// This file is mostly written by ChatGPT 5.2 // Renders 3D polylines (arrays of Vec3 points) onto a 2D canvas using a perspective frustum. // - ctx: CanvasRenderingContext2D // - polylines: Array> // - camera: { // eye:{x,y,z}, target:{x,y,z}, up:{x,y,z}, // fovY:number (radians), aspect:number, near:number, far:number // } // - viewport: { x:number, y:number, w:number, h:number } // canvas rect in pixels function renderFrustumPolylines(ctx, polylines, camera, viewport) { const V = mat4LookAt(camera.eye, camera.target, camera.up); const P = mat4Perspective(camera.fovY, camera.aspect, camera.near, camera.far); const VP = mat4Mul(P, V); ctx.beginPath(); for (const poly of polylines) { if (!poly || poly.length < 2) continue; for (let i = 0; i < poly.length - 1; i++) { const a = poly[i]; const b = poly[i + 1]; const ca = mat4MulVec4(VP, [a.x, a.y, a.z, 1]); const cb = mat4MulVec4(VP, [b.x, b.y, b.z, 1]); const clipped = clipLineClipSpace(ca, cb); if (!clipped) continue; const [p0, p1] = clipped; // Perspective divide -> NDC const ndc0 = [p0[0] / p0[3], p0[1] / p0[3], p0[2] / p0[3]]; const ndc1 = [p1[0] / p1[3], p1[1] / p1[3], p1[2] / p1[3]]; // NDC [-1..1] -> screen pixels const s0 = ndcToScreen(ndc0, viewport); const s1 = ndcToScreen(ndc1, viewport); ctx.moveTo(s0[0], s0[1]); ctx.lineTo(s1[0], s1[1]); } } ctx.stroke(); } function ndcToScreen(ndc, vp) { // Canvas y-axis points down; NDC y-axis points up. const x = vp.x + (ndc[0] * 0.5 + 0.5) * vp.w; const y = vp.y + (1 - (ndc[1] * 0.5 + 0.5)) * vp.h; return [x, y]; } // --- Homogeneous line clipping in clip space --- // Clip space constraints (OpenGL-style): // -w <= x <= w // -w <= y <= w // -w <= z <= w // // Returns null if fully outside, else returns [p0,p1] (both vec4 in clip space). function clipLineClipSpace(p0, p1) { let t0 = 0, t1 = 1; const d = [p1[0] - p0[0], p1[1] - p0[1], p1[2] - p0[2], p1[3] - p0[3]]; // For each plane: (a·p + b >= 0). In homogeneous clip space: // x + w >= 0, -x + w >= 0, y + w >= 0, -y + w >= 0, z + w >= 0, -z + w >= 0. const planes = [ [ 1, 0, 0, 1], // x + w >= 0 [-1, 0, 0, 1], // -x + w >= 0 [ 0, 1, 0, 1], // y + w >= 0 [ 0, -1, 0, 1], // -y + w >= 0 [ 0, 0, 1, 1], // z + w >= 0 [ 0, 0, -1, 1] // -z + w >= 0 ]; for (const pl of planes) { const f0 = pl[0]*p0[0] + pl[1]*p0[1] + pl[2]*p0[2] + pl[3]*p0[3]; const f1 = pl[0]*p1[0] + pl[1]*p1[1] + pl[2]*p1[2] + pl[3]*p1[3]; const df = f1 - f0; if (df === 0) { if (f0 < 0) return null; // parallel and outside continue; } const t = -f0 / df; if (df > 0) { // entering if (t > t0) t0 = t; } else { // leaving if (t < t1) t1 = t; } if (t0 > t1) return null; } const q0 = [ p0[0] + d[0]*t0, p0[1] + d[1]*t0, p0[2] + d[2]*t0, p0[3] + d[3]*t0 ]; const q1 = [ p0[0] + d[0]*t1, p0[1] + d[1]*t1, p0[2] + d[2]*t1, p0[3] + d[3]*t1 ]; // Also reject if w is non-positive after clipping (avoid invalid perspective divide) if (q0[3] <= 0 && q1[3] <= 0) return null; return [q0, q1]; } // --- Minimal 4x4 matrix helpers (column-major, WebGL-style) --- function mat4Mul(A, B) { // C = A * B const C = new Float32Array(16); for (let c = 0; c < 4; c++) { for (let r = 0; r < 4; r++) { C[c*4 + r] = A[0*4 + r] * B[c*4 + 0] + A[1*4 + r] * B[c*4 + 1] + A[2*4 + r] * B[c*4 + 2] + A[3*4 + r] * B[c*4 + 3]; } } return C; } function mat4MulVec4(M, v) { return [ M[0]*v[0] + M[4]*v[1] + M[8]*v[2] + M[12]*v[3], M[1]*v[0] + M[5]*v[1] + M[9]*v[2] + M[13]*v[3], M[2]*v[0] + M[6]*v[1] + M[10]*v[2] + M[14]*v[3], M[3]*v[0] + M[7]*v[1] + M[11]*v[2] + M[15]*v[3] ]; } function mat4Perspective(fovY, aspect, near, far) { const f = 1 / Math.tan(fovY * 0.5); const nf = 1 / (near - far); const M = new Float32Array(16); M[0] = f / aspect; M[4] = 0; M[8] = 0; M[12] = 0; M[1] = 0; M[5] = f; M[9] = 0; M[13] = 0; M[2] = 0; M[6] = 0; M[10] = (far + near) * nf; M[14] = (2 * far * near) * nf; M[3] = 0; M[7] = 