);
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const w3 = this.isWater(p3.y);
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const w4 = this.isWater(p4.y);
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this.triangles.push({ p1, p2, p3, isWater: w1 || w2 || w3, depth: (p1.z + p2.z + p3.z) / 3 });
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this.triangles.push({ p1, p3, p4, isWater: w1 || w3 || w4, depth: (p1.z + p3.z + p4.z) / 3 });
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}
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}
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}
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draw() {
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this.triangles.sort((a, b) => b.depth - a.depth);
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this.triangles.forEach(tri => {
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const proj1 = tri.p1.project();
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const proj2 = tri.p2.project();
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const proj3 = tri.p3.project();
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const v1 = { x: tri.p2.x - tri.p1.x, y: tri.p2.y - tri.p1.y, z: tri.p2.z - tri.p1.z };
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const v2 = { x: tri.p3.x - tri.p1.x, y: tri.p3.y - tri.p1.y, z: tri.p3.z - tri.p1.z };
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const crossZ = v1.x * v2.y - v1.y * v2.x;
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if (crossZ >= 0) return;
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const baseColor = tri.isWater ? 'rgba(0, 150, 220, 0.7)' : 'rgba(0, 200, 0, 0.7)';
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ctx.fillStyle = baseColor;
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ctx.beginPath();
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ctx.moveTo(proj1.x, proj1.y);
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ctx.lineTo(proj2.x, proj2.y);
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ctx.lineTo(proj3.x, proj3.y);
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ctx.closePath();
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ctx.fill();
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ctx.strokeStyle = tri.isWater ? '#00ccff' : '#00ff66';
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ctx.lineWidth = 1;
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ctx.stroke();
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});
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});
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this.triangles.forEach(tri => tri.draw());
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}
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}
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}
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}
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@@ -216,11 +160,10 @@
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init() {
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init() {
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const verts = [];
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const verts = [];
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const faces = [];
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const fuselageLength = 80;
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const fuselageLength = 80;
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const fuselageRadius = 8;
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const fuselageRadius = 8;
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const segments = 12;
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const segments = 8;
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for (let i = 0; i < segments; i++) {
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for (let i = 0; i < segments; i++) {
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const angle = (i / segments) * Math.PI * 2;
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const angle = (i / segments) * Math.PI * 2;
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@@ -233,7 +176,7 @@
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for (let i = 0; i < segments; i++) {
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for (let i = 0; i < segments; i++) {
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const angle1 = (i / segments) * Math.PI * 2;
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const angle1 = (i / segments) * Math.PI * 2;
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const angle2 = ((i + 1) / segments) * Math.PI * 2;
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const angle2 = ((i + 1) % segments / segments) * Math.PI * 2;
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verts.push(new Point3D(
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verts.push(new Point3D(
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Math.cos(angle1) * fuselageRadius,
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Math.cos(angle1) * fuselageRadius,
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Math.sin(angle1) * fuselageRadius,
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Math.sin(angle1) * fuselageRadius,
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@@ -246,21 +189,15 @@
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));
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));
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}
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}
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const tipIdx = verts.length;
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verts.push(new Point3D(0, 0, fuselageLength + 30));
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verts.push(new Point3D(0, 0, fuselageLength + 30));
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const baseIdx = 0;
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const middleStart = segments;
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const middleBase = middleStart;
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const tipIdx = verts.length - 1;
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for (let i = 0; i < segments; i++) {
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for (let i = 0; i < segments; i++) {
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const next = (i + 1) % segments;
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const next = (i + 1) % segments;
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const middleStart = segments + i * 2;
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const middleStart = segments + i * 2;
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const middleNext = segments + ((i + 1) % segments) * 2;
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const middleNext = segments + ((i + 1) % segments) * 2;
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faces.push([baseIdx + i, baseIdx + next, tipIdx]);
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verts.push([baseIdx = i, next].forEach(() => {}));
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faces.push([middleStart, middleNext, middleStart + 1]);
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faces.push([middleStart + 1, middleNext, middleNext + 1]);
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}
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}
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const wingSpan = 100;
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const wingSpan = 100;
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@@ -273,30 +210,10 @@
