Code edit (2 edits merged)
Please save this source code
User prompt
Implement backculling by using winding order, and use the projected triangle.
User prompt
I don't see the front face
User prompt
Make this work for clockwise instead
Code edit (1 edits merged)
Please save this source code
User prompt
Implement backculling by using winding order
Code edit (1 edits merged)
Please save this source code
User prompt
Implement backculling
Code edit (1 edits merged)
Please save this source code
Code edit (20 edits merged)
Please save this source code
User prompt
Please fix the bug: 'LK.timeout is not a function' in or related to this line: 'LK.timeout(function () {' Line Number: 249
Code edit (1 edits merged)
Please save this source code
Code edit (10 edits merged)
Please save this source code
User prompt
Make a rotation matrix in the rotateTriangle function.
User prompt
Make a rotation matrix in the rotateTriangle function.
Code edit (3 edits merged)
Please save this source code
User prompt
optimise the code for speed
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'setTimeout is not a function' in or related to this line: 'setTimeout(clearScreen, 3000);' Line Number: 174
Code edit (5 edits merged)
Please save this source code
User prompt
Make a translateTriangle function and centre the cube with the translateTriangle function.
Code edit (2 edits merged)
Please save this source code
User prompt
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
User prompt
In the projectTriangle function, use perspective project on the 3 points array in the triangle parameter, and return a 2 point array to draw.
Code edit (1 edits merged)
Please save this source code
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0
});
/****
* Game Code
****/
// Game constants for the screen
var SCREEN_SIZE = 64;
var PIXEL_SIZE = 2048 / SCREEN_SIZE;
// Cache children array reference
var screen = game.children;
function clearScreen() {
var len = screen.length;
for (var i = 0; i < len; i++) {
screen[i].tint = 0;
}
}
function putPixel(x, y, color) {
if (x >= 0 && x < SCREEN_SIZE && y >= 0 && y < SCREEN_SIZE) {
screen[x + y * SCREEN_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
// Sort vertices by y (ascending) - reuse pre-allocated array
if (!drawTriangle.verts) {
drawTriangle.verts = [{
x: 0,
y: 0
}, {
x: 0,
y: 0
}, {
x: 0,
y: 0
}];
}
var verts = drawTriangle.verts;
verts[0].x = x1;
verts[0].y = y1;
verts[1].x = x2;
verts[1].y = y2;
verts[2].x = x3;
verts[2].y = y3;
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
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) {
var yStart = Math.ceil(v0.y);
var yEnd = Math.ceil(v1.y);
for (var y = yStart; y < yEnd; 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 = xA < xB ? Math.ceil(xA) : Math.ceil(xB);
var xEnd = xA > xB ? Math.floor(xA) : Math.floor(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) {
var yStart = Math.ceil(v1.y);
var yEnd = Math.ceil(v2.y);
for (var y = yStart; y < yEnd; 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 = xA < xB ? Math.ceil(xA) : Math.ceil(xB);
var xEnd = xA > xB ? Math.floor(xA) : Math.floor(xB);
for (var x = xStart; x <= xEnd; x++) {
putPixel(x, y, color);
}
}
}
}
}
var colorIndex = 0;
var offset = 2732 / 2 - SCREEN_SIZE * PIXEL_SIZE / 2;
// Create the screen of pixels
for (var y = 0; y < SCREEN_SIZE; y++) {
for (var x = 0; x < SCREEN_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 translateTriangle(triangle, dx, dy, dz) {
// triangle: [x1, y1, z1, x2, y2, z2, x3, y3, z3]
// Translate each vertex by dx, dy, dz - reuse pre-allocated array
if (!translateTriangle.result) {
