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script.js
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script.js
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var allGames = {
'hfov': {
"hFov": {
decimals: 0,
factor: 1
},
"Project CARS 1/2": {
min: 35,
max: 180,
decimals: 0,
factor: 1
},
"European & American Truck Simulator": {
min: 35,
max: 180,
decimals: 0,
factor: 1
},
"RaceRoom Racing Experience" : {
min: 35,
max: 180,
decimals: 1,
factor: 1,
},
},
'hfovrad': {
"Richard Burns Rally": {
min: 10,
max: 180,
decimals: 6,
factor: 1
}
},
'hfov_base_step': {
"F1 2016-2018": { // https://www.reddit.com/r/F1Game/comments/7x0of9/codemasters_f1_20162017_fov_slider/
min: -1,
max: +1,
decimals: 2,
factor: 1,
base: 77, // Base values for other cameras: T-Cam + Nose: 82, T-Cam with offset: 85
increment: 2,
step: 0.05, // slider step
},
"F1 2019-2020": {
min: -10,
max: +10,
decimals: 1,
factor: 1,
base: 77,
increment: 2,
step: 0.1,
},
"F1 2021+": {
min: -20,
max: +20,
decimals: 0,
factor: 1,
base: 77,
increment: 2,
step: 1,
}
},
'vfov' : {
"vFov": {
decimals: 0,
factor: 1
},
"Assetto Corsa, Assetto Corsa Competizione": {
min: 10,
max: 120,
decimals: 1,
factor: 1
},
"rFactor 1 & 2, GSC, GSCE, SCE, AMS (ISI Engine)": {
min: 10,
max: 100,
decimals: 0,
factor: 1
},
"DiRT Rally 1/2, GRID Autosport": {
min: 10,
max: 115,
decimals: 0,
factor: 2
}
},
'vfovx': {
"GTR2" : {
min: 0.5,
max: 1.5,
decimals: 1,
factor: 1,
baseSingle: 58,
baseTriple: 58
},
"Race07" : {
min: 0.4,
max: 1.5,
decimals: 1,
factor: 1,
baseSingle: 58,
baseTriple: 58
}
},
'vfov_base_step': {
"EA WRC": { // https://answers.ea.com/t5/General-Discussion/FOV-calculator/m-p/13185341/highlight/true#M1444
min: 0,
max: 100,
decimals: 0,
factor: 1,
base: 18,
increment: 0.5,
step: 1, // slider step
},
},
'tangle': {
"Triple Screen Angle" : {
min: 10,
max: 180,
decimals: 2,
factor: 1
}
}
};
$(document).ready(function() {
$("select").selectmenu({
change: function(event, data) {
calculateFOV();
}
});
var screensizeHandle = $('#screensize-handle');
var distanceHandle = $('#distance-handle');
var bezelHandle = $('#bezel-handle');
var radiusHandle = $('#radius-handle');
$( "#screensizeSlider" ).slider({
range: false,
value: 27,
min: 20,
max: 80,
create: function() {
screensizeHandle.text($(this).slider("value") + '\'\'');
$("#screensize").val($(this).slider("value"));
},
slide: function(event, ui) {
screensizeHandle.text(ui.value + '\'\'');
$("#screensize").val(ui.value);
calculateFOV();
}
});
$( "#distanceSlider" ).slider({
range: false,
value: 50,
min: 30,
max: 200,
step: 1,
create: function() {
distanceHandle.text($(this).slider("value"));
$("#distance").val($(this).slider("value"));
},
slide: function( event, ui ) {
distanceHandle.text(ui.value);
$("#distance").val(ui.value);
calculateFOV();
}
});
$( "#bezelSlider" ).slider({
range: false,
value: 0,
min: 0,
max: 100,
create: function() {
bezelHandle.text($(this).slider("value"));
$("#bezel").val($(this).slider("value"));
},
slide: function(event, ui) {
bezelHandle.text(ui.value);
$("#bezel").val(ui.value);
calculateFOV();
}
});
$( "#curved" ).change(function() {
calculateFOV();
});
$( "#radiusSlider" ).slider({
range: false,
value: 1000,
min: 50,
max: 3000,
step: 10,
create: function() {
radiusHandle.text($(this).slider("value")+"R");
$("#radius").val($(this).slider("value"));
},
slide: function(event, ui) {
radiusHandle.text(ui.value+"R");
$("#radius").val(ui.value);
calculateFOV();
}
});
calculateFOV();
});
function calculateFOV() {
var screenRatio = $('#ratio').val();
var x = parseFloat(screenRatio.substring(0, screenRatio.indexOf('_')));
var y = parseFloat(screenRatio.substring(screenRatio.indexOf('_') + 1));
var screens = parseInt($('#screens').val());
var screensizeDiagonal = parseFloat($('#screensize').val()) * 2.54;
var distanceToScreenInCm = parseFloat($('#distance').val());
var bezelThickness = parseFloat($('#bezel').val()) / 10 * 2;
var curved = $('#curved').is(':checked');
var radiusInMm = parseInt($('#radius').val());
var aspectRatioToSize = Math.sqrt((screensizeDiagonal * screensizeDiagonal) / ((x*x) + (y*y)));
var width = (x * aspectRatioToSize) + (screens > 1 ? bezelThickness : 0);
var hAngle = curved
? _calcCurvedAngle(width, radiusInMm, distanceToScreenInCm)
: _calcTriangularAngle(width, distanceToScreenInCm);
// Calculate from hAngle instead of real width so that games that take vFov have the correct
// hFov for curved monitors.
