[orx-shapes] Refactor package layout
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package bezierpatch
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import org.openrndr.application
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import org.openrndr.color.ColorRGBa
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import org.openrndr.extra.shapes.bezierpatches.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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width = 800
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height = 800
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}
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program {
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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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// 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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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.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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}
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}
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}
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}
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}
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