0; M[11] = -1; M[15] = 0; return M; } function mat4LookAt(eye, target, up) { const z = normalize3(sub3(eye, target)); // forward (camera looks down -Z in view space) const x = normalize3(cross3(up, z)); // right const y = cross3(z, x); // true up const M = new Float32Array(16); M[0] = x.x; M[4] = x.y; M[8] = x.z; M[12] = -dot3(x, eye); M[1] = y.x; M[5] = y.y; M[9] = y.z; M[13] = -dot3(y, eye); M[2] = z.x; M[6] = z.y; M[10] = z.z; M[14] = -dot3(z, eye); M[3] = 0; M[7] = 0; M[11] = 0; M[15] = 1; return M; } // --- Vec3 helpers --- function scale3(v, s) { return { x: v.x * s, y: v.y * s, z: v.z * s}; } function sub3(a, b) { return { x: a.x - b.x, y: a.y - b.y, z: a.z - b.z }; } function dot3(a, b) { return a.x*b.x + a.y*b.y + a.z*b.z; } function cross3(a, b) { return { x: a.y*b.z - a.z*b.y, y: a.z*b.x - a.x*b.z, z: a.x*b.y - a.y*b.x }; } function normalize3(v) { const len = Math.hypot(v.x, v.y, v.z) || 1; return { x: v.x / len, y: v.y / len, z: v.z / len }; } function rotateVecY(v, angle) { const c = Math.cos(angle); const s = Math.sin(angle); return { x: v.x * c - v.z * s, y: v.y, z: v.x * s + v.z * c }; } class Plane { constructor(position, normal) { Object.assign(this, { position, normal: normalize3(normal)} ); } intersect_with(other) { const n1 = this.normal; const n2 = other.normal; // Direction of intersection line const dir = cross3(n1, n2); const dirLen2 = dot3(dir, dir); // Parallel (or nearly) if (dirLen2 < 1e-8) return null; // Plane constants: n·x + d = 0 const d1 = -dot3(n1, this.position); const d2 = -dot3(n2, other.position); // Compute point on line // x = ( (d2*n1 - d1*n2) × dir ) / |dir|² const tmp = sub3( scale3(n1, d2), scale3(n2, d1) ); const point = scale3( cross3(tmp, dir), 1 / dirLen2 ); return { point, // point on the line direction: normalize3(dir) }; }; } function create_convex_hull() { const ph1 = performance.now()*0.007 % (Math.PI * 2); const ph2 = performance.now()*0.005 % (Math.PI * 2); const sides = [ // Top new Plane({x:0, y:-2, z:0}, {x:0, y:-1, z:0}), new Plane({x:-2, y:0, z:0}, {x:-3, y:1, z:0}), new Plane({x: 2, y:0, z:0}, {x: 3, y:1, z:0}), new Plane({x:0, y:0, z:-2}, {x:0, y:1, z:-3}), new Plane({x:0, y:0, z: 2}, {x:0, y:1, z: 3}), // Bottom new Plane({x:0, y:2, z:0}, {x:Math.sin(ph1)*.2, y:1, z:Math.sin(ph2)*.2}), ]; const hull = []; const EPS = 1e-6; for (let i = 0; i < sides.length - 1; i++) { for (let j = i + 1; j < sides.length; j++) { const line = sides[i].intersect_with(sides[j]); if (!line) continue; let tMin = -Infinity; let tMax = +Infinity; for (let k = 0; k < sides.length; k++) { if (k === i || k === j) continue; const pl = sides[k]; // inside: dot(n, x - p0) <= 0 const a = dot3(pl.normal, line.direction); const c = dot3(pl.normal, sub3(line.point, pl.position)); // Parallel to plane if (Math.abs(a) < EPS) { if (c > 0) { // entirely outside tMin = 1; tMax = 0; break; } continue; } const tHit = -c / a; if (a > 0) { // t <= tHit if (tHit < tMax) tMax = tHit; } else { // t >= tHit if (tHit > tMin) tMin = tHit; } if (tMin > tMax) break; } if (tMin <= tMax) { const p0 = { x: line.point.x + line.direction.x * tMin, y: line.point.y + line.direction.y * tMin, z: line.point.z + line.direction.z * tMin }; const p1 = { x: line.point.x + line.direction.x * tMax, y: line.point.y + line.direction.y * tMax, z: line.point.z + line.direction.z * tMax }; hull.push([p0, p1]); } } } return hull; } function demo_convex_hull() { const hull = create_convex_hull(); const eye = rotateVecY({x:0,y:2,z:10}, performance.now()*0.001 % (Math.PI * 2)); C.clearRect(0, 0, W, H); renderFrustumPolylines( C, hull, { eye, target:{x:0,y:0,z:0}, up:{x:0,y:1,z:0}, fovY:Math.PI/4, aspect:canvas.width/canvas.height, near:0.1, far:100 }, { x:0, y:0, w:canvas.width, h:canvas.height } ); window.requestAnimationFrame(demo_convex_hull); } window.requestAnimationFrame(demo_convex_hull);