[orx-mesh-noise] Refactor barycentric and mesh sampling logic into specialized files.
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@@ -1,3 +1,4 @@
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import org.openrndr.WindowMultisample
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import org.openrndr.application
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import org.openrndr.draw.DrawPrimitive
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import org.openrndr.draw.isolated
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@@ -26,31 +27,28 @@ import kotlin.random.Random
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* The application runs with a window size of 720x720 pixels and positions the camera
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* in front of the scene using the "Orbital" extension.
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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 = 720
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height = 720
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}
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program {
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val mesh = loadOBJMeshData(File("demo-data/obj-models/suzanne/Suzanne.obj")).toMeshData()
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val points = mesh.uniform(1000, Random(0))
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fun main() = application {
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configure {
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width = 720
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height = 720
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multisample = WindowMultisample.SampleCount(8)
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}
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program {
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val mesh = loadOBJMeshData(File("demo-data/obj-models/suzanne/Suzanne.obj")).toMeshData()
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val points = mesh.uniform(1000, Random(0))
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val sphere = sphereMesh(radius = 0.1)
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extend(Orbital()) {
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eye = Vector3(0.0, 0.0, 2.0)
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val sphere = sphereMesh(radius = 0.1)
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extend(Orbital()) {
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eye = Vector3(0.0, 0.0, 2.0)
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}
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extend {
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drawer.shadeStyle = shadeStyle {
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fragmentTransform = "x_fill = vec4(v_viewNormal*0.5+0.5, 1.0);"
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}
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extend {
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drawer.shadeStyle = shadeStyle {
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fragmentTransform = "x_fill = vec4(v_viewNormal*0.5+0.5, 1.0);"
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}
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for (point in points) {
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drawer.isolated {
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drawer.translate(point)
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drawer.vertexBuffer(sphere, DrawPrimitive.TRIANGLES)
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}
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}
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for (point in points) drawer.isolated {
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drawer.translate(point)
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drawer.vertexBuffer(sphere, DrawPrimitive.TRIANGLES)
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}
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}
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}
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}
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}
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