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asciiRender.js
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let A = 0, B = 0;
let rotX = 0.0;
let rotZ = 0.03;
let radius_1 = 4;
let radius_2 = 1;
let scale = 60;
let width = 100;
let height = 50;
let cameraX, cameraY, cameraZ = 10;
function setOuterParams(){
radius_1 = Number( document.getElementById("radius_1").innerHTML );
radius_2 = Number( document.getElementById("radius_2").innerHTML );
scale = Number( document.getElementById("scale").innerHTML );
rotX = Number( document.getElementById("rotX").innerHTML / 100 );
rotZ = Number( document.getElementById("rotZ").innerHTML / 100 );
cameraZ = Number( document.getElementById("cameraDist").innerHTML );
}
function ascii_frame2() {
//region [ making canvas ]
let b = [];
let z = [];
for (let k = 0; k < width * height; k++) {
let x = k % width;
if (x === width - 1) {
b[k] = "<br>";
} else {
b[k] = "\u00A0";
}
z[k] = 0;
}
//endregion
for (let j = 0; j < Math.PI * 2; j += 0.04) {
let ct = Math.cos(j), st = Math.sin(j);
let ox = radius_2 * ct + radius_1,
oy = radius_2 * st;
for (let i = 0; i < Math.PI * 2; i += 0.02) {
let sp = Math.sin(i), cp = Math.cos(i);
/** Donut Matrix ( pitch )
*
* cp 0 sp
* 0 1 0
* -sp 0 cp
*/
//model
let mx = ox * cp,
my = oy,
mz = -ox * sp;
/** Rotation Matrix
* roll yaw
*
* 1 0 0 cB -sB 0
* 0 cA -sA sB cB 0
* 0 sA cA 0 0 1
*
*
* calculated
*
* cB -sB 0
* cA * sB cA * cB -sA
* sA * sB sA * cB cA
*
*/
let cA = Math.cos(A ), sA = Math.sin( A ),
cB = Math.cos(-B), sB = Math.sin(-B);
let wx = cB * mx - sB * my,
wy = cA * sB * mx + cA * cB * my - sA * mz ,
wz = sA * sB * mx + sA * cB * my + cA * mz;
let D = 1/(wz + cameraZ),
x = Math.floor( width / 2 + scale * D * wx ),
y = Math.floor( height / 2 + scale / 2 * D * wy);
//calculate Light
let lmx = ct * cp,
lmy = st,
lmz = -ct * sp;
let lx = cB * lmx - sB * lmy;
let ly = cA * sB * lmx + cA * cB * lmy - sA * lmz ;
let lz = sA * sB * lmx + sA * cB * lmy + cA * lmz;
let lightDir = [ 0, -1 ,-1 ];
let N = Math.floor(8 * (lightDir[0] * lx + lightDir[1] * ly + lightDir[2] * lz));
let o = x + width * y;
if ( y < height && y >= 0 && x >= 0 && x < width-1
&& D > z[o] ) {
z[o] = D;
b[o] = ".,-~:;=!*#$@"[N > 0 ? N : 0];
}
}
}
return b.join("");
}
function ascii_frame(){
let b = [];
let z = [];
let cA = Math.cos(A), sA = Math.sin(A),
cB = Math.cos(B), sB = Math.sin(B);
//region [ making canvas ]
for (let k = 0; k < width * height; k++) {
let x = k % width;
if (x === width - 1) {
b[k] = "<br>";
} else {
b[k] = "\u00A0";
}
z[k] = 0;
}
//endregion
//1차 원 ( 도넛의 단면 )
for (let j = 0; j < Math.PI * 2; j += 0.04) {
let ct = Math.cos(j), st = Math.sin(j);
let ox = radius_2 * ct + radius_1, // R1 + R2*cos(theta)
oy = radius_2 * st;
//2차로 위에서 만든 원을 회전시켜 도넛 구성
for (let i = 0; i < Math.PI * 2; i += 0.02) {
let sp = Math.sin(i), cp = Math.cos(i);
let D, x, y;
// //미스테리 구역... 왜이렇게 계산이 간단함?
D = 1 / (ox * sp * sA + oy * cA + cameraZ); // this is 1/z
let t = sp * ox * cA - oy * sA;
x = Math.floor(width / 2 + scale * D * (cp * ox * cB - t * sB));
y = Math.floor(height / 2 + scale / 2 * D * (cp * ox * sB + t * cB));
let o = x + width * y,
N = Math.floor(8 * ((st * sA - sp * ct * cA) * cB - sp * ct * sA - st * cA - cp * ct * sB));
if ( y < height && y >= 0 && x >= 0 && x < width-1
&& D > z[o] ) {
z[o] = D;
b[o] = ".,-~:;=!*#$@"[N > 0 ? N : 0];
}
}
}
return b.join("");
}
function ascii_render() {
setOuterParams();
A += rotX;
B += rotZ;
document.getElementById('canvas2').innerHTML = ascii_frame2();
}
window.addEventListener("load", () => {
setInterval(ascii_render, 50);
}, false);