Exemple #1
0
func main() {
	scene := ln.Scene{}
	n := 20
	for x := -n; x <= n; x++ {
		for y := -n; y <= n; y++ {
			// z := rand.Float64() * 3
			// scene.Add(cube(float64(x), float64(y), float64(z)))
			// scene.Add(cube(float64(x), float64(y), float64(z+1)))
			// scene.Add(cube(float64(x), float64(y), float64(z+2)))
		}
	}
	n = 8
	for x := -n; x <= n; x++ {
		for y := -n; y <= n; y++ {
			scene.Add(ln.NewSphere(ln.Vector{float64(x), float64(y), 0}, 0.45))
		}
	}
	// scene.Add(ln.NewSphere(ln.Vector{0, 4, 0}, 4))
	// scene.Add(ln.NewSphere(ln.Vector{-7, 0, 0}, 4))
	// scene.Add(ln.NewSphere(ln.Vector{7, 0, 0}, 4))
	eye := ln.Vector{8, 8, 1}
	center := ln.Vector{0, 0, -4.25}
	up := ln.Vector{0, 0, 1}
	width := 1024.0
	height := 1024.0
	paths := scene.Render(eye, center, up, width, height, 50, 0.1, 100, 0.01)
	paths.WriteToPNG("out.png", width, height)
	// paths.Print()
}
Exemple #2
0
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()
}
Exemple #3
0
func main() {
	// create a scene and add a single cube
	scene := ln.Scene{}
	scene.Add(ln.NewCube(ln.Vector{-1, -1, -1}, ln.Vector{1, 1, 1}))

	// define camera parameters
	eye := ln.Vector{4, 3, 2}    // camera position
	center := ln.Vector{0, 0, 0} // camera looks at
	up := ln.Vector{0, 0, 1}     // up direction

	// define rendering parameters
	width := 1024.0  // rendered width
	height := 1024.0 // rendered height
	fovy := 50.0     // vertical field of view, degrees
	znear := 0.1     // near z plane
	zfar := 10.0     // far z plane
	step := 0.01     // how finely to chop the paths for visibility testing

	// compute 2D paths that depict the 3D scene
	paths := scene.Render(eye, center, up, width, height, fovy, znear, zfar, step)

	// save the result as a png
	paths.WriteToPNG("out.png", width, height)

