198 lines
5.5 KiB
Go
198 lines
5.5 KiB
Go
package tins2021
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import (
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"fmt"
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"image"
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"os"
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"runtime"
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"sync"
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"github.com/fogleman/fauxgl"
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"github.com/nfnt/resize"
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"golang.org/x/image/draw"
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"opslag.de/schobers/geom"
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"opslag.de/schobers/geom/ints"
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"opslag.de/schobers/zntg/ui"
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)
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const (
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fovy = 40 // vertical field of view in degrees
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near = 1 // near clipping plane
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far = 10 // far clipping plane
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)
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var (
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eye = fauxgl.V(0, 0, 4) // camera position
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center = fauxgl.V(0, 0, 0) // view center position
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up = fauxgl.V(0, 1, 0) // up vector
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light = fauxgl.V(.5, 1, .75).Normalize() // light direction
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)
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func animateMesh(mesh *fauxgl.Mesh, hexColor string, frames int, transform MeshAnimationTransformer) image.Image {
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const scale = 4
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const s = 1.1
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mesh.BiUnitCube()
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matrix := fauxgl.Orthographic(-s, s, -s, s, near, far).Mul(fauxgl.LookAt(eye, center, up))
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animation := image.NewNRGBA(image.Rect(0, 0, TextureSize*frames, TextureSize))
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threads := ints.Max(1, runtime.NumCPU())
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framesC := make(chan int, threads)
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wait := parallel(threads, func() {
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context := fauxgl.NewContext(TextureSize*scale, TextureSize*scale)
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color := fauxgl.HexColor(hexColor)
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for i := range framesC {
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context.ClearDepthBuffer()
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context.ClearColorBufferWith(fauxgl.Transparent)
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shader := fauxgl.NewPhongShader(matrix, light, eye)
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shader.ObjectColor = color
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shader.AmbientColor = fauxgl.MakeColor(mustHexColor(`#7F7F7F`))
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context.Shader = shader
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copy := mesh.Copy()
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transform.transform(copy, FrameState{Current: i, TotalFrames: frames})
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context.DrawMesh(copy)
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frame := resize.Resize(TextureSize, TextureSize, context.Image(), resize.Bilinear)
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draw.Copy(animation, image.Pt(i*TextureSize, 0), frame, frame.Bounds(), draw.Src, nil)
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}
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})
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for f := 0; f < frames; f++ {
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framesC <- f
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}
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close(framesC)
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wait.Wait()
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return animation
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}
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func AnimatePolygon(polygon geom.PolygonF, hexColor string, frames int, transform MeshAnimationTransformer) image.Image {
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mesh := generateMeshFromPolygon(polygon, .2)
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return animateMesh(mesh, hexColor, frames, transform)
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}
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func AnimateSTL(resources ui.PhysicalResources, name, hexColor string, frames int, transform MeshAnimationTransformer) image.Image {
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path, err := resources.FetchResource(name)
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if err != nil {
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panic(err)
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}
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mesh, err := fauxgl.LoadSTL(path)
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if err != nil {
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panic(err)
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}
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return animateMesh(mesh, hexColor, frames, transform)
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}
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type FrameState struct {
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Current int
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TotalFrames int
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}
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func (s FrameState) Animation() float64 { return float64(s.Current) / float64(s.TotalFrames) }
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func generateMeshFromPolygon(polygon geom.PolygonF, thickness float64) *fauxgl.Mesh {
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vec := func(p geom.PointF, z float64) fauxgl.Vector { return fauxgl.V(p.X, p.Y, z) }
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tri := fauxgl.NewTriangleForPoints
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face := func(q, r, s geom.PointF, n float64) *fauxgl.Triangle {
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return tri(vec(q, n*thickness), vec(r, n*thickness), vec(s, n*thickness))
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}
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var triangles []*fauxgl.Triangle
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// generate front & back
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for _, t := range polygon.Triangulate() {
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triangles = append(triangles,
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face(t.Points[0], t.Points[1], t.Points[2], 1), // front
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face(t.Points[2], t.Points[1], t.Points[0], -1), // back
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)
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}
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// generate side
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back, front := -thickness, thickness
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for i, p := range polygon.Points {
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next := polygon.Points[(i+1)%len(polygon.Points)]
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q, r, s, t := vec(p, back), vec(next, back), vec(next, front), vec(p, front)
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triangles = append(triangles, tri(q, r, s), tri(q, s, t))
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}
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mesh := fauxgl.NewTriangleMesh(triangles)
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return mesh
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}
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func iterate(n int, threads int) <-chan int {
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iterator := make(chan int, threads)
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go func() {
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for i := 0; i < n; i++ {
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iterator <- i
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}
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}()
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return iterator
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}
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func parallel(n int, action func()) *sync.WaitGroup {
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wait := &sync.WaitGroup{}
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wait.Add(n)
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for i := 0; i < n; i++ {
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go func() {
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action()
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wait.Done()
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}()
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}
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return wait
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}
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type MeshAnimationTransformer interface {
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transform(*fauxgl.Mesh, FrameState)
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}
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type MeshRotateAnimation struct{}
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func (MeshRotateAnimation) transform(mesh *fauxgl.Mesh, s FrameState) {
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mesh.Transform(fauxgl.Rotate(up, 2*geom.Pi*s.Animation()))
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}
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type MeshWobbleTransformation struct {
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Wobble float64
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}
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func (a MeshWobbleTransformation) animate(s FrameState) float64 {
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animation := float64(s.Current) / float64(s.TotalFrames)
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animation += .25
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if animation >= 1 {
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animation -= 1
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}
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return geom.Abs(animation*4-2) - 1
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}
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func (a MeshWobbleTransformation) transform(mesh *fauxgl.Mesh, s FrameState) {
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mesh.Transform(fauxgl.Rotate(up, a.animate(s)*a.Wobble*geom.Pi/180))
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}
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func saveMeshSTL(path, name string, mesh *fauxgl.Mesh) error {
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stl, err := os.Create(path)
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if err != nil {
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return err
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}
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defer stl.Close()
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fmt.Fprintf(stl, "solid %s\n", name)
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for _, triangle := range mesh.Triangles {
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normal := triangle.Normal()
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fmt.Fprintf(stl, " facet normal %f, %f, %f\n", normal.X, normal.Y, normal.Z)
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fmt.Fprintf(stl, " outer loop\n")
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fmt.Fprintf(stl, " vertex %f, %f, %f\n", triangle.V1.Position.X, triangle.V1.Position.Y, triangle.V1.Position.Z)
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fmt.Fprintf(stl, " vertex %f, %f, %f\n", triangle.V2.Position.X, triangle.V2.Position.Y, triangle.V2.Position.Z)
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fmt.Fprintf(stl, " vertex %f, %f, %f\n", triangle.V3.Position.X, triangle.V3.Position.Y, triangle.V3.Position.Z)
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fmt.Fprintf(stl, " endloop\n")
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fmt.Fprintf(stl, " endfacet\n")
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}
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fmt.Fprintf(stl, "endsolid %s\n", name)
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return nil
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}
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func SaveSTLFromPolygon(path, name string, polygon geom.PolygonF, thickness float64) {
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mesh := generateMeshFromPolygon(polygon, thickness)
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saveMeshSTL(path, name, mesh)
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}
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