func main() { rand.Seed(1211) eye := ln.Vector{8, 8, 8} center := ln.Vector{0, 0, 0} up := ln.Vector{0, 0, 1} scene := ln.Scene{} for a := 0; a < 50; a++ { n := 200 xs := LowPassNoise(n, 0.3, 4) ys := LowPassNoise(n, 0.3, 4) zs := LowPassNoise(n, 0.3, 4) ss := LowPassNoise(n, 0.3, 4) position := ln.Vector{} for i := 0; i < n; i++ { sphere := ln.NewOutlineSphere(eye, up, position, 0.1) scene.Add(sphere) s := (ss[i]+1)/2*0.1 + 0.01 v := ln.Vector{xs[i], ys[i], zs[i]}.Normalize().MulScalar(s) position = position.Add(v) } } width := 380.0 * 5 height := 315.0 * 5 fovy := 50.0 paths := scene.Render(eye, center, up, width, height, fovy, 0.1, 100, 0.01) paths.WriteToPNG("out.png", width, height) paths.Print() }
func (m *Molecule) Paths(width, height float64) ln.Paths { scene := ln.Scene{} nodes := make([]ln.Vector, len(m.Atoms)) for i, atom := range m.Atoms { nodes[i] = ln.Vector{atom.X, atom.Y, atom.Z} } mid := ln.BoxForVectors(nodes).Center() for i, node := range nodes { nodes[i] = node.Sub(mid) } eye := CameraPosition(nodes) center := ln.Vector{} fov := CameraFOV(nodes, eye, center) up := ln.Vector{0, 0, 1} for i, node := range nodes { atom := m.Atoms[i] radius := float64(AtomicRadii[atom.Symbol]) / 100 scene.Add(ln.NewOutlineSphere(eye, up, node, radius*0.5)) } for _, bond := range m.Bonds { v0 := nodes[bond.I] v1 := nodes[bond.J] r := float64(bond.Type) / 16 scene.Add(ln.NewTransformedOutlineCylinder(eye, up, v0, v1, r)) } return scene.Render(eye, center, up, width, height, fov, 0.1, 100, 0.01) }
func main() { eye := ln.Vector{8, 8, 8} center := ln.Vector{0, 0, 0} up := ln.Vector{0, 0, 1} scene := ln.Scene{} n := 10 for x := -n; x <= n; x++ { for y := -n; y <= n; y++ { z := rand.Float64() * 3 v := ln.Vector{float64(x), float64(y), z} sphere := ln.NewOutlineSphere(eye, up, v, 0.45) scene.Add(sphere) } } width := 1920.0 height := 1200.0 fovy := 50.0 paths := scene.Render(eye, center, up, width, height, fovy, 0.1, 100, 0.01) paths.WriteToPNG("out.png", width, height) }
func (m *Molecule) Paths(width, height float64) ln.Paths { scene := ln.Scene{} camera := m.Camera() eye := camera.Eye.ln() center := camera.Center.ln() up := camera.Up.ln() fovy := camera.Fovy spheres, cylinders := m.Solids() for _, s := range spheres { scene.Add(ln.NewOutlineSphere(eye, up, s.Center.ln(), s.Radius*0.5)) } for _, c := range cylinders { scene.Add(ln.NewTransformedOutlineCylinder(eye, up, c.A.ln(), c.B.ln(), c.Radius)) } return scene.Render(eye, center, up, width, height, fovy, 0.1, 100, 0.01) }
func render(frame int) { cx := math.Cos(ln.Radians(float64(frame))) cy := math.Sin(ln.Radians(float64(frame))) scene := ln.Scene{} eye := ln.Vector{cx, cy, 0}.MulScalar(8) center := ln.Vector{0, 0, 0} up := ln.Vector{0, 0, 1} nodes := []ln.Vector{ {1.047, -0.000, -1.312}, {-0.208, -0.000, -1.790}, {2.176, 0.000, -2.246}, {1.285, -0.001, 0.016}, {-1.276, -0.000, -0.971}, {-0.384, 0.000, -2.993}, {-2.629, -0.000, -1.533}, {-1.098, -0.000, 0.402}, {0.193, 0.005, 0.911}, {-1.934, -0.000, 1.444}, {2.428, -0.000, 0.437}, {0.068, -0.000, 2.286}, {-1.251, -0.000, 2.560}, {1.161, -0.000, 3.261}, {1.800, 0.001, -3.269}, {2.783, 0.890, -2.082}, {2.783, -0.889, -2.083}, {-2.570, -0.000, -2.622}, {-3.162, -0.890, -1.198}, {-3.162, 0.889, -1.198}, {-1.679, 0.000, 3.552}, {1.432, -1.028, 3.503}, {2.024, 0.513, 2.839}, {0.839, 0.513, 4.167}, // {0.000000, 0.000000, 0.000000}, // {0.000000, 0.000000, 1.089000}, // {1.026719, 0.000000, -0.363000}, // {-0.513360, -0.889165, -0.363000}, // {-0.513360, 0.889165, -0.363000}, // // {0, 0, 0}, // {-1, 0, 0}, // {1, 0, 0}, // {0, 1, 0}, // {0, -1, 0}, // {0, 0, 1}, // {0, 0, -1}, // // {-1, 1, 1}, // {-1, 1, -1}, // {-1, -1, 1}, // {-1, -1, -1}, // {1, 1, 1}, // {1, 1, -1}, // {1, -1, 1}, // {1, -1, -1}, } edges := [][2]int{ {0, 1}, {0, 2}, {0, 3}, {1, 4}, {1, 5}, {2, 14}, {2, 15}, {2, 16}, {3, 8}, {3, 10}, {4, 6}, {4, 7}, {6, 17}, {6, 18}, {6, 19}, {7, 8}, {7, 9}, {8, 11}, {9, 12}, {11, 12}, {11, 13}, {12, 20}, {13, 21}, {13, 22}, {13, 23}, } for _, v := range nodes { scene.Add(ln.NewOutlineSphere(eye, up, v, 0.333)) } // for _, v0 := range nodes { // for _, v1 := range nodes { // if v0 == v1 { // continue // } for _, edge := range edges { v0 := nodes[edge[0]] v1 := nodes[edge[1]] d := v1.Sub(v0) z := d.Length() u := d.Cross(up).Normalize() a := math.Acos(d.Normalize().Dot(up)) m := ln.Translate(v0) if a != 0 { m = ln.Rotate(u, a).Translate(v0) } c := ln.NewOutlineCylinder(m.Inverse().MulPosition(eye), up, 0.1, 0, z) scene.Add(ln.NewTransformedShape(c, m)) } // } width := 750.0 height := 750.0 paths := scene.Render(eye, center, up, width, height, 60, 0.1, 100, 0.01) paths.WriteToPNG(fmt.Sprintf("out%03d.png", frame), width, height) }