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DemoBezierPatch01.kt
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DemoBezierPatch01.kt
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package bezierpatch
import org.openrndr.application
import org.openrndr.color.ColorRGBa
import org.openrndr.extra.shapes.bezierpatches.bezierPatch
import org.openrndr.shape.LineSegment
import org.openrndr.shape.ShapeContour
/**
* Shows how to
* - create a [bezierPatch] out of 4 [LineSegment]
* - create a sub-patch out of a [bezierPatch]
* - create horizontal and vertical [ShapeContour]s out of [bezierPatch]es
*
* The created contours are horizontal and vertical in "bezier-patch space" but
* are rendered deformed following the shape of the bezier patch.
*/
fun main() {
application {
configure {
width = 800
height = 800
}
program {
// helper to get screen locations using normalized uv values
fun pos(u: Double, v: Double) = drawer.bounds.position(u, v)
val c0 = LineSegment(pos(0.1, 0.1), pos(0.9, 0.1))
val c1 = LineSegment(pos(0.4, 0.3), pos(0.6, 0.4))
val c2 = LineSegment(pos(0.4, 0.7), pos(0.6, 0.6))
val c3 = LineSegment(pos(0.1, 0.9), pos(0.9, 0.9))
val bp = bezierPatch(c0.segment, c1.segment, c2.segment, c3.segment)
val bpSub = bp.sub(0.1, 0.1, 0.6,0.6)
extend {
drawer.clear(ColorRGBa.PINK)
// Show the line segments that form the bezier patch
drawer.stroke = ColorRGBa.YELLOW
drawer.strokeWeight = 5.0
drawer.lineSegments(listOf(c0, c1, c2, c3))
drawer.strokeWeight = 1.0
for (i in 0..50) {
drawer.stroke = ColorRGBa.BLACK
drawer.contour(bp.horizontal(i / 50.0))
drawer.contour(bp.vertical(i / 50.0))
drawer.stroke = ColorRGBa.RED
drawer.contour(bpSub.horizontal(i / 50.0))
drawer.contour(bpSub.vertical(i / 50.0))
}
}
}
}
}