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Implement backculling by using winding order, and use the projected triangle.
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I don't see the front face
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Make this work for clockwise instead
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Implement backculling by using winding order
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Implement backculling
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Code edit (20 edits merged)
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Please fix the bug: 'LK.timeout is not a function' in or related to this line: 'LK.timeout(function () {' Line Number: 249
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Code edit (10 edits merged)
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Make a rotation matrix in the rotateTriangle function.
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Make a rotation matrix in the rotateTriangle function.
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optimise the code for speed
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Please fix the bug: 'setTimeout is not a function' in or related to this line: 'setTimeout(clearScreen, 3000);' Line Number: 174
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Make a translateTriangle function and centre the cube with the translateTriangle function.
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Please fix the bug: 'Cannot read properties of undefined (reading '0')' in or related to this line: 'var p1 = project(triangle[0], triangle[1], triangle[2]);' Line Number: 144
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In the projectTriangle function, use perspective project on the 3 points array in the triangle parameter, and return a 2 point array to draw.
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/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0
});
/****
* Game Code
****/
// Game constants for the grid
var GRID_SIZE = 64;
var PIXEL_SIZE = 2048 / GRID_SIZE;
// Cache children array reference
var screen = game.children;
function putPixel(x, y, color) {
if (x >= 0 && x < GRID_SIZE && y >= 0 && y < GRID_SIZE) {
screen[x + y * GRID_SIZE].tint = color;
}
}
// Line drawing function using Bresenham's line algorithm
function drawLine(x0, y0, x1, y1, color) {
var dx = x1 - x0;
var dy = y1 - y0;
var adx = dx < 0 ? -dx : dx;
var ady = dy < 0 ? -dy : dy;
var sx = dx < 0 ? -1 : 1;
var sy = dy < 0 ? -1 : 1;
var err = adx - ady;
var x = x0;
var y = y0;
while (true) {
putPixel(x, y, color);
if (x === x1 && y === y1) {
break;
}
var e2 = 2 * err;
if (e2 > -ady) {
err -= ady;
x += sx;
}
if (e2 < adx) {
err += adx;
y += sy;
}
}
}
function drawTriangle(triangle, color, wireframe) {
if (wireframe === undefined) {
wireframe = false;
}
// Extract triangle vertices
var x1 = triangle[0];
var y1 = triangle[1];
var x2 = triangle[2];
var y2 = triangle[3];
var x3 = triangle[4];
var y3 = triangle[5];
// Draw the three sides of the triangle only if wireframe is true
if (wireframe) {
drawLine(x1, y1, x2, y2, color); // Side 1-2
drawLine(x2, y2, x3, y3, color); // Side 2-3
drawLine(x3, y3, x1, y1, color); // Side 3-1
} else {
// Helper to interpolate x between two points at a given y
var interpX = function interpX(y, x0, y0, x1, y1) {
if (y1 === y0) {
return x0;
}
return x0 + (x1 - x0) * (y - y0) / (y1 - y0);
}; // Fill bottom flat triangle (v0, v1, v2) if v1.y != v0.y
// Sort vertices by y (ascending)
var verts = [{
x: x1,
y: y1
}, {
x: x2,
y: y2
}, {
x: x3,
y: y3
}];
verts.sort(function (a, b) {
return a.y - b.y;
});
var v0 = verts[0];
var v1 = verts[1];
var v2 = verts[2];
if (v1.y !== v0.y) {
for (var y = Math.ceil(v0.y); y < Math.ceil(v1.y); y++) {
var xA = interpX(y, v0.x, v0.y, v2.x, v2.y);
var xB = interpX(y, v0.x, v0.y, v1.x, v1.y);
var xStart = Math.ceil(Math.min(xA, xB));
var xEnd = Math.floor(Math.max(xA, xB));
for (var x = xStart; x <= xEnd; x++) {
putPixel(x, y, color);
}
}
}
// Fill top flat triangle (v1, v2, v0) if v2.y != v1.y
if (v2.y !== v1.y) {
for (var y = Math.ceil(v1.y); y < Math.ceil(v2.y); y++) {
var xA = interpX(y, v0.x, v0.y, v2.x, v2.y);
var xB = interpX(y, v1.x, v1.y, v2.x, v2.y);
var xStart = Math.ceil(Math.min(xA, xB));
var xEnd = Math.floor(Math.max(xA, xB));
for (var x = xStart; x <= xEnd; x++) {
putPixel(x, y, color);
}
}
}
}
}
var colorIndex = 0;
var offset = 2732 / 2 - GRID_SIZE * PIXEL_SIZE / 2;
// Create the grid of pixels
for (var y = 0; y < GRID_SIZE; y++) {
for (var x = 0; x < GRID_SIZE; x++) {
// Get an instance of our pixel asset
var pixel = LK.getAsset('pixel', {
x: x * PIXEL_SIZE,
y: y * PIXEL_SIZE + offset,
tint: 0
});
game.addChild(pixel);
}
}
function projectTriangle(triangle) {
// triangle: [x1, y1, z1, x2, y2, z2, x3, y3, z3]
// Perspective projection parameters
var fov = 900; // Focal length (distance from camera to projection plane)
var cx = GRID_SIZE / 2;
var cy = GRID_SIZE / 2;
function project(x, y, z) {
// Avoid division by zero
var zz = z === 0 ? 0.0001 : z;
return [Math.round(cx + (x - cx) * (fov / (fov + zz))), Math.round(cy + (y - cy) * (fov / (fov + zz)))];
}
var p1 = project(triangle[0], triangle[1], triangle[2]);
var p2 = project(triangle[3], triangle[4], triangle[5]);
var p3 = project(triangle[6], triangle[7], triangle[8]);
// Return as flat array for drawTriangle: [x1, y1, x2, y2, x3, y3]
return [p1[0], p1[1], p2[0], p2[1], p3[0], p3[1]];
}
;
//Start of the 3d renderer
// 3 points
var triangles = [[0, 0, 0, 32, 0, 0, 0, 32, 0], [0, 32, 0, 32, 0, 0, 32, 32, 0], [0, 0, 32, 32, 0, 32, 0, 32, 32], [0, 32, 32, 32, 0, 32, 32, 32, 32]];
var start = Date.now();
triangles.forEach(function (triangle, i) {
drawTriangle(projectTriangle(triangle), 0xFFFFFF, true);
});
console.log("Time: " + String(Date.now() - start));
; ===================================================================
--- original.js
+++ change.js
@@ -127,9 +127,9 @@
}
function projectTriangle(triangle) {
// triangle: [x1, y1, z1, x2, y2, z2, x3, y3, z3]
// Perspective projection parameters
- var fov = 800; // Focal length (distance from camera to projection plane)
+ var fov = 900; // Focal length (distance from camera to projection plane)
var cx = GRID_SIZE / 2;
var cy = GRID_SIZE / 2;
function project(x, y, z) {
// Avoid division by zero