Add new extrusion types, refactor code. (#323)
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130
orx-mesh-generators/src/jvmDemo/kotlin/DemoExtrude06.kt
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130
orx-mesh-generators/src/jvmDemo/kotlin/DemoExtrude06.kt
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import org.openrndr.WindowMultisample
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import org.openrndr.application
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import org.openrndr.color.ColorRGBa
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import org.openrndr.draw.*
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import org.openrndr.extra.camera.Orbital
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import org.openrndr.extra.meshgenerators.buildTriangleMesh
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import org.openrndr.extra.meshgenerators.extrudeContourStepsMorphed
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import org.openrndr.extra.noise.Random
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import org.openrndr.extra.noise.simplex
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import org.openrndr.math.Polar
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import org.openrndr.math.Vector2
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import org.openrndr.math.Vector3
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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.Path3D
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import org.openrndr.shape.Segment3D
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import kotlin.math.PI
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import kotlin.math.cos
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/**
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* Demo extrudeContourStepsMorphed which allows to create a mesh with a morphing cross-section
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* based on the t value along a Path3D. In other words, a tube in which the cross-section does not need
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* to be constant, but can be scaled, rotated and displaced along its curvy axis.
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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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multisample = WindowMultisample.SampleCount(8)
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}
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program {
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Random.seed = System.currentTimeMillis().toString()
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val texture = loadImage("demo-data/images/peopleCity01.jpg").also {
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it.wrapU = WrapMode.REPEAT
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it.wrapV = WrapMode.REPEAT
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it.filterMag = MagnifyingFilter.LINEAR
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it.filterMin = MinifyingFilter.LINEAR
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}
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val shader = shadeStyle {
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fragmentTransform = """
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// A. Passed color
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x_fill = va_color;
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// B. Sample texture
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//x_fill = texture(p_img, va_texCoord0.yx * vec2(20.0, 1.0));
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// Show (add) UV coords
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x_fill.rb += va_texCoord0.yx;
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// Vertical lighting
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x_fill.rgb *= dot(vec3(0.0, 1.0, 0.0), v_viewNormal.xyz) * 0.3 + 0.7;
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// Black fog (darken far away shapes)
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x_fill.rgb += v_viewPosition.z * 0.05;
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""".trimIndent()
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parameter("img", texture)
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}
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extend(Orbital()) {
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eye = Vector3(0.0, 3.0, 7.0)
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lookAt = Vector3(0.0, 0.0, 0.0)
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}
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extend {
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drawer.stroke = null
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val path = get3DPath(10.0, seconds * 0.05, 400)
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val tubes = makeTubes(path, seconds * 0.2)
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shader.parameter("seconds", seconds * 0.1)
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drawer.fill = ColorRGBa.WHITE
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drawer.shadeStyle = shader
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tubes.forEachIndexed { i, vb ->
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shader.parameter("offset", i * 0.3 + 0.2)
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// Mirror the mesh 5 times
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repeat(5) {
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drawer.isolated {
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rotate(Vector3.UNIT_Z, it * 72.0)
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vertexBuffer(vb, DrawPrimitive.TRIANGLES)
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}
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}
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// Remember to free the memory! Otherwise, the computer will quickly run out of RAM.
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vb.destroy()
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}
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}
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}
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}
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}
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val crossSection = Circle(Vector2.ZERO, 0.1).contour.transform(
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transform { scale(5.0, 1.0, 1.0) }
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)
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// Create simplex-based 3D path
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fun get3DPath(scale: Double, time: Double, steps: Int): Path3D {
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val mult = 0.005
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val points = List(steps) { Vector3.simplex(337, time + it * mult) * scale }
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return Path3D(points.windowed(2).map { Segment3D(it[0], it[1]) }, false)
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}
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// Create 3 spinning tubes around path
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fun makeTubes(path: Path3D, seconds: Double) = List(3) { i ->
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buildTriangleMesh {
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val degrees = seconds * 60
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val crossSection = crossSection
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color = listOf(ColorRGBa.RED, ColorRGBa.GREEN, ColorRGBa.BLUE)[i]
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extrudeContourStepsMorphed(
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{ t: Double ->
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val turns = t * 360 * 10
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val cosEnv = 0.5 - 0.49 * cos(t * 2 * PI)
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crossSection.transform(transform {
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val theta = i * 120.0
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translate(Polar(turns - degrees + theta, 0.6 * cosEnv).cartesian)
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rotate(-turns - degrees)
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scale(cosEnv)
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})
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},
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path,
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path.segments.size,
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Vector3.UNIT_Y,
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contourDistanceTolerance = 0.01
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)
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}
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}
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