Improve mesh generator (#301)

Co-authored-by: Edwin Jakobs <edwin@rndr.studio>
This commit is contained in:
Abe Pazos
2023-04-19 10:34:55 +02:00
committed by GitHub
parent a8c2f7217c
commit 03bf971ff5
31 changed files with 2639 additions and 1164 deletions

View File

@@ -0,0 +1,45 @@
import org.openrndr.WindowMultisample
import org.openrndr.application
import org.openrndr.draw.CullTestPass
import org.openrndr.draw.DrawPrimitive
import org.openrndr.draw.shadeStyle
import org.openrndr.extra.camera.Orbital
import org.openrndr.extra.meshgenerators.*
import org.openrndr.math.Vector3
import org.openrndr.shape.Circle
fun main() {
application {
configure {
width = 800
height = 800
multisample = WindowMultisample.SampleCount(8)
}
program {
extend(Orbital()) {
this.eye = Vector3(0.0, 30.0, 50.0)
}
val m = buildTriangleMesh {
grid(5,5, 5) { u, v, w ->
isolated {
translate(u * 20.0, v * 20.0, w * 20.0)
extrudeShape(Circle(0.0, 0.0, 50.0).shape, 4.0, scale = 0.1)
}
}
twist(360.0/200.0, 0.0)
twist(360.0/200.0, 0.0, Vector3.UNIT_X)
twist(360.0/200.0, 0.0, Vector3.UNIT_Z)
}
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = """
x_fill.rgb *= v_viewNormal.z;
""".trimIndent()
}
drawer.drawStyle.cullTestPass = CullTestPass.FRONT
drawer.vertexBuffer(m, DrawPrimitive.TRIANGLES)
}
}
}
}