Simplify rendering

This commit is contained in:
Richard Zink committed 2026-10-06 16:15:58 +02:00
1 parent e93a8e5f32
commit ae50725495
1 file changed
+73 -161
+73 -161
View File
@@ -40,19 +40,7 @@
window.addEventListener('resize', resize); window.addEventListener('resize', resize);
resize(); resize();
const camera = { const camera = { fov: 800 };
fov: 800
};
function rotateY(point, angle) {
const cos = Math.cos(angle);
const sin = Math.sin(angle);
return {
x: point.x * cos - point.z * sin,
y: point.y,
z: point.x * sin + point.z * cos
};
}
class Point3D { class Point3D {
constructor(x, y, z) { constructor(x, y, z) {
@@ -67,66 +55,14 @@
const yIso = (this.x + this.z) * 0.5 - this.y; const yIso = (this.x + this.z) * 0.5 - this.y;
const x2d = xIso * scale + width / 2; const x2d = xIso * scale + width / 2;
const y2d = yIso * scale + height / 2; const y2d = yIso * scale + height / 2;
return { x: x2d, y: y2d, scale: scale }; return { x: x2d, y: y2d };
} }
} }
class TriangleMesh { function rotateY(p, angle) {
constructor(p1, p2, p3, color) { const cos = Math.cos(angle);
this.p1 = p1; const sin = Math.sin(angle);
this.p2 = p2; return { x: p.x * cos - p.z * sin, y: p.y, z: p.x * sin + p.z * cos };
this.p3 = p3;
this.color = color;
}
calculateNormal() {
const v1 = { x: this.p2.x - this.p1.x, y: this.p2.y - this.p1.y, z: this.p2.z - this.p1.z };
const v2 = { x: this.p3.x - this.p1.x, y: this.p3.y - this.p1.y, z: this.p3.z - this.p1.z };
this.normal = {
x: v1.y * v2.z - v1.z * v2.y,
y: v1.z * v2.x - v1.x * v2.z,
z: v1.x * v2.y - v1.y * v2.x
};
const len = Math.sqrt(this.normal.x**2 + this.normal.y**2 + this.normal.z**2);
if (len > 0) {
this.normal.x /= len;
this.normal.y /= len;
this.normal.z /= len;
}
const light = { x: 0.3, y: 0.5, z: 0.8 };
const dot = this.normal.x * light.x + this.normal.y * light.y + this.normal.z * light.z;
this.intensity = Math.max(0.15, dot);
}
isBackface() {
return this.normal.y > 0.5;
}
draw() {
if (this.isBackface()) return;
const proj1 = this.p1.project();
const proj2 = this.p2.project();
const proj3 = this.p3.project();
const colorVal = Math.floor(this.intensity * 200);
const r = this.color.r || 0;
const g = this.color.g || (this.color.isWater ? 100 : colorVal);
const b = this.color.b || (this.color.isWater ? 200 : 0);
const fillColor = `rgba(${Math.floor(r * this.intensity)}, ${Math.floor(g * this.intensity)}, ${Math.floor(b * this.intensity)}, 0.85)`;
ctx.beginPath();
ctx.moveTo(proj1.x, proj1.y);
ctx.lineTo(proj2.x, proj2.y);
ctx.lineTo(proj3.x, proj3.y);
ctx.closePath();
ctx.fillStyle = fillColor;
ctx.fill();
ctx.strokeStyle = this.color.isWater ? '#00ccff' : (this.color.r ? '#ff3333' : '#00ff66');
ctx.lineWidth = 1;
ctx.stroke();
}
} }
class Landscape { class Landscape {
@@ -147,7 +83,6 @@
y += Math.cos(nz * 0.7) * 60; y += Math.cos(nz * 0.7) * 60;
y += Math.sin(nx * 1.5 + nz * 0.3) * 30; y += Math.sin(nx * 1.5 + nz * 0.3) * 30;
y += Math.cos(nz * 1.5 - nx * 0.4) * 25; y += Math.cos(nz * 1.5 - nx * 0.4) * 25;
y += Math.sin(nx * 2.5 - nz * 1.8) * 10;
return y; return y;
} }
@@ -161,35 +96,6 @@
this.generateTriangles(); this.generateTriangles();
} }
generateTriangles() {
this.triangles = [];
const minIdx = -this.gridRange;
const maxIdx = this.gridRange;
for (let x = minIdx; x <= maxIdx; x++) {
for (let z = minIdx; z <= maxIdx; z++) {
const p1 = this.getPoint(x, z);
const p2 = this.getPoint(x + 1, z);
const p3 = this.getPoint(x + 1, z + 1);
const p4 = this.getPoint(x, z + 1);
const isWater1 = this.isWater(p1.y);
const color1 = isWater1 ? { isWater: true, r: 0, g: 0, b: 180 } : { r: 0, g: 180, b: 0 };
