[orx-mesh-noise] Refactor barycentric and mesh sampling logic into specialized files.
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57
orx-mesh-noise/src/jvmDemo/kotlin/DemoMeshNoise03.kt
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57
orx-mesh-noise/src/jvmDemo/kotlin/DemoMeshNoise03.kt
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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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import org.openrndr.draw.shadeStyle
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import org.openrndr.extra.camera.Orbital
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import org.openrndr.extra.objloader.loadOBJMeshData
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import org.openrndr.extra.mesh.noise.uniformPoints
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import org.openrndr.extra.meshgenerators.cylinderMesh
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import org.openrndr.extra.meshgenerators.normals.estimateNormals
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import org.openrndr.extra.meshgenerators.tangents.estimateTangents
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import org.openrndr.math.Vector3
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import org.openrndr.math.transforms.buildTransform
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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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* This demo loads a 3D model from an OBJ file, processes the mesh data to estimate normals and tangents, and generates
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* a set of uniformly distributed pose points. These pose points determine the transformations applied to individual
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* objects rendered in the viewport.
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*
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* It extends the rendering with an orbital camera for navigation and shaders for custom visual
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* effects. Cylinders represent transformed objects, with their scale animations based on time-dependent
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* trigonometric functions.
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*/
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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().triangulate()
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.estimateNormals().estimateTangents()
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val poses = mesh.uniformPoints(10000, Random(0)).map { it.pose() }
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val cylinder = cylinderMesh(radius = 0.01, length = 0.2)
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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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for (pose in poses) {
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drawer.isolated {
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drawer.model = buildTransform {
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multiply(pose)
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scale(1.0, 1.0, cos(pose.c3r0 * 10.0 + seconds) * 0.5 + 0.5)
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}
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drawer.vertexBuffer(cylinder, 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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