add demos to README.md
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@@ -441,6 +441,8 @@ A fixed random seed is used to make sure this demo outputs a specific output. We
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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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See Hobby, John. D., “Smooth, Easy to Compute Interpolating Splines”, Discrete and Computational Geometry, 1986, vol. 1
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[source code](src/jvmDemo/kotlin/hobbycurve/DemoHobbyCurve01.kt)
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@@ -465,7 +467,18 @@ to round contours with linear segments.
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### hobbycurve/DemoHobbyCurve3D01
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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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The program first creates a random set of 2D points at least 200 pixels away from the window borders.
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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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Commenting out the camera rotation (`camera.rotate`) reveals how the segment tensions change over time.
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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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@@ -473,7 +486,11 @@ to round contours with linear segments.
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### operators/DemoRoundCorners01
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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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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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@@ -481,6 +498,15 @@ to round contours with linear segments.
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### operators/DemoRoundCorners02
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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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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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Next, rounded versions of both contours are stored in a new list.
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Finally, all 4 shapes are displayed for comparison.
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@@ -489,6 +515,14 @@ to round contours with linear segments.
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### ordering/DemoHilbertOrder01
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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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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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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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@@ -497,7 +531,14 @@ to round contours with linear segments.
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### ordering/DemoHilbertOrder02
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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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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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Try out the alternative `mortonOrder` as well.
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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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@@ -505,6 +546,11 @@ to round contours with linear segments.
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### path3d/DemoPath3DProjection
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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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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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@@ -513,6 +559,13 @@ to round contours with linear segments.
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### primitives/DemoArc01
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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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The `contour` property of the arc is used for rendering.
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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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@@ -545,7 +598,14 @@ to round contours with linear segments.
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### primitives/DemoNet01
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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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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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@@ -553,7 +613,8 @@ to round contours with linear segments.
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### primitives/DemoPulley01
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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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@@ -730,6 +791,12 @@ This serves as a demonstration of positioning and rendering shapes in a structur
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### text/DemoText01
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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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Try to zoom and pan with the 2D camera to verify that the text is actually rendered as vectors.
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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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