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Solves issue #7059 #7113
Solves issue #7059 #7113
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Original file line number | Diff line number | Diff line change | ||
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@@ -236,4 +236,91 @@ suite('Environment', function() { | |||
assert.isNumber(myp5.displayDensity(), pd); | ||||
}); | ||||
}); | ||||
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suite('2D context test', function() { | ||||
beforeEach(function() { | ||||
myp5.createCanvas(100, 100); | ||||
}); | ||||
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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? |
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assert.closeTo(screenPos.y, 50, 0.1); | ||||
}); | ||||
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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! |
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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); | ||||
}); | ||||
|
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test('worldToScreen for a rotating square in 2D', function() { | ||||
myp5.push(); | ||||
myp5.translate(50, 50); | ||||
myp5.rotate(myp5.PI / 4); | ||||
let vertices = [ | ||||
myp5.createVector(-10, -10), | ||||
myp5.createVector(10, -10), | ||||
myp5.createVector(10, 10), | ||||
myp5.createVector(-10, 10) | ||||
]; | ||||
let screenPos = vertices.map(v => myp5.worldToScreen(v)); | ||||
myp5.pop(); | ||||
screenPos.forEach((pos, i) => { | ||||
myp5.text(`(${pos.x.toFixed(1)}, ${pos.y.toFixed(1)})`, pos.x, pos.y); | ||||
}); | ||||
}); | ||||
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}); | ||||
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suite('3D context test', function() { | ||||
beforeEach(function() { | ||||
myp5.createCanvas(100, 100, myp5.WEBGL); | ||||
}); | ||||
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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); | ||||
}); | ||||
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test('worldToScreen with rotation in 3D', 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. |
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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); | ||||
}); | ||||
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test('worldToScreen for a rotating cube in 3D', 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. |
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myp5.translate(0, 0, 0); | ||||
myp5.rotateX(myp5.PI / 4); | ||||
myp5.rotateY(myp5.PI / 4); | ||||
let vertices = [ | ||||
myp5.createVector(-50, -50, -50), | ||||
myp5.createVector(50, -50, -50), | ||||
myp5.createVector(50, 50, -50), | ||||
myp5.createVector(-50, 50, -50), | ||||
myp5.createVector(-50, -50, 50), | ||||
myp5.createVector(50, -50, 50), | ||||
myp5.createVector(50, 50, 50), | ||||
myp5.createVector(-50, 50, 50) | ||||
]; | ||||
let screenPos = vertices.map(v => myp5.worldToScreen(v)); | ||||
myp5.pop(); | ||||
screenPos.forEach((pos, i) => { | ||||
myp5.text(`(${pos.x.toFixed(1)}, ${pos.y.toFixed(1)})`, pos.x, pos.y); | ||||
}); | ||||
}); | ||||
}); | ||||
}); |
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Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
oh, maybe it's this -- we split up
uMVMatrix
intouModelMatrix
anduViewMatrix
, and only updateuMVMatrix
right before we draw a shape here:p5.js/src/webgl/p5.Shader.js
Lines 579 to 584 in 4fbbaf5
Maybe we can refactor the bit that sets
uMVMatrix
into a function on the renderer, likecalculateCombinedMatrix()
, which gets called in_setMatrixUniforms
above, and then you can also call it here right before you makecameraCoordinates
?