-
-
Notifications
You must be signed in to change notification settings - Fork 3.4k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Solves issue #7059 #7113
Solves issue #7059 #7113
Changes from all commits
260fd59
4366334
eeed9c9
420067b
d7fc17d
c10c423
09343bf
54547c3
c2e87bd
b7436b8
6e9f46c
d8a87a0
bd4a5a3
8163082
a0ce81d
de3c777
85244c0
23accfe
File filter
Filter by extension
Conversations
Jump to
Diff view
Diff view
There are no files selected for viewing
Original file line number | Diff line number | Diff line change |
---|---|---|
|
@@ -1146,6 +1146,154 @@ function exitFullscreen() { | |
} | ||
} | ||
|
||
|
||
/** | ||
* Converts 3D world coordinates to 2D screen coordinates. | ||
* | ||
* This function takes a 3D vector and converts its coordinates | ||
* from the world space to screen space. This can be useful for placing | ||
* 2D elements in a 3D scene or for determining the screen position | ||
* of 3D objects. | ||
* | ||
* @method worldToScreen | ||
* @param {p5.Vector} worldPosition The 3D coordinates in the world space. | ||
* @return {p5.Vector} A vector containing the 2D screen coordinates. | ||
* @example | ||
* <div> | ||
* <code> | ||
* | ||
* function setup() { | ||
* createCanvas(150, 150); | ||
* let vertices = [ | ||
* createVector(-20, -20), | ||
* createVector(20, -20), | ||
* createVector(20, 20), | ||
* createVector(-20, 20) | ||
* ]; | ||
* | ||
* push(); | ||
* translate(75, 55); | ||
* rotate(PI / 4); | ||
* | ||
* // Convert world coordinates to screen coordinates | ||
* let screenPos = vertices.map(v => worldToScreen(v)); | ||
* pop(); | ||
* | ||
* background(200); | ||
* | ||
* stroke(0); | ||
* fill(100, 150, 255, 100); | ||
* beginShape(); | ||
* screenPos.forEach(pos => vertex(pos.x, pos.y)); | ||
* endShape(CLOSE); | ||
* | ||
* screenPos.forEach((pos, i) => { | ||
* fill(0); | ||
* textSize(10); | ||
* if (i === 0) { | ||
* text(i + 1, pos.x + 3, pos.y - 7); | ||
* } else if (i === 1) { | ||
* text(i + 1, pos.x + 7, pos.y + 2); | ||
* } else if (i === 2) { | ||
* text(i + 1, pos.x - 2, pos.y + 12); | ||
* } else if (i === 3) { | ||
* text(i + 1, pos.x - 12, pos.y - 2); | ||
* } | ||
* }); | ||
* | ||
* fill(0); | ||
* noStroke(); | ||
* textSize(10); | ||
* let legendY = height - 35; | ||
* screenPos.forEach((pos, i) => { | ||
* text(`Vertex ${i + 1}: (${pos.x.toFixed(1)}, ${pos.y.toFixed(1)})`, 5, legendY + i * 10); | ||
* }); | ||
* | ||
* describe('A rotating square is transformed and drawn using screen coordinates.'); | ||
* | ||
* } | ||
* </code> | ||
* </div> | ||
* | ||
* @example | ||
* <div> | ||
* <code> | ||
* let vertices; | ||
* | ||
* function setup() { | ||
* createCanvas(100, 100, WEBGL); | ||
* vertices = [ | ||
* createVector(-25, -25, -25), | ||
* createVector(25, -25, -25), | ||
* createVector(25, 25, -25), | ||
* createVector(-25, 25, -25), | ||
* createVector(-25, -25, 25), | ||
* createVector(25, -25, 25), | ||
* createVector(25, 25, 25), | ||
* createVector(-25, 25, 25) | ||
* ]; | ||
* | ||
* describe('A rotating cube with points mapped to 2D screen space and displayed as ellipses.'); | ||
* | ||
* } | ||
* | ||
* function draw() { | ||
* background(200); | ||
* | ||
* // Animate rotation | ||
* let rotationX = millis() / 1000; | ||
* let rotationY = millis() / 1200; | ||
* | ||
* push(); | ||
* | ||
* rotateX(rotationX); | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. If we want to make sure the text itself isn't rotated, I think we might need to wrap the rotation + worldToScreen calls in a push/pop like you've got in the 2D mode example. |
||
* rotateY(rotationY); | ||
* | ||
* // Convert world coordinates to screen coordinates | ||
* let screenPos = vertices.map(v => worldToScreen(v)); | ||
* | ||
* pop(); | ||
* | ||
* screenPos.forEach((pos, i) => { | ||
* | ||
* let screenX = pos.x - width / 2; | ||
* let screenY = pos.y - height / 2; | ||
* fill(0); | ||
* noStroke(); | ||
* ellipse(screenX, screenY, 3, 3); | ||
* }); | ||
* } | ||
* </code> | ||
* </div> | ||
* | ||
*/ | ||
|
||
p5.prototype.worldToScreen = function(worldPosition) { | ||
const renderer = this._renderer; | ||
if (renderer.drawingContext instanceof CanvasRenderingContext2D) { | ||
// Handle 2D context | ||
const transformMatrix = new DOMMatrix() | ||
.scale(1 / renderer._pInst.pixelDensity()) | ||
.multiply(renderer.drawingContext.getTransform()); | ||
const screenCoordinates = transformMatrix.transformPoint( | ||
new DOMPoint(worldPosition.x, worldPosition.y) | ||
); | ||
return new p5.Vector(screenCoordinates.x, screenCoordinates.y); | ||
} else { | ||
// Handle WebGL context (3D) | ||
const modelViewMatrix = renderer.calculateCombinedMatrix(); | ||
const cameraCoordinates = modelViewMatrix.multiplyPoint(worldPosition); | ||
const normalizedDeviceCoordinates = | ||
renderer.states.uPMatrix.multiplyAndNormalizePoint(cameraCoordinates); | ||
const screenX = (0.5 + 0.5 * normalizedDeviceCoordinates.x) * this.width; | ||
const screenY = (0.5 - 0.5 * normalizedDeviceCoordinates.y) * this.height; | ||