const isWater2 = this.isWater(p2.y);
const color2 = isWater2 ? { isWater: true, r: 0, g: 0, b: 180 } : { r: 0, g: 180, b: 0 };
const isWater3 = this.isWater(p3.y);
const color3 = isWater3 ? { isWater: true, r: 0, g: 0, b: 180 } : { r: 0, g: 180, b: 0 };
const isWater4 = this.isWater(p4.y);
const color4 = isWater4 ? { isWater: true, r: 0, g: 0, b: 180 } : { r: 0, g: 180, b: 0 };
this.triangles.push(new TriangleMesh(p1, p2, p3));
this.triangles.push(new TriangleMesh(p1, p3, p4));
}
}
this.triangles.forEach(t => t.calculateNormal());
}
getPoint(x, z) { getPoint(x, z) {
const worldX = x * this.gridSize + this.offsetX; const worldX = x * this.gridSize + this.offsetX;
const worldZ = z * this.gridSize + this.offsetZ; const worldZ = z * this.gridSize + this.offsetZ;
@@ -197,13 +103,51 @@
return new Point3D(worldX, y, worldZ); return new Point3D(worldX, y, worldZ);
} }
render() { generateTriangles() {
this.triangles.sort((a, b) => { this.triangles = [];
const za = (a.p1.z + a.p2.z + a.p3.z) / 3; for (let x = -this.gridRange; x <= this.gridRange; x++) {
const zb = (b.p1.z + b.p2.z + b.p3.z) / 3; for (let z = -this.gridRange; z <= this.gridRange; z++) {
return zb - za; const p1 = this.getPoint(x, z);
}); const p2 = this.getPoint(x + 1, z);
this.triangles.forEach(tri => tri.draw()); const p3 = this.getPoint(x + 1, z + 1);
const p4 = this.getPoint(x, z + 1);
const w1 = this.isWater(p1.y);
const w2 = this.isWater(p2.y);
const w3 = this.isWater(p3.y);
const w4 = this.isWater(p4.y);
this.triangles.push({ p1, p2, p3, isWater: w1 || w2 || w3, depth: (p1.z + p2.z + p3.z) / 3 });
this.triangles.push({ p1, p3, p4, isWater: w1 || w3 || w4, depth: (p1.z + p3.z + p4.z) / 3 });
}
}
}
draw() {
this.triangles.sort((a, b) => b.depth - a.depth);
this.triangles.forEach(tri => {
const proj1 = tri.p1.project();
const proj2 = tri.p2.project();
const proj3 = tri.p3.project();
const v1 = { x: tri.p2.x - tri.p1.x, y: tri.p2.y - tri.p1.y, z: tri.p2.z - tri.p1.z };
const v2 = { x: tri.p3.x - tri.p1.x, y: tri.p3.y - tri.p1.y, z: tri.p3.z - tri.p1.z };
const crossZ = v1.x * v2.y - v1.y * v2.x;
if (crossZ >= 0) return;
const baseColor = tri.isWater ? 'rgba(0, 150, 220, 0.7)' : 'rgba(0, 200, 0, 0.7)';
ctx.fillStyle = baseColor;
ctx.beginPath();
ctx.moveTo(proj1.x, proj1.y);
ctx.lineTo(proj2.x, proj2.y);
ctx.lineTo(proj3.x, proj3.y);
ctx.closePath();
ctx.fill();
ctx.strokeStyle = tri.isWater ? '#00ccff' : '#00ff66';
ctx.lineWidth = 1;
ctx.stroke();
});
} }
} }
@@ -216,11 +160,10 @@
init() { init() {
const verts = []; const verts = [];
const faces = [];
const fuselageLength = 80; const fuselageLength = 80;
const fuselageRadius = 8; const fuselageRadius = 8;
const segments = 12; const segments = 8;
for (let i = 0; i < segments; i++) { for (let i = 0; i < segments; i++) {
const angle = (i / segments) * Math.PI * 2; const angle = (i / segments) * Math.PI * 2;
@@ -233,7 +176,7 @@
for (let i = 0; i < segments; i++) { for (let i = 0; i < segments; i++) {
const angle1 = (i / segments) * Math.PI * 2; const angle1 = (i / segments) * Math.PI * 2;
const angle2 = ((i + 1) / segments) * Math.PI * 2; const angle2 = ((i + 1) % segments / segments) * Math.PI * 2;
verts.push(new Point3D( verts.push(new Point3D(
Math.cos(angle1) * fuselageRadius, Math.cos(angle1) * fuselageRadius,
Math.sin(angle1) * fuselageRadius, Math.sin(angle1) * fuselageRadius,
@@ -246,21 +189,15 @@
)); ));
} }
const tipIdx = verts.length;
verts.push(new Point3D(0, 0, fuselageLength + 30)); verts.push(new Point3D(0, 0, fuselageLength + 30));
const baseIdx = 0;
const middleStart = segments;
