[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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@@ -5,44 +6,36 @@ import org.openrndr.draw.shadeStyle
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import org.openrndr.extra.camera.Orbital
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import org.openrndr.extra.mesh.noise.hash
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import org.openrndr.extra.objloader.loadOBJMeshData
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import org.openrndr.extra.mesh.noise.uniform
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import org.openrndr.extra.meshgenerators.sphereMesh
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import org.openrndr.math.Vector3
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import java.io.File
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import kotlin.math.cos
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import kotlin.random.Random
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/**
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* Demonstrate uniform point on mesh generation using hash functions
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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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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 sphere = sphereMesh(radius = 0.01)
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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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program {
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val mesh = loadOBJMeshData(File("demo-data/obj-models/suzanne/Suzanne.obj")).toMeshData()
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val sphere = sphereMesh(radius = 0.01)
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extend(Orbital()) {
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eye = Vector3(0.0, 0.0, 2.0)
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extend {
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val points = mesh.hash((1000 + (cos(seconds) * 0.5 + 0.5) * 9000).toInt(), 808, (seconds * 1).toInt())
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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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val points = mesh.hash((1000 + (cos(seconds)*0.5+0.5)*9000).toInt(), 808, (seconds*10000).toInt())
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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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