回答編集履歴
2
法線ベクトルの算出アルゴリズムについてのメモを追加
test
CHANGED
@@ -135,3 +135,9 @@
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}
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```
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NOTE:
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途中で求めた法線ベクトル二つを足して簡易的に2で割っているけれど, 本当はもっと適した算出法があるかもしれない.(この操作が引き起こす実用上の問題は不明)
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コードを追加
test
CHANGED
@@ -7,3 +7,131 @@
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三点から得られたポリゴン面に垂直に立つ法線ベクトルを求め, それを真上から射影すればその方向と傾きが得られる.
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---
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例えばここを参考としてスクリプトを組んで見る.
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[http://www.dstorm.co.jp/dsproducts/developers/Technical_Data/CalcNormal.html](http://www.dstorm.co.jp/dsproducts/developers/Technical_Data/CalcNormal.html)
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```HTML
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<canvas id="canvas" width="400" height="400" style="background-color:yellow;"></canvas>
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```
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```JavaScript
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"use strict";
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{
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function getNormal(a, b){
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const vec = [
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a[1] * b[2] - a[2] * b[1],
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a[2] * b[0] - a[0] * b[2],
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a[0] * b[1] - a[1] * b[0]
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];
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const norm = Math.sqrt(vec.reduce((prev, val) => prev + val * val, 0));
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return vec.map((val, i) => vec[i] /= norm);
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}
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function plot(table){
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const ctx = canvas.getContext("2d");
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ctx.strokeStyle = ctx.fillStyle = "red";
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ctx.lineWidth = 2;
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const unit = 100, arrow = 50;
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const marker = new Path2D("M0,-5L5,0 0 5z");
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const rows = table.length, cols = table[0].length;
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for(let y = 0; y < rows-1; y++){
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for(let x = 0; x < cols-1; x++){
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ctx.save();
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//ベクトルの描画基準
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ctx.translate(unit * (x + 0.5), unit * (y + 0.5));
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//上半三角
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const normalT = getNormal(
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[1, 0, table[y][x+1] - table[y][x]],
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[0, 1, table[y+1][x] - table[y][x]]
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);
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//下半三角
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const normalB = getNormal(
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[-1, 0, table[y+1][x] - table[y+1][x+1]],
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[0, -1, table[y][x+1] - table[y+1][x+1]]
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);
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//平均
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const normal = normalT.map((val, i) => (val + normalB[i])/2)
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ctx.beginPath();
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ctx.moveTo(0,0);
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ctx.lineTo(normal[0] * arrow, normal[1] * arrow);
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ctx.stroke();
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//marker
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ctx.translate(normal[0] * arrow, normal[1] * arrow);
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ctx.rotate(Math.atan2(normal[1], normal[0]));
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ctx.fill(marker);
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ctx.restore();
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}
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}
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}
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plot([
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[0, 0, 1, 0, 0],
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[1, 1, 1, 1, 1],
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[2, 3, 2, 4, 2],
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[3, 3, 3, 3, 3],
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[4, 3, 5, 6, 7]
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]);
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}
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```
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