[orx-shapes] Add demo descriptions
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@@ -8,6 +8,8 @@ import org.openrndr.math.Vector2
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/**
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* Demonstrates how to use the hobbyCurve function to render a smooth closed contour
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* passing through a predefined set of points.
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*
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* See Hobby, John. D., “Smooth, Easy to Compute Interpolating Splines”, Discrete and Computational Geometry, 1986, vol. 1
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*/
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fun main() = application {
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program {
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@@ -11,6 +11,20 @@ import org.openrndr.math.Vector3
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import kotlin.math.cos
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import kotlin.random.Random
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/**
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* Demonstrates how to use the 3D implementation of the `hobbyCurve` method, to draw a smooth curve passing
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* through various 3D points in space.
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*
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* The program first creates a random set of 2D points at least 200 pixels away from the window borders.
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*
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* Then, on every animation frame, it recreates a 3D hobby curve by giving depth to each 2D point.
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* The same seed is used for randomness, so the same depths are assigned on every animation frame, although
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* varying tensions are applied to each segment, based on cosines of the current time in seconds.
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*
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* Commenting out the camera rotation (`camera.rotate`) reveals how the segment tensions change over time.
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*
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* The last few lines of the program enable a rotating 3D camera and draw the 3D path.
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*/
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fun main() = application {
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configure {
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width = 720
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@@ -5,6 +5,13 @@ import org.openrndr.color.ColorRGBa
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import org.openrndr.extra.shapes.operators.roundCorners
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import org.openrndr.extra.shapes.primitives.regularStar
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/**
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* Demonstrates how to use the `roundCorners` method to round the sharp corners
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* of a [org.openrndr.shape.ShapeContour] made out of linear segments.
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*
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* The program creates a regular start with 7 points, then draws 7 variations
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* of this star with various levels of rounding.
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*/
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fun main() = application {
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configure {
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width = 720
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@@ -5,6 +5,18 @@ import org.openrndr.extra.shapes.adjust.adjustContour
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import org.openrndr.extra.shapes.operators.roundCorners
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import org.openrndr.shape.Rectangle
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/**
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* Demonstrates how, with the current implementation of `roundCorners`, only pairs of consecutive linear segments
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* are rounded. If one of the segments in the pair is a quadratic or cubic Bezier, no rounding is applied.
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*
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* The program creates a list with two rectangular contours. In the second of them a vertex is rotated,
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* causing two segments to become curved.
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*
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* Next, rounded versions of both contours are stored in a new list.
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*
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* Finally, all 4 shapes are displayed for comparison.
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*
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*/
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fun main() = application {
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program {
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extend {
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@@ -6,6 +6,17 @@ import org.openrndr.extra.noise.uniform
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import org.openrndr.extra.shapes.ordering.hilbertOrder
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import kotlin.random.Random
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/**
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* Demonstrates the use of the `hilbertOrder` method to sort 2D points in a list of random points.
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*
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* When drawing the sorted points as a line strip, this line crosses itself fewer times than if the
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* points were drawn in a random order (sometimes zero crossings, depending on the number and layout of the points).
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*
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* The Hilbert curve (also known as the Hilbert space-filling curve) is a continuous fractal
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* space-filling curve first described by the German mathematician David Hilbert in 1891
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* https://en.wikipedia.org/wiki/Hilbert_curve
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*
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*/
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fun main() = application {
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configure {
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width = 720
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@@ -6,6 +6,16 @@ import org.openrndr.extra.noise.uniform
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import org.openrndr.extra.shapes.ordering.hilbertOrder
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import kotlin.random.Random
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/**
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* Shows the difference between sorting the same random points in 2D (in red) and in 3D (in blue).
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*
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* To be able to sort the points in 3D, the 2D points are temporarily converted to 3D with 0.0 as the `z` component,
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* sorted, then converted back to 2D discarding the `z` component.
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*
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* Try out the alternative `mortonOrder` as well.
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*
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* Note that the `bits` argument can be either 5 or 16 in 2D, and 5 or 10 in 3D, other values are not supported.
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*/
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fun main() = application {
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configure {
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width = 720
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@@ -7,8 +7,17 @@ import org.openrndr.extra.camera.Orbital
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import org.openrndr.extra.shapes.path3d.projectToContour
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import org.openrndr.math.Spherical
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import org.openrndr.math.Vector3
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import org.openrndr.shape.ShapeContour
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import org.openrndr.shape.path3D
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/**
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* Demonstrates how to convert a 3D path as seen by an [Orbital] camera to a 2D [ShapeContour].
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*
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* Among other uses, this can be useful when working with pen plotters,
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* to export a 3D path to an SVG file, or to apply 2D contour post-processing with
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* [org.openrndr.extra.shapes.adjust.adjustContour].
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*
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*/
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fun main() = application {
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program {
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val path = path3D {
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@@ -4,6 +4,16 @@ import org.openrndr.application
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import org.openrndr.color.ColorRGBa
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import org.openrndr.extra.shapes.primitives.Arc
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/**
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* Shows how to create an `Arc` centered on the window. The start and end angles of the arc increase 36 degrees
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* per second, resulting in an animated effect.
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*
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* The `contour` property of the arc is used for rendering.
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*
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* The start, mid and end points of the arc are queried using it's `position()` method
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* to draw small circles at those locations.
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*
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*/
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fun main() = application {
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configure {
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width = 720
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@@ -6,6 +6,16 @@ import org.openrndr.extra.shapes.primitives.Net
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import org.openrndr.shape.Circle
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import kotlin.math.sin
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/**
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* Shows how to create and render a [Net]: a structure
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* that connects two points with a circle in between,
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* forming a string-like shape.
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*
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* The main circle moves following an invisible infinite sign,
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* formed by a pair of sine functions. The moving circle is connected to
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* two smaller static circles via a [Net], rendered as a white
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* contour with a stroke weight 2 pixels wide.
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*/
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fun main() = application {
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program {
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extend {
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@@ -6,6 +6,10 @@ import org.openrndr.extra.shapes.primitives.Pulley
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import org.openrndr.math.Vector2
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import org.openrndr.shape.Circle
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/**
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* Demonstrates how to create and render a [Pulley]: a system defined by two circles
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* connected by their outer tangents.
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*/
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fun main() = application {
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configure {
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width = 720
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@@ -14,6 +18,7 @@ fun main() = application {
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program {
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extend {
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drawer.clear(ColorRGBa.BLACK)
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drawer.strokeWeight = 8.0
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drawer.stroke = ColorRGBa.WHITE
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drawer.fill = ColorRGBa.PINK
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val pulley = Pulley(
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@@ -7,6 +7,15 @@ import org.openrndr.extra.camera.Camera2D
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import org.openrndr.extra.shapes.bounds.bounds
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import org.openrndr.extra.shapes.text.shapesFromText
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/**
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* Demonstrates how to create vector-based shapes based on a font face file, a text and a size.
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*
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* Try to zoom and pan with the 2D camera to verify that the text is actually rendered as vectors.
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*
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* [shapesFromText] returns a `List<Shape>`, where each letter is an element in that list,
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* making it possible to style or manipulate each letter independently.
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*
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*/
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fun main() = application {
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configure {
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width = 720
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