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verts.push(new Point3D(wingSpan / 2 - 5, wingY, 35));
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verts.push(new Point3D(wingSpan / 2 - 5, wingY, 35));
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verts.push(new Point3D(wingSpan / 2, wingY, 10));
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verts.push(new Point3D(wingSpan / 2, wingY, 10));
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faces.push([wingBackLeft, wingBackLeft + 1, wingBackLeft + 2]);
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this.faces.push([wingBackLeft, wingBackLeft + 1, wingBackLeft + 2]);
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faces.push([wingBackLeft, wingBackLeft + 2, wingBackLeft + 3]);
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this.faces.push([wingBackLeft, wingBackLeft + 2, wingBackLeft + 3]);
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const tailSpan = 40;
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const tailChord = 15;
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const tailY = 12;
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const tailBottom = verts.length;
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verts.push(new Point3D(-tailSpan / 2, tailY, fuselageLength - 30));
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verts.push(new Point3D(-tailSpan / 2 + 3, tailY, fuselageLength - 5));
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verts.push(new Point3D(tailSpan / 2 - 3, tailY, fuselageLength - 5));
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verts.push(new Point3D(tailSpan / 2, tailY, fuselageLength - 30));
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faces.push([tailBottom, tailBottom + 1, tailBottom + 2]);
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faces.push([tailBottom, tailBottom + 2, tailBottom + 3]);
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const vertFinTop = verts.length;
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verts.push(new Point3D(0, tailY + 25, fuselageLength - 25));
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verts.push(new Point3D(0, tailY + 25, fuselageLength - 5));
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faces.push([vertFinTop, vertFinTop + 1, middleStart]);
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this.vertices = verts;
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this.vertices = verts;
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this.faces = faces;
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}
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}
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update() {
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update() {
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@@ -306,32 +223,27 @@
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}
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}
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render() {
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render() {
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const transformedVerts = this.vertices.map(v => {
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const rot = rotateY(v, this.yaw);
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const cosR = Math.cos(this.roll), sinR = Math.sin(this.roll);
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const x1 = rot.x * cosR - rot.y * sinR;
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const y1 = rot.x * sinR + rot.y * cosR;
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const cosP = Math.cos(this.pitch), sinP = Math.sin(this.pitch);
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const y2 = y1 * cosP - rot.z * sinP;
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const z2 = y1 * sinP + rot.z * cosP;
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return new Point3D(x1, y2, 150 + z2);
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});
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ctx.strokeStyle = '#ff0000';
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ctx.strokeStyle = '#ff0000';
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ctx.lineWidth = 2;
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ctx.lineWidth = 2;
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ctx.shadowBlur = 15;
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ctx.shadowBlur = 15;
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ctx.shadowColor = '#ff0000';
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ctx.shadowColor = '#ff0000';
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this.faces.forEach((face) => {
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this.vertices.forEach(v => {
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const p1 = transformedVerts[face[0]];
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const proj = v.project();
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const p2 = transformedVerts[face[1]];
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const p3 = transformedVerts[face[2]];
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ctx.beginPath();
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ctx.beginPath();
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ctx.moveTo(p1.project().x, p1.project().y);
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ctx.arc(proj.x, proj.y, 3, 0, Math.PI * 2);
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ctx.lineTo(p2.project().x, p2.project().y);
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ctx.fillStyle = '#ff0000';
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ctx.lineTo(p3.project().x, p3.project().y);
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ctx.fill();
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ctx.closePath();
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});
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this.vertices.forEach((v, i) => {
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const nextIdx = (i + 1) % this.vertices.length;
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if (nextIdx <= 2) return;
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const p1 = v.project();
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const p2 = this.vertices[nextIdx].project();
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ctx.beginPath();
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ctx.moveTo(p1.x, p1.y);
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ctx.lineTo(p2.x, p2.y);
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ctx.stroke();
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ctx.stroke();
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});
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});
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@@ -347,7 +259,7 @@
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ctx.fillRect(0, 0, width, height);
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ctx.fillRect(0, 0, width, height);
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landscape.update();
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landscape.update();
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landscape.render();
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landscape.draw();
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airplane.update();
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airplane.update();
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airplane.render();
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airplane.render();
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Reference in new issue
Block a user