const middleBase = middleStart;
const tipIdx = verts.length - 1;
for (let i = 0; i < segments; i++) { for (let i = 0; i < segments; i++) {
const next = (i + 1) % segments; const next = (i + 1) % segments;
const middleStart = segments + i * 2; const middleStart = segments + i * 2;
const middleNext = segments + ((i + 1) % segments) * 2; const middleNext = segments + ((i + 1) % segments) * 2;
faces.push([baseIdx + i, baseIdx + next, tipIdx]); verts.push([baseIdx = i, next].forEach(() => {}));
faces.push([middleStart, middleNext, middleStart + 1]);
faces.push([middleStart + 1, middleNext, middleNext + 1]);
} }
const wingSpan = 100; const wingSpan = 100;
@@ -273,30 +210,10 @@
verts.push(new Point3D(wingSpan / 2 - 5, wingY, 35)); verts.push(new Point3D(wingSpan / 2 - 5, wingY, 35));
verts.push(new Point3D(wingSpan / 2, wingY, 10)); verts.push(new Point3D(wingSpan / 2, wingY, 10));
faces.push([wingBackLeft, wingBackLeft + 1, wingBackLeft + 2]); this.faces.push([wingBackLeft, wingBackLeft + 1, wingBackLeft + 2]);
faces.push([wingBackLeft, wingBackLeft + 2, wingBackLeft + 3]); this.faces.push([wingBackLeft, wingBackLeft + 2, wingBackLeft + 3]);
const tailSpan = 40;
const tailChord = 15;
const tailY = 12;
const tailBottom = verts.length;
verts.push(new Point3D(-tailSpan / 2, tailY, fuselageLength - 30));
verts.push(new Point3D(-tailSpan / 2 + 3, tailY, fuselageLength - 5));
verts.push(new Point3D(tailSpan / 2 - 3, tailY, fuselageLength - 5));
verts.push(new Point3D(tailSpan / 2, tailY, fuselageLength - 30));
faces.push([tailBottom, tailBottom + 1, tailBottom + 2]);
faces.push([tailBottom, tailBottom + 2, tailBottom + 3]);
const vertFinTop = verts.length;
verts.push(new Point3D(0, tailY + 25, fuselageLength - 25));
verts.push(new Point3D(0, tailY + 25, fuselageLength - 5));
faces.push([vertFinTop, vertFinTop + 1, middleStart]);
this.vertices = verts; this.vertices = verts;
this.faces = faces;
} }
update() { update() {
@@ -306,32 +223,27 @@
} }
render() { render() {
const transformedVerts = this.vertices.map(v => {
const rot = rotateY(v, this.yaw);
const cosR = Math.cos(this.roll), sinR = Math.sin(this.roll);
const x1 = rot.x * cosR - rot.y * sinR;
const y1 = rot.x * sinR + rot.y * cosR;
const cosP = Math.cos(this.pitch), sinP = Math.sin(this.pitch);
const y2 = y1 * cosP - rot.z * sinP;
const z2 = y1 * sinP + rot.z * cosP;
return new Point3D(x1, y2, 150 + z2);
});
ctx.strokeStyle = '#ff0000'; ctx.strokeStyle = '#ff0000';
ctx.lineWidth = 2; ctx.lineWidth = 2;
ctx.shadowBlur = 15; ctx.shadowBlur = 15;
ctx.shadowColor = '#ff0000'; ctx.shadowColor = '#ff0000';
this.faces.forEach((face) => { this.vertices.forEach(v => {
const p1 = transformedVerts[face[0]]; const proj = v.project();
const p2 = transformedVerts[face[1]];
const p3 = transformedVerts[face[2]];
ctx.beginPath(); ctx.beginPath();
ctx.moveTo(p1.project().x, p1.project().y); ctx.arc(proj.x, proj.y, 3, 0, Math.PI * 2);
ctx.lineTo(p2.project().x, p2.project().y); ctx.fillStyle = '#ff0000';
ctx.lineTo(p3.project().x, p3.project().y); ctx.fill();
ctx.closePath(); });
this.vertices.forEach((v, i) => {
const nextIdx = (i + 1) % this.vertices.length;
if (nextIdx <= 2) return;
const p1 = v.project();
const p2 = this.vertices[nextIdx].project();
ctx.beginPath();
ctx.moveTo(p1.x, p1.y);
ctx.lineTo(p2.x, p2.y);
ctx.stroke(); ctx.stroke();
}); });
@@ -347,7 +259,7 @@
ctx.fillRect(0, 0, width, height); ctx.fillRect(0, 0, width, height);
landscape.update(); landscape.update();
landscape.render(); landscape.draw();
airplane.update(); airplane.update();
airplane.render(); airplane.render();