[orx-shapes] Demo comments

This commit is contained in:
Abe Pazos
2025-08-30 23:56:56 +02:00
parent 2c3417dad6
commit ea4a2c0d89
12 changed files with 196 additions and 64 deletions

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@@ -4,7 +4,13 @@ import org.openrndr.extra.noise.shapes.hash
import org.openrndr.shape.Triangle
/**
* Demonstrate the generation of uniformly distributed points inside a list of triangles
* Demonstrate the generation of uniformly distributed points inside a list of triangles.
* For demonstration purposes there is only one triangle in the list, but could contain many.
*
* We can consider the `hash` function as giving us access to a slice in a pool of random Vector2 values.
* Since we increase the x argument in the call to `hash()` based on the current time in seconds,
* older random points get replaced by newer ones, then stay visible for a while.
*
* @see <img src="https://raw.githubusercontent.com/openrndr/orx/media/orx-noise/images/DemoTriangleNoise01Kt.png">
*/
fun main() = application {

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@@ -13,7 +13,6 @@ import org.openrndr.math.Vector3
* represented as a sphere and positioned in 3D space based on the quasirandom sequence values.
*
* The visualization setup includes:
* - Configuration of application window size to 720x720.
* - Usage of an orbital camera for interactive 3D navigation.
* - Creation of a reusable sphere mesh with a specified radius.
* - Generation of quasirandom points in 3D space using the `rSeq3D` function.

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@@ -11,10 +11,9 @@ import org.openrndr.math.Vector4
/**
* Demo that presents a 3D visualization of points distributed using a 4D quasirandom sequence (R4).
* Each point is represented as a sphere with it position and color derived from the sequence values.
* Each point is represented as a sphere with its position and color derived from the sequence values.
*
* This function performs the following tasks:
* - Configures the application window dimensions to 720x720 pixels.
* - Initializes a 3D camera for orbital navigation of the scene.
* - Generates 10,000 points in 4D space using the `rSeq4D` function. The points are scaled
* and transformed into 3D positions with an additional w-coordinate for color variation.