const screenZ = 0.5 + 0.5 * normalizedDeviceCoordinates.z; | ||
return new p5.Vector(screenX, screenY, screenZ); | ||
} | ||
}; | ||
|
||
|
||
|
||
/** | ||
* Returns the sketch's current | ||
* <a href="https://developer.mozilla.org/en-US/docs/Learn/Common_questions/Web_mechanics/What_is_a_URL" target="_blank">URL</a> | ||
|
Original file line number | Diff line number | Diff line change | ||
---|---|---|---|---|
|
@@ -236,4 +236,61 @@ suite('Environment', function() { | |||
assert.isNumber(myp5.displayDensity(), pd); | ||||
}); | ||||
}); | ||||
|
||||
suite('2D context test', function() { | ||||
beforeEach(function() { | ||||
myp5.createCanvas(100, 100); | ||||
}); | ||||
|
||||
test('worldToScreen for 2D context', function() { | ||||
let worldPos = myp5.createVector(50, 50); | ||||
let screenPos = myp5.worldToScreen(worldPos); | ||||
assert.closeTo(screenPos.x, 50, 0.1); | ||||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This one is great! Can we add a test of rotation in 2D too? |
||||
assert.closeTo(screenPos.y, 50, 0.1); | ||||
}); | ||||
|
||||
test('worldToScreen with rotation in 2D', function() { | ||||
myp5.push(); | ||||
myp5.translate(50, 50); | ||||
myp5.rotate(myp5.PI / 2); | ||||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I think since we translate before we rotate, the rotation doesn't end up actually affecting the position. If we rotate first, we should see an effect (I would expect (x, y) to become (y, -x) I think?) There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Wait, actually, ignore this -- it's only true if you're using (0,0) as your local coordinate. I see the offset by 10 does actually switch axes here! |
||||
let worldPos = myp5.createVector(10, 0); | ||||
let screenPos = myp5.worldToScreen(worldPos); | ||||
myp5.pop(); | ||||
assert.closeTo(screenPos.x, 50, 0.1); | ||||
assert.closeTo(screenPos.y, 60, 0.1); | ||||
}); | ||||
}); | ||||
|
||||
suite('3D context test', function() { | ||||
beforeEach(function() { | ||||
myp5.createCanvas(100, 100, myp5.WEBGL); | ||||
}); | ||||
|
||||
test('worldToScreen for 3D context', function() { | ||||
let worldPos = myp5.createVector(0, 0, 0); | ||||
let screenPos = myp5.worldToScreen(worldPos); | ||||
assert.closeTo(screenPos.x, 50, 0.1); | ||||
assert.closeTo(screenPos.y, 50, 0.1); | ||||
}); | ||||
|
||||
test('worldToScreen with rotation in 3D around Y-axis', function() { | ||||
myp5.push(); | ||||
myp5.rotateY(myp5.PI / 2); | ||||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Similar comment here: just rotating won't affect the coordinates, so could we do a translation after this? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. actually, ignore that, as mentioned above, it should be ok as long as you're converting a nonzero coordinate. But it feels odd that the resulting coordinate would still be 50,50 since the untransformed example above also ends up at that. should this value be something else? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more.
Maybe it should be What are your thoughts on this @davepagurek please let me know?! There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. oh, I definitely didn't catch that this was a p5.js/test/unit/core/environment.js Line 242 in 420067b
So I think this result does actually make sense, and maybe we should just add one more test of rotation about the Z axis so that we can confirm that an example like the one you use in the 2D tests also works in WebGL. |
||||
let worldPos = myp5.createVector(50, 0, 0); | ||||
let screenPos = myp5.worldToScreen(worldPos); | ||||
myp5.pop(); | ||||
assert.closeTo(screenPos.x, 50, 0.1); | ||||
assert.closeTo(screenPos.y, 50, 0.1); | ||||
}); | ||||
|
||||
test('worldToScreen with rotation in 3D around Z-axis', function() { | ||||
myp5.push(); | ||||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This one doesn't assert anything so it might not work super well as a unit test, but this would be a cool example to have in the reference for this item! Maybe we could move it into the reference comments instead? (Same for the 2D case, having those as two examples would be great!) There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. @limzykenneth in the 2.0 branch, is there an easy way to get a preview of how the docs will look, similar to There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Not at the moment. The offline reference (which I also forked out here) can potentially help but it is not setup to work automatically yet. |
||||
myp5.rotateZ(myp5.PI / 2); | ||||
let worldPos = myp5.createVector(10, 0, 0); | ||||
let screenPos = myp5.worldToScreen(worldPos); | ||||
myp5.pop(); | ||||
assert.closeTo(screenPos.x, 50, 0.1); | ||||
assert.closeTo(screenPos.y, 60, 0.1); | ||||
}); | ||||
}); | ||||
}); |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
How do you feel about moving this to
draw()
and making the rotation change slowly over time?There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
A great idea , will do this in a while.