Add comments to bezierPatch demos, simplify. (#173)
This commit is contained in:
@@ -3,7 +3,17 @@ import org.openrndr.color.ColorRGBa
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import org.openrndr.extensions.SingleScreenshot
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import org.openrndr.extra.shapes.bezierPatch
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import org.openrndr.shape.LineSegment
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import org.openrndr.shape.ShapeContour
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/**
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* Shows how to
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* - create a [bezierPatch] out of 4 [LineSegment]
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* - create a sub-patch out of a [bezierPatch]
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* - create horizontal and vertical [ShapeContour]s out of [bezierPatch]es
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*
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* The created contours are horizontal and vertical in "bezier-patch space" but
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* are rendered deformed following the shape of the bezier patch.
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*/
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fun main() {
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application {
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configure {
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@@ -16,23 +26,34 @@ fun main() {
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this.outputFile = System.getProperty("screenshotPath")
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}
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}
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// helper to get screen locations using normalized uv values
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fun pos(u: Double, v: Double) = drawer.bounds.position(u, v)
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val c0 = LineSegment(pos(0.1, 0.1), pos(0.9, 0.1))
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val c1 = LineSegment(pos(0.4, 0.3), pos(0.6, 0.4))
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val c2 = LineSegment(pos(0.4, 0.7), pos(0.6, 0.6))
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val c3 = LineSegment(pos(0.1, 0.9), pos(0.9, 0.9))
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val bp = bezierPatch(c0.segment, c1.segment, c2.segment, c3.segment)
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val bpSub = bp.sub(0.1, 0.1, 0.6,0.6)
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extend {
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drawer.clear(ColorRGBa.PINK)
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val c0 = LineSegment(200.0, 100.0, width-200.0, 100.0).contour.segments.first()
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val c1 = LineSegment(100.0, 150.0, width-100.0, 150.0).contour.segments.first()
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val c2 = LineSegment(100.0, height-150.0, width-100.0, height-150.0).contour.segments.first()
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val c3 = LineSegment(200.0, height-100.0, width-200.0, height-100.0).contour.segments.first()
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// Show the line segments that form the bezier patch
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drawer.stroke = ColorRGBa.YELLOW
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drawer.strokeWeight = 5.0
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drawer.lineSegments(listOf(c0, c1, c2, c3))
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val bp = bezierPatch(c0, c1, c2, c3)
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val bpsub = bp.sub(0.0, 0.0, 0.5, 0.5)
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drawer.strokeWeight = 1.0
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for (i in 0..50) {
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drawer.stroke = ColorRGBa.BLACK
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drawer.contour(bp.horizontal(i/50.0))
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drawer.contour(bp.vertical(i/50.0))
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drawer.contour(bp.horizontal(i / 50.0))
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drawer.contour(bp.vertical(i / 50.0))
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drawer.stroke = ColorRGBa.RED
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drawer.contour(bpsub.horizontal(i/50.0))
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drawer.contour(bpsub.vertical(i/50.0))
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drawer.contour(bpSub.horizontal(i / 50.0))
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drawer.contour(bpSub.vertical(i / 50.0))
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}
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}
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}
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@@ -2,12 +2,18 @@ import org.openrndr.application
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import org.openrndr.color.ColorRGBa
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import org.openrndr.extensions.SingleScreenshot
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import org.openrndr.extra.shapes.bezierPatch
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import org.openrndr.math.bezier
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import org.openrndr.shape.Circle
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import org.openrndr.shape.LineSegment
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import org.openrndr.shape.Rectangle
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import org.openrndr.shape.drawComposition
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import org.openrndr.shape.ShapeContour
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/**
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* Shows how to create a [bezierPatch] out of a
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* closed [ShapeContour] with 4 curved segments.
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*
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* Calling [Circle.contour] is one way of producing
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* such a contour with vertices at the cardinal points
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* but one can manually create any other 4-segment closed contour
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* to use in bezier patches.
