[orx-mesh, orx-mesh-noise] Add orx-mesh-noise

This commit is contained in:
Edwin Jakobs
2024-09-17 16:55:07 +02:00
parent 42d40c30b1
commit b6c037079b
22 changed files with 191 additions and 31 deletions

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plugins {
org.openrndr.extra.convention.`kotlin-multiplatform`
}
kotlin {
sourceSets {
val commonMain by getting {
dependencies {
api(libs.openrndr.application)
api(libs.openrndr.math)
api(libs.openrndr.shape)
api(project(":orx-mesh"))
}
}
val jvmDemo by getting {
dependencies {
api(libs.openrndr.shape)
implementation(project(":orx-shapes"))
implementation(project(":orx-mesh"))
implementation(project(":orx-mesh-generators"))
implementation(project(":orx-obj-loader"))
implementation(project(":orx-noise"))
implementation(project(":orx-camera"))
}
}
}
}

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package org.openrndr.extra.mesh.noise
import org.openrndr.extra.mesh.IIndexedPolygon
import org.openrndr.extra.mesh.IMeshData
import org.openrndr.extra.mesh.IVertexData
import org.openrndr.math.Vector3
import kotlin.math.sqrt
import kotlin.random.Random
/**
* Generate a uniformly distributed barycentric coordinate
* @param random a random number generator
*/
fun uniformBarycentric(random: Random = Random.Default): Vector3 {
val u = random.nextDouble()
val v = random.nextDouble()
val su0 = sqrt(u)
val b0 = 1.0 - su0
val b1 = v * su0
return Vector3(b0, b1, 1.0 - b0 - b1)
}
/**
* Generate a uniformly distributed point that lies inside this [IIndexedPolygon]
* @param vertexData vertex data used to resolve positions
* @param random a random number generator
*/
fun IIndexedPolygon.uniform(vertexData: IVertexData, random: Random = Random.Default): Vector3 {
require(positions.size == 3) { "polygon must be a triangle"}
val x = vertexData.positions.slice(positions)
val b = uniformBarycentric(random)
return x[0] * b.x + x[1] * b.y + x[2] * b.z
}
internal fun IIndexedPolygon.area(vertexData: IVertexData): Double {
require(positions.size == 3) { "polygon must be a triangle"}
val x = vertexData.positions.slice(positions)
val u = x[1] - x[0]
val v = x[2] - x[0]
return u.areaBetween(v) / 2.0
}
/**
* Generate points on the surface described by the mesh data
*/
fun IMeshData.uniform(count: Int, random: Random = Random.Default): List<Vector3> {
val triangulated = triangulate()
val result = mutableListOf<Vector3>()
val totalArea = triangulated.polygons.sumOf { it.area(vertexData) }
val randoms = (0 until count).map {
random.nextDouble(totalArea)
}.sorted()
var idx = 0
var sum = 0.0
for (t in triangulated.polygons) {
sum += t.area(vertexData)
while (idx <= randoms.lastIndex && sum > randoms[idx]) {
result.add(t.uniform(vertexData, random))
idx++
}
}
return result
}

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import org.openrndr.application
import org.openrndr.draw.DrawPrimitive
import org.openrndr.draw.isolated
import org.openrndr.draw.shadeStyle
import org.openrndr.extra.camera.Orbital
import org.openrndr.extra.mesh.loadOBJMeshData
import org.openrndr.extra.mesh.noise.uniform
import org.openrndr.extra.meshgenerators.sphereMesh
import org.openrndr.math.Vector3
import java.io.File
import kotlin.random.Random
/**
* Demonstrate uniform point on mesh generation
*/
fun main() {
application {
configure {
width = 720
height = 720
}
program {
val mesh = loadOBJMeshData(File("demo-data/obj-models/suzanne/Suzanne.obj")).toMeshData()
val points = mesh.uniform(1000, Random(0))
val sphere = sphereMesh(radius = 0.1)
extend(Orbital()) {
eye = Vector3(0.0, 0.0, 2.0)
}
extend {
drawer.shadeStyle = shadeStyle {
fragmentTransform = "x_fill = vec4(v_viewNormal*0.5+0.5, 1.0);"
}
for (point in points) {
drawer.isolated {
drawer.translate(point)
drawer.vertexBuffer(sphere, DrawPrimitive.TRIANGLES)
}
}
}
}
}
}