//
// Users have to choose between correct vFov and correct hFov, but this is minor - and, like
// flat monitors, vFov changes as we go left-to-right across the screen, unless the monitor
// is curved and radius == distance
var vAngle = 2 * Math.atan2(Math.tan(hAngle / 2) * y, x);
// Radians to degrees factor
var arcConstant = (180 / Math.PI);
var html = '<ul>';
for (var calcGroup in allGames) {
for (var gameName in allGames[calcGroup]) {
var game = allGames[calcGroup][gameName];
// Calculate game.
var value = '';
var unit;
if (calcGroup == 'hfov' || calcGroup == 'hfov_base_step') {
value = arcConstant * (hAngle * screens);
unit = '°';
} else if (calcGroup == 'vfov' || calcGroup == 'vfovx' || calcGroup == 'vfov_base_step') {
value = arcConstant * vAngle;
unit = '°';
} else if (calcGroup == 'hfovrad') {
value = arcConstant * _calcTriangularAngle(width / x * y / 3 * 4, distanceToScreenInCm);
unit = 'rad';
} else if (calcGroup == 'tangle') {
value = arcConstant * hAngle;
unit = '°';
}
// Factor.
value *= game.factor;
// Further calculations.
if (calcGroup == 'vfovx') {
value /= (screens == 1 ? game.baseSingle : game.baseTriple);
unit = 'x';
}
if (calcGroup == 'hfov_base_step' || calcGroup == 'vfov_base_step') {
// ((target - base) / increemnt) * step
value = Math.round((value - game.base) / game.increment) * game.step;
unit = '';
}
// Check min/max.
value = game.min ? Math.max(value, game.min) : value;
value = game.max ? Math.min(value, game.max) : value;
// Final calculations.
if (calcGroup.indexOf('hfovrad') != -1) {
value *= (Math.PI / 180);
}
// Output.
var base = Math.pow(10, game.decimals);
html += '<li>';
html += '<span>' + gameName + '</span>';
html += '<span>' + (Math.round(value * base) / base).toFixed(game.decimals) + unit + '</span></li>';
html += '</li>';
}
}
html += '</ul>';
$('#fov').html(html);
}
function _calcTriangularAngle(baseInCm, distanceToMonitorInCm) {
return Math.atan2(baseInCm / 2, distanceToMonitorInCm) * 2;
}
function _calcCurvedAngle(baseInCm, radiusInMm, distanceToMonitorInCm) {
var radiusInCm = radiusInMm / 10;
/* First, figure out what the FOV would be if distance == radius
* c = 2pi * r
* theta = 2pi * (base / c)
* = 2pi * (base / (2pi * r))
* = base / r
*/
var arcAngleAtRadius = baseInCm / radiusInCm;
/* Draw a line between the left and right edges of the curved monitor.
*
* Let's find that distance and call it 'b'.
*
* On the other side of that line, we have a right angled triangle:
* | c /
* |---/
* | / r
* r - b | /
* |/
* |
*
* cos (theta / 2) = (r - b) / r
* r cos (theta / 2) = r - b
* b = r(1 - cos(theta / 2))
*/
var b = radiusInCm * (1 - Math.cos(arcAngleAtRadius / 2));
/* We also need the length of that imaginary line, 2c:
*
* c = sqrt(r^2 - (r - b)^2)
* = sqrt(r^2 - (r^2 - 2rb + b^2))
* = sqrt(2rb - b^2)
*/
var c = Math.sqrt((2 * radiusInCm * b) - (b * b));
/* Just to keep the ascii art practical, let's use 'd' for the distance
* to monitor; we now have another right-angled triangle:
*
*
* | - -
* | c | | b
* |---/ | -
* | / | d |
* | / | | d - b
* |/ - -
*
* The angle we want here is hFOV / 2, so:
*
* hfov = 2 * atan(c / (d - b))
*/
return 2 * Math.atan2(c, distanceToMonitorInCm - b);
}