Created
May 16, 2020 23:52
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func CreateMesh() *model3d.Mesh { | |
box := model3d.NewMesh() | |
stepSize := 0.05 | |
addQuad := func(p model3d.Coord3D, normalAxis int) { | |
ax1 := model3d.Coord3D{X: stepSize} | |
ax2 := model3d.Coord3D{Y: stepSize} | |
if normalAxis == 0 { | |
ax1 = model3d.Coord3D{Z: stepSize} | |
} else if normalAxis == 1 { | |
ax2 = model3d.Coord3D{Z: stepSize} | |
} | |
box.Add(&model3d.Triangle{p, p.Add(ax1), p.Add(ax2)}) | |
box.Add(&model3d.Triangle{p.Add(ax1), p.Add(ax2), p.Add(ax1).Add(ax2)}) | |
} | |
// All but top two faces. | |
for x := -20; x < 20; x += 5 { | |
for z := -50; z < 50; z += 5 { | |
fx := float64(x) / 100 | |
fz := float64(z) / 100 | |
for _, fy := range []float64{-0.2, 0.2} { | |
addQuad(model3d.Coord3D{X: fx, Y: fy, Z: fz}, 1) | |
addQuad(model3d.Coord3D{X: fy, Y: fx, Z: fz}, 0) | |
} | |
} | |
} | |
// Top two faces. | |
for x := -20; x < 20; x += 5 { | |
for y := -20; y < 20; y += 5 { | |
fx := float64(x) / 100 | |
fy := float64(y) / 100 | |
addQuad(model3d.Coord3D{X: fx, Y: fy, Z: -0.5}, 2) | |
addQuad(model3d.Coord3D{X: fx, Y: fy, Z: 0.5}, 2) | |
} | |
} | |
// I got really lazy here, so now let's make the | |
// mesh manifold and oriented. | |
box = box.Repair(1e-8) | |
box, _ = box.RepairNormals(1e-8) | |