translateTriangle.result = [0, 0, 0, 0, 0, 0, 0, 0, 0];
}
var result = translateTriangle.result;
result[0] = triangle[0] + dx;
result[1] = triangle[1] + dy;
result[2] = triangle[2] + dz;
result[3] = triangle[3] + dx;
result[4] = triangle[4] + dy;
result[5] = triangle[5] + dz;
result[6] = triangle[6] + dx;
result[7] = triangle[7] + dy;
result[8] = triangle[8] + dz;
return result;
}
function rotateTriangle(triangle, angleX, angleY, angleZ) {
// triangle: [x1, y1, z1, x2, y2, z2, x3, y3, z3]
// angleX, angleY, angleZ in radians
// Reuse pre-allocated array for result
if (!rotateTriangle.result) {
rotateTriangle.result = [0, 0, 0, 0, 0, 0, 0, 0, 0];
}
var result = rotateTriangle.result;
// Precompute sines and cosines
var cosX = Math.cos(angleX),
sinX = Math.sin(angleX);
var cosY = Math.cos(angleY),
sinY = Math.sin(angleY);
var cosZ = Math.cos(angleZ),
sinZ = Math.sin(angleZ);
// Helper to rotate a single point
function rotate(x, y, z) {
// Rotate around X axis
var y1 = y * cosX - z * sinX;
var z1 = y * sinX + z * cosX;
// Rotate around Y axis
var x2 = x * cosY + z1 * sinY;
var z2 = -x * sinY + z1 * cosY;
// Rotate around Z axis
var x3 = x2 * cosZ - y1 * sinZ;
var y3 = x2 * sinZ + y1 * cosZ;
return [x3, y3, z2];
}
// Rotate each vertex
var p1 = rotate(triangle[0], triangle[1], triangle[2]);
var p2 = rotate(triangle[3], triangle[4], triangle[5]);
var p3 = rotate(triangle[6], triangle[7], triangle[8]);
result[0] = p1[0];
result[1] = p1[1];
result[2] = p1[2];
result[3] = p2[0];
result[4] = p2[1];
result[5] = p2[2];
result[6] = p3[0];
result[7] = p3[1];
result[8] = p3[2];
return result;
}
function isTriangleFacingCamera(triangle) {
// triangle: [x1, y1, z1, x2, y2, z2, x3, y3, z3]
// Calculate two edge vectors
var edge1x = triangle[3] - triangle[0]; // x2 - x1
var edge1y = triangle[4] - triangle[1]; // y2 - y1
var edge1z = triangle[5] - triangle[2]; // z2 - z1
var edge2x = triangle[6] - triangle[0]; // x3 - x1
var edge2y = triangle[7] - triangle[1]; // y3 - y1
var edge2z = triangle[8] - triangle[2]; // z3 - z1
// Calculate cross product (normal vector)
var normalX = edge1y * edge2z - edge1z * edge2y;
var normalY = edge1z * edge2x - edge1x * edge2z;
var normalZ = edge1x * edge2y - edge1y * edge2x;
// Calculate center of triangle
var centerX = (triangle[0] + triangle[3] + triangle[6]) / 3;
var centerY = (triangle[1] + triangle[4] + triangle[7]) / 3;
var centerZ = (triangle[2] + triangle[5] + triangle[8]) / 3;
// Camera is at origin (0, 0, 0), so view vector is from triangle center to camera
var viewX = 0 - centerX;
var viewY = 0 - centerY;
var viewZ = 0 - centerZ;
// Dot product of normal and view vector
var dotProduct = normalX * viewX + normalY * viewY + normalZ * viewZ;
// If dot product is positive, triangle is facing camera
return dotProduct > 0;
}
function projectTriangle(triangle) {
// triangle: [x1, y1, z1, x2, y2, z2, x3, y3, z3]
// Perspective projection parameters
var fov = 80; // Focal length (distance from camera to projection plane)
var cx = SCREEN_SIZE / 2;
var cy = SCREEN_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)))];
}
// Reuse pre-allocated arrays for projection results
if (!projectTriangle.result) {
projectTriangle.result = [0, 0, 0, 0, 0, 0];
}
var result = projectTriangle.result;
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]);
// Fill result array directly
result[0] = p1[0];
result[1] = p1[1];
result[2] = p2[0];
result[3] = p2[1];
result[4] = p3[0];
result[5] = p3[1];
return result;
}
//Start of the 3d renderer
