package org.openrndr.extras.meshgenerators import org.openrndr.draw.VertexBuffer import org.openrndr.math.Vector2 import org.openrndr.math.Vector3 import org.openrndr.shape.Rectangle fun planeMesh(center: Vector3, right: Vector3, forward: Vector3, up: Vector3 = forward.cross(right).normalized, width: Double = 1.0, height: Double = 1.0, widthSegments: Int = 1, heightSegments: Int = 1): VertexBuffer { val vertexCount = (widthSegments * heightSegments) * 6 val vb = meshVertexBuffer(vertexCount) vb.put { generatePlane(center, right, forward, up, width, height, widthSegments, heightSegments, bufferWriter(this)) } return vb } /** * Converts a [Rectangle] to a [VertexBuffer] 2D mesh matching its location and * dimensions. [resolution] specifies the size in pixels of the triangles in * the mesh. */ fun Rectangle.toMesh(resolution: Double = 2.0) = planeMesh( center.xy0, Vector3.UNIT_X, Vector3.UNIT_Y, Vector3.UNIT_Z, width, height, (width / resolution).toInt(), (height / resolution).toInt() ) /** * generates a finite plane with its center at (0,0,0) and spanning the xz-plane */ fun groundPlaneMesh(width: Double = 1.0, height: Double = 1.0, widthSegments: Int = 1, heightSegments: Int = 1): VertexBuffer { return planeMesh(Vector3.ZERO, Vector3.UNIT_X, Vector3.UNIT_Z, Vector3.UNIT_Y, width, height, widthSegments, heightSegments) } /** * generates a finite plane with its center at (0,0,0) and spanning the xy-plane */ fun wallPlaneMesh(width: Double = 1.0, height: Double = 1.0, widthSegments: Int = 1, heightSegments: Int = 1): VertexBuffer { return planeMesh(Vector3.ZERO, Vector3.UNIT_X, Vector3.UNIT_Y, Vector3.UNIT_Z, width, height, widthSegments, heightSegments) } fun generatePlane(center: Vector3, right: Vector3, forward: Vector3, up: Vector3 = forward.cross(right).normalized, width: Double = 1.0, height: Double = 1.0, widthSegments: Int = 1, heightSegments: Int = 2, writer: VertexWriter) { val forwardStep = forward.normalized * (height / heightSegments) val rightStep = right.normalized * (width / widthSegments) val corner = center - forward.normalized * (height*0.5) - right.normalized * (width * 0.5) val step = Vector2(1.0 / widthSegments, 1.0 / heightSegments) for (v in 0 until heightSegments) { for (u in 0 until widthSegments) { val uv00 = Vector2(u + 0.0, v + 0.0) * step val uv01 = Vector2(u + 0.0, v + 1.0) * step val uv10 = Vector2(u + 1.0, v + 0.0) * step val uv11 = Vector2(u + 1.0, v + 1.0) * step val c00 = corner + forwardStep * v.toDouble() + rightStep * u.toDouble() val c01 = corner + forwardStep * (v + 1).toDouble() + rightStep * u.toDouble() val c10 = corner + forwardStep * v.toDouble() + rightStep * (u + 1).toDouble() val c11 = corner + forwardStep * (v + 1).toDouble() + rightStep * (u + 1).toDouble() writer(c11, up, uv00) writer(c10, up, uv10) writer(c00, up, uv11) writer(c00, up, uv11) writer(c01, up, uv01) writer(c11, up, uv00) } } }