19 KiB
orx-shapes
Collection of 2D shape generators and modifiers.
Demos
adjust/DemoAdjustContour01
Demonstrates how to use adjustContour to select and modify three vertices
in a circular contour. In OPENRNDR circles contain 4 cubic bézier
segments connecting 4 vertices.
On every animation frame the circular contour is created and transformed
using sines, cosines and the variable seconds for an animated effect.
adjust/DemoAdjustContour02
Demonstrates how to use adjustContour to select and remove vertex 0
from a circular contour, then select and animate the position and scale the new vertex 0.
adjust/DemoAdjustContour03
Demonstrates how to select and alter the edges of a rectangle.
The rectangle is a scaled-down version window bounds.
By default, the edges of a rectangular contour are linear, so the edge.toCubic() method
is called to make it possible to bend them.
Then various edges are selected one by one and transformed over time using operations like scale, rotate, splitAt and moveBy.
adjust/DemoAdjustContour04
Demonstrates an adjustContour animated effect where edge 0 of a contour
is replaced by a point sampled on that edge. The specific edge point oscillates between
0.0 (at the start) and 1.0 (at the end) using a cosine and the seconds variable.
The base contour used for the effect alternates every second between a rectangular and a circular contour.
adjust/DemoAdjustContour05
adjust/DemoAdjustContour06
adjust/DemoAdjustContour07
adjust/DemoAdjustContour08
adjust/DemoAdjustContour09
adjust/DemoAdjustContourContinue01
alphashape/DemoAlphaShape
arrangement/DemoArrangement01
arrangement/DemoArrangement02
arrangement/DemoArrangement04
bezierpatch/DemoBezierPatch01
Shows how to
- create a [bezierPatch] out of 4 [LineSegment]
- create a sub-patch out of a [bezierPatch]
- create horizontal and vertical [ShapeContour]s out of [bezierPatch]es
The created contours are horizontal and vertical in "bezier-patch space" but are rendered deformed following the shape of the bezier patch.
bezierpatch/DemoBezierPatch02
Shows how to create a [bezierPatch] out of a closed [ShapeContour] with 4 curved segments.
Calling [Circle.contour] is one way of producing such a contour with vertices at the cardinal points but one can manually create any other 4-segment closed contour to use in bezier patches.
bezierpatch/DemoBezierPatch03
Shows how to distort [ShapeContour]s using a [bezierPatch]
In this case the contours are regular stars and the bezier patch is created using a circular contour with the required 4 segments.
bezierpatch/DemoBezierPatch04
Shows how to get positions and gradient values of those positions from a [bezierPatch]
You can think of bezierPatch.position() as requesting points in a wavy flag (the bezier patch) using normalized uv coordinates.
bezierpatch/DemoBezierPatch05
Shows how to
- create a [bezierPatch] out of 4 [Segment3D]
- create a sub-patch out of a [bezierPatch]
- create horizontal and vertical [Path3D]s out of [bezierPatch]es
- add colors to a [bezierPatch]
- draw a [bezierPatch] surface
The created contours are horizontal and vertical in "bezier-patch space" but are rendered deformed following the shape of the bezier patch.
bezierpatch/DemoBezierPatch06
Shows how to
- create a [bezierPatch] out of 4 curved Segment2D instances
- apply an image texture to the patch using a shadeStyle
bezierpatch/DemoBezierPatchDrawer01
bezierpatch/DemoBezierPatchDrawer02
bezierpatch/DemoBezierPatchDrawer03
bezierpatch/DemoBezierPatches01
Shows how to create a [bezierPatch] out of a closed [ShapeContour] with 4 curved segments.
Calling [Circle.contour] is one way of producing such a contour with vertices at the cardinal points but one can manually create any other 4-segment closed contour to use in bezier patches.
blend/DemoContourBlend01
Demonstration of uniform contour blending
blend/DemoContourBlend02
Demonstration of non-uniform contour blending
frames/DemoFrames01
hobbycurve/DemoHobbyCurve01
hobbycurve/DemoHobbyCurve02
hobbycurve/DemoHobbyCurve03
hobbycurve/DemoHobbyCurve3D01
operators/DemoRoundCorners01
ordering/DemoHilbertOrder01
ordering/DemoHilbertOrder02
path3d/DemoPath3DProjection
primitives/DemoArc01
primitives/DemoCircleInversion01
primitives/DemoCircleInversion02
primitives/DemoCircleInversion03
primitives/DemoNet01
primitives/DemoPulley01
primitives/DemoRectangleDistribute01
of rectangles, which are generated and manipulated based on time and random parameters. The application follows these steps:
- Initializes a random generator seeded with the elapsed seconds since the start of the program.
- Creates a sequence of rectangles using the
uniformSubfunction to generate random sub-rectangles within the bounding rectangle of the canvas. - Distributes the generated rectangles horizontally within the canvas using the
distributeHorizontallymethod. - Aligns the rectangles vertically according to their position in relation to the bounding rectangle and a dynamic anchor point derived from the cosine of elapsed time.
- Renders the rectangles on the canvas in the output window.
primitives/DemoRectangleFitHorizontally
primitives/DemoRectangleGrid01
primitives/DemoRectangleGrid02
primitives/DemoRectangleGrid03
primitives/DemoRectangleIntersection01
Demonstrate rectangle-rectangle intersection
primitives/DemoRectangleIrregularGrid
primitives/DemoRectanglePlace01
Demo for rendering a 10x10 grid of rectangles within the bounds of the canvas. Each rectangle's position is calculated relative to its anchors, filling the entire canvas with evenly placed items.
The rectangles are drawn using the default white color. The place function is applied to each
rectangle to position them dynamically based on their relative anchor points within the bounding area.
This serves as a demonstration of positioning and rendering shapes in a structured grid layout.






























































