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DemoComplex02.kt
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DemoComplex02.kt
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import org.openrndr.WindowMultisample
import org.openrndr.application
import org.openrndr.draw.DrawPrimitive
import org.openrndr.draw.shadeStyle
import org.openrndr.extra.camera.Orbital
import org.openrndr.extra.meshgenerators.buildTriangleMesh
import org.openrndr.extra.meshgenerators.cylinder
import org.openrndr.extra.meshgenerators.hemisphere
import org.openrndr.math.Vector3
fun main() {
application {
configure {
width = 800
height = 800
multisample = WindowMultisample.SampleCount(8)
}
program {
extend(Orbital()) {
this.eye = Vector3(0.0, 10.0, 20.0)
this.lookAt = Vector3(0.0, 5.0, 0.0)
}
val m = buildTriangleMesh {
isolated {
translate(0.0, 12.0, 0.0)
hemisphere(32, 16, 5.0)
}
isolated {
translate(0.0, 9.0, 0.0)
rotate(Vector3.UNIT_X, 90.0)
cylinder(32, 1, 5.0, 6.0, center = true)
}
isolated {
translate(0.0, 6.0, 0.0)
rotate(Vector3.UNIT_X, 180.0)
hemisphere(32, 16, 5.0)
}
isolated {
val legCount = 12
val baseRadius = 3.0
val legRadius = 0.05
val legLength = 4.0
for (i in 0 until legCount) {
isolated {
val dphi = 360.0 / legCount
rotate(Vector3.UNIT_Y, dphi * i)
translate(baseRadius, 0.0, 0.0)
rotate(Vector3.UNIT_Z, -15.0)
translate(0.0, legLength / 2.0, 0.0)
rotate(Vector3.UNIT_X, 90.0)
cylinder(32, 1, legRadius, legLength, center = true)
}
}
}
}
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = """
x_fill.rgb *= v_viewNormal.z;
""".trimIndent()
}
drawer.vertexBuffer(m, DrawPrimitive.TRIANGLES)
}
}
}
}