	// save the result as an svg
	paths.WriteToSVG("out.svg", width, height)
}
Exemple #4
0
func main() {
	scene := ln.Scene{}
	n := 15
	for x := -n; x <= n; x++ {
		for y := -n; y <= n; y++ {
			p := rand.Float64()*0.25 + 0.2
			dx := rand.Float64()*0.5 - 0.25
			dy := rand.Float64()*0.5 - 0.25
			fx := float64(x) + dx*0
			fy := float64(y) + dy*0
			fz := rand.Float64()*3 + 1
			shape := ln.NewCube(ln.Vector{fx - p, fy - p, 0}, ln.Vector{fx + p, fy + p, fz})
			if x == 2 && y == 1 {
				continue
			}
			scene.Add(shape)
		}
	}
	eye := ln.Vector{1.75, 1.25, 6}
	center := ln.Vector{0, 0, 0}
	up := ln.Vector{0, 0, 1}
	width := 1024.0
	height := 1024.0
	paths := scene.Render(eye, center, up, width, height, 100, 0.1, 100, 0.01)
	paths.WriteToPNG("out.png", width, height)
	// paths.Print()
}
Exemple #5
0
func run(seed int) {
	// fmt.Println(seed)
	rand.Seed(int64(seed))
	eye := ln.Vector{}
	center := ln.Vector{0.5, 0, 8}
	up := ln.Vector{0, 0, 1}
	scene := ln.Scene{}
	n := 9.0
	points := pt.PoissonDisc(-n, -n, n, n, 2, 32)
	for _, p := range points {
		z := rand.Float64()*5 + 20
		v0 := ln.Vector{p.X, p.Y, 0}
		v1 := ln.Vector{p.X, p.Y, z}
		if v0.Distance(eye) < 1 {
			continue
		}
		c := ln.NewTransformedOutlineCone(eye, up, v0, v1, z/64)
		tree := Tree{c, v0, v1}
		scene.Add(&tree)
	}
	width := 2048.0
	height := 2048.0
	fovy := 90.0
	paths := scene.Render(eye, center, up, width, height, fovy, 0.1, 100, 0.1)
	path := fmt.Sprintf("out%d.png", seed)
	paths.WriteToPNG(path, width, height)
	paths.Print()
}
Exemple #6
0
func Render(lines ln.Paths, matrix ln.Matrix) ln.Paths {
	scene := ln.Scene{}
	sphere := ln.NewSphere(ln.Vector{}, 1)
	earth := Earth{sphere, lines}
	shape := ln.NewTransformedShape(&earth, matrix)
	scene.Add(shape)
	eye := ln.LatLngToXYZ(35.7806, -78.6389, 1).Normalize().MulScalar(2.46)
	center := ln.Vector{}
	up := ln.Vector{0, 0, 1}
	return scene.Render(eye, center, up, 60, 1, 0.1, 100, 0.01)
}
Exemple #7
0
func main() {
	scene := ln.Scene{}
	box := ln.Box{ln.Vector{-2, -2, -4}, ln.Vector{2, 2, 2}}
	scene.Add(ln.NewFunction(function, box, ln.Below))
	eye := ln.Vector{3, 0, 3}
	center := ln.Vector{1.1, 0, 0}
	up := ln.Vector{0, 0, 1}
	width := 1024.0
	height := 1024.0
	paths := scene.Render(eye, center, up, width, height, 50, 0.1, 100, 0.01)
	paths.WriteToPNG("out.png", width, height)
	paths.WriteToSVG("out.svg", width, height)
	// paths.Print()
}
Exemple #8
0
func main() {
	blocks := load("examples/mountain.csv")
	fmt.Println(len(blocks))
	scene := ln.Scene{}
	size := ln.Vector{0.5, 0.5, 0.5}
	for _, v := range blocks {
		scene.Add(ln.NewCube(v.Sub(size), v.Add(size)))
	}
	eye := ln.Vector{90, -90, 70}
	center := ln.Vector{0, 0, -15}
	up := ln.Vector{0, 0, 1}
	width := 1920.0
	height := 1080.0
	paths := scene.Render(eye, center, up, width, height, 50, 0.1, 1000, 0.1)
	paths.WriteToPNG("out.png", width, height)
	// paths.Print()
}
Exemple #9
0
func main() {
	scene := ln.Scene{}
	mesh, err := ln.LoadOBJ("examples/suzanne.obj")
	if err != nil {
		panic(err)
	}
	mesh.UnitCube()
	scene.Add(ln.NewTransformedShape(mesh, ln.Rotate(ln.Vector{0, 1, 0}, 0.5)))
	// scene.Add(mesh)
	eye := ln.Vector{-0.5, 0.5, 2}
	center := ln.Vector{}
	up := ln.Vector{0, 1, 0}
	width := 1024.0
	height := 1024.0
	paths := scene.Render(eye, center, up, width, height, 35, 0.1, 100, 0.01)
	paths.WriteToPNG("out.png", width, height)
}
Exemple #10
0
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)
}
Exemple #11
0
func main() {
	scene := ln.Scene{}
	for x := -2; x <= 2; x++ {
		for y := -2; y <= 2; y++ {
			z := rand.Float64()
			scene.Add(cube(float64(x), float64(y), z))
		}
	}
	eye := ln.Vector{6, 5, 3}
	center := ln.Vector{0, 0, 0}
	up := ln.Vector{0, 0, 1}
	width := 1920.0
	height := 1200.0
	fovy := 30.0
	paths := scene.Render(eye, center, up, width, height, fovy, 0.1, 100, 0.01)
	paths.WriteToPNG("out.png", width, height)
	paths.WriteToSVG("out.svg", width, height)
}
Exemple #12
0
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)
}
Exemple #13
0
func main() {
	scene := ln.Scene{}
	mesh, err := ln.LoadBinarySTL("bowser.stl")
	// mesh, err := ln.LoadOBJ("../pt/examples/bunny.obj")
	if err != nil {
		panic(err)
	}
	mesh.FitInside(ln.Box{ln.Vector{-1, -1, -1}, ln.Vector{1, 1, 1}}, ln.Vector{0.5, 0.5, 0.5})
	scene.Add(&Shape{*mesh})
	// scene.Add(mesh)
	eye := ln.Vector{-2, 2, 1}
	center := ln.Vector{0, 0, 0}
	up := ln.Vector{0, 0, 1}
	width := 1024.0 * 2
	height := 1024.0 * 2
	paths := scene.Render(eye, center, up, width, height, 50, 0.1, 100, 0.01)
	paths.WriteToPNG("out.png", width, height)
	// paths.WriteToSVG("out.svg", width, height)
	// paths.Print()
}
Exemple #14
0
func main() {
	scene := ln.Scene{}
	mesh, err := ln.LoadBinarySTL("bowser.stl")
	// mesh, err := ln.LoadOBJ("../pt/examples/bunny.obj")
	if err != nil {
		panic(err)
	}
	mesh.FitInside(ln.Box{ln.Vector{-1, -1, -1}, ln.Vector{1, 1, 1}}, ln.Vector{0.5, 0.5, 0.5})
	cubes := mesh.Voxelize(1.0 / 64)
	for _, cube := range cubes {
		scene.Add(cube)
	}
	eye := ln.Vector{-1, -2, 0}
	center := ln.Vector{0, 0, 0}
	up := ln.Vector{0, 0, 1}
	width := 1024.0 * 2
	height := 1024.0 * 2
	paths := scene.Render(eye, center, up, width, height, 60, 0.1, 100, 0.01)
	paths.WriteToPNG("out.png", width, height)
	// paths.WriteToSVG("out.svg", width, height)
	// paths.Print()
}
Exemple #15
0
func main() {
	shape := ln.NewDifference(
		ln.NewIntersection(
			ln.NewSphere(ln.Vector{}, 1),
			ln.NewCube(ln.Vector{-0.8, -0.8, -0.8}, ln.Vector{0.8, 0.8, 0.8}),
		),
		ln.NewCylinder(0.4, -2, 2),
		ln.NewTransformedShape(ln.NewCylinder(0.4, -2, 2), ln.Rotate(ln.Vector{1, 0, 0}, ln.Radians(90))),
		ln.NewTransformedShape(ln.NewCylinder(0.4, -2, 2), ln.Rotate(ln.Vector{0, 1, 0}, ln.Radians(90))),
	)
	for i := 0; i < 90; i += 2 {
		fmt.Println(i)
		scene := ln.Scene{}
		m := ln.Rotate(ln.Vector{0, 0, 1}, ln.Radians(float64(i)))
		scene.Add(ln.NewTransformedShape(shape, m))
		eye := ln.Vector{0, 6, 2}
		center := ln.Vector{0, 0, 0}
		up := ln.Vector{0, 0, 1}
		width := 750.0
		height := 750.0
		paths := scene.Render(eye, center, up, width, height, 20, 0.1, 100, 0.01)
		paths.WriteToPNG(fmt.Sprintf("out%03d.png", i), width, height)
	}
}
Exemple #16
0
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)
}
Exemple #17
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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)
}