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*/
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fun main() {
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application {
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configure {
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@@ -20,16 +26,17 @@ fun main() {
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this.outputFile = System.getProperty("screenshotPath")
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}
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}
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val c = Circle(width / 2.0, height / 2.0, 350.0).contour
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val bp = bezierPatch(c)
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extend {
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drawer.clear(ColorRGBa.PINK)
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val c = Circle(width/2.0, height/2.0, 350.0).contour
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val bp = bezierPatch(c)
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drawer.stroke = ColorRGBa.BLACK
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for (i in 0..10) {
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drawer.stroke = ColorRGBa.BLACK
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drawer.contour(bp.horizontal(i/10.0))
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drawer.contour(bp.vertical(i/10.0))
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drawer.contour(bp.horizontal(i / 10.0))
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drawer.contour(bp.vertical(i / 10.0))
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}
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}
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}
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@@ -1,12 +1,19 @@
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import org.openrndr.application
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import org.openrndr.color.ColorRGBa
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import org.openrndr.extensions.Screenshots
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import org.openrndr.extensions.SingleScreenshot
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import org.openrndr.extra.shapes.bezierPatch
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import org.openrndr.extra.shapes.distort
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import org.openrndr.extra.shapes.regularStarRounded
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import org.openrndr.math.transforms.transform
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import org.openrndr.shape.Circle
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import org.openrndr.shape.ShapeContour
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/**
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* Shows how to distort [ShapeContour]s using a [bezierPatch]
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*
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* In this case the contours are regular stars and the bezier patch
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* is created using a circular contour with the required 4 segments.
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*/
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fun main() {
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application {
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configure {
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@@ -19,26 +26,35 @@ fun main() {
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this.outputFile = System.getProperty("screenshotPath")
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}
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}
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extend(Screenshots())
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val bp = bezierPatch(
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Circle(width / 2.0, height / 2.0, 350.0).contour
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)
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val star = regularStarRounded(
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7, 30.0, 40.0,
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0.5, 0.5
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)
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extend {
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drawer.clear(ColorRGBa.PINK)
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val bp = bezierPatch(Circle(width / 2.0, height / 2.0, 350.0).contour)
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// draw grid
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for (i in 0..50) {
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drawer.stroke = ColorRGBa.BLACK
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drawer.contour(bp.horizontal(i / 50.0))
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drawer.contour(bp.vertical(i / 50.0))
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}
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// draw stars
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drawer.fill = ColorRGBa.PINK
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for (j in 1 until 10) {
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for (i in 1 until 10) {
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val r = regularStarRounded(7, 30.0, 40.0, 0.5, 0.5).transform(
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transform {
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translate(j * width / 10.0, i * height / 10.0)
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}
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val starMoved = star.transform(
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transform {
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translate(j * width / 10.0, i * height / 10.0)
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}
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)
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val dr = bp.distort(r, drawer.bounds)
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drawer.contour(dr)
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drawer.contour(bp.distort(starMoved, drawer.bounds))
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}
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}
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}
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@@ -1,10 +1,16 @@
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import org.openrndr.application
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import org.openrndr.color.ColorRGBa
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import org.openrndr.extensions.Screenshots
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import org.openrndr.extensions.SingleScreenshot
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import org.openrndr.extra.shapes.bezierPatch
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import org.openrndr.shape.Circle
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/**
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* Shows how to get positions and gradient values of those positions
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* from a [bezierPatch]
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*
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* You can think of bezierPatch.position() as requesting points
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* in a wavy flag (the bezier patch) using normalized uv coordinates.
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*/
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fun main() {
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application {
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configure {
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@@ -17,23 +23,26 @@ fun main() {
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this.outputFile = System.getProperty("screenshotPath")
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}
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}
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val bp = bezierPatch(
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Circle(drawer.bounds.center, 350.0).contour
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//Rectangle.fromCenter(drawer.bounds.center, 550.0).contour
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)
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extend {
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drawer.clear(ColorRGBa.PINK)
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val bp = bezierPatch(Circle(width / 2.0, height / 2.0, 350.0).contour)
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for (i in 0..50) {
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drawer.stroke = ColorRGBa.BLACK.opacify(1.0)
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}
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drawer.stroke = ColorRGBa.BLACK
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for (j in 1 until 50 step 2) {
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for (i in 1 until 50 step 2) {
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val p = bp.position(i / 50.0, j / 50.0)
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val g2 = bp.gradient(i / 50.0, j / 50.0).normalized
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val g = g2.perpendicular()
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drawer.lineSegment(p, p + g2 * 10.0)
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drawer.lineSegment(p, p - g2 * 10.0)
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drawer.lineSegment(p, p + g * 10.0)
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drawer.lineSegment(p, p - g * 10.0)
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val u = i / 50.0
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val v = j / 50.0
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val pos = bp.position(u, v)
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val grad = bp.gradient(u, v).normalized * 10.0
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val perpendicular = grad.perpendicular()
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drawer.lineSegment(pos - grad, pos + grad)
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drawer.lineSegment(pos - perpendicular, pos + perpendicular)
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//drawer.circle(pos + grad, 3.0)
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}
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}
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}
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