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DemoExtrude04.kt
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DemoExtrude04.kt
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import org.openrndr.WindowMultisample
import org.openrndr.application
import org.openrndr.color.ColorRGBa
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.extrudeContourSteps
import org.openrndr.extra.noise.Random
import org.openrndr.math.Vector3
import org.openrndr.shape.Circle
import org.openrndr.shape.Path3D
import org.openrndr.shape.Segment3D
/**
* Extruded Bézier tubes grown on a morphing Bézier surface.
*
*/
fun main() {
application {
configure {
width = 800
height = 800
multisample = WindowMultisample.SampleCount(8)
}
program {
val crossSection = Circle(0.0, 0.0, 0.2).contour
extend(Orbital()) {
this.eye = Vector3(0.0, 3.0, 7.0)
this.lookAt = Vector3(0.0, 0.0, 0.0)
}
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = """
x_fill = va_color;
x_fill.rgb *= v_viewNormal.z;
""".trimIndent()
}
val m = buildTriangleMesh {
val beziers = List(4) { curveId ->
val n = List(12) {
Random.simplex(it * 7.387, curveId * 5.531 + seconds * 0.05) * 10.0
}
Segment3D(
Vector3(n[0], n[1], n[2]),
Vector3(n[3], n[4], n[5]),
Vector3(n[6], n[7], n[8]),
Vector3(n[9], n[10], n[11])
)
}
for (i in 0 until 20) {
val t = i / (20.0 - 1.0)
val path = Path3D(
listOf(
Segment3D(
beziers[0].position(t),
beziers[1].position(t),
beziers[2].position(t),
beziers[3].position(t)
)
), false
)
color = if(i % 2 == 0) ColorRGBa.PINK else ColorRGBa.WHITE.shade(0.1)
extrudeContourSteps(
crossSection,
path,
120,
Vector3.UNIT_Y,
contourDistanceTolerance = 0.05,
pathDistanceTolerance = 0.05
)
}
}
drawer.vertexBuffer(m, DrawPrimitive.TRIANGLES)
// Remember to free the memory! Otherwise, the computer will quickly run out of RAM.
m.destroy()
}
}
}
}