var triangles = [[-16, -16, -16, 16, -16, -16, -16, 16, -16], [-16, 16, -16, 16, -16, -16, 16, 16, -16], [16, -16, -16, 16, -16, 16, 16, 16, -16], [16, 16, -16, 16, -16, 16, 16, 16, 16], [-16, -16, 16, -16, 16, 16, 16, -16, 16], [-16, 16, 16, 16, 16, 16, 16, -16, 16], [-16, -16, 16, -16, -16, -16, -16, 16, 16], [-16, 16, 16, -16, -16, -16, -16, 16, -16]];
// Center the cube by translating to the middle of the screen
var centerX = SCREEN_SIZE / 2;
var centerY = SCREEN_SIZE / 2;
var centerZ = 16; // Move slightly back for better perspective
// This is the part where the cube is drawn
var angleY = 0;
LK.setTimeout(function () {
game.update = function () {
clearScreen();
triangles.forEach(function (triangle, i) {
var rotatedTriangle = rotateTriangle(triangle, 0, angleY, 0);
var centeredTriangle = translateTriangle(rotatedTriangle, centerX, centerY, centerZ);
// Only draw triangle if it's facing the camera
if (isTriangleFacingCamera(centeredTriangle)) {
drawTriangle(projectTriangle(centeredTriangle), 0xFFFFFF, true);
}
});
angleY += 0.01;
};
}, 2000); ===================================================================
--- original.js
+++ change.js
@@ -207,31 +207,30 @@
}
function isTriangleFacingCamera(triangle) {
// triangle: [x1, y1, z1, x2, y2, z2, x3, y3, z3]
// Calculate two edge vectors
- var v1x = triangle[3] - triangle[0]; // x2 - x1
- var v1y = triangle[4] - triangle[1]; // y2 - y1
- var v1z = triangle[5] - triangle[2]; // z2 - z1
- var v2x = triangle[6] - triangle[0]; // x3 - x1
- var v2y = triangle[7] - triangle[1]; // y3 - y1
- var v2z = triangle[8] - triangle[2]; // z3 - z1
- // Calculate normal vector using cross product
- var normalX = v1y * v2z - v1z * v2y;
- var normalY = v1z * v2x - v1x * v2z;
- var normalZ = v1x * v2y - v1y * v2x;
- // Camera is at origin looking down negative Z axis
- // Triangle center point
+ var edge1x = triangle[3] - triangle[0]; // x2 - x1
+ var edge1y = triangle[4] - triangle[1]; // y2 - y1
+ var edge1z = triangle[5] - triangle[2]; // z2 - z1
+ var edge2x = triangle[6] - triangle[0]; // x3 - x1
+ var edge2y = triangle[7] - triangle[1]; // y3 - y1
+ var edge2z = triangle[8] - triangle[2]; // z3 - z1
+ // Calculate cross product (normal vector)
+ var normalX = edge1y * edge2z - edge1z * edge2y;
+ var normalY = edge1z * edge2x - edge1x * edge2z;
+ var normalZ = edge1x * edge2y - edge1y * edge2x;
+ // Calculate center of triangle
var centerX = (triangle[0] + triangle[3] + triangle[6]) / 3;
var centerY = (triangle[1] + triangle[4] + triangle[7]) / 3;
var centerZ = (triangle[2] + triangle[5] + triangle[8]) / 3;
- // Vector from camera (0,0,0) to triangle center
- var viewX = centerX;
- var viewY = centerY;
- var viewZ = centerZ;
+ // Camera is at origin (0, 0, 0), so view vector is from triangle center to camera
+ var viewX = 0 - centerX;
+ var viewY = 0 - centerY;
+ var viewZ = 0 - centerZ;
// Dot product of normal and view vector
var dotProduct = normalX * viewX + normalY * viewY + normalZ * viewZ;
- // If dot product is negative, triangle is facing camera
- return dotProduct < 0;
+ // If dot product is positive, triangle is facing camera
+ return dotProduct > 0;
}
function projectTriangle(triangle) {
// triangle: [x1, y1, z1, x2, y2, z2, x3, y3, z3]
// Perspective projection parameters
@@ -274,9 +273,9 @@
triangles.forEach(function (triangle, i) {
var rotatedTriangle = rotateTriangle(triangle, 0, angleY, 0);
var centeredTriangle = translateTriangle(rotatedTriangle, centerX, centerY, centerZ);
// Only draw triangle if it's facing the camera
- if (!isTriangleFacingCamera(centeredTriangle)) {
+ if (isTriangleFacingCamera(centeredTriangle)) {
drawTriangle(projectTriangle(centeredTriangle), 0xFFFFFF, true);
}
});
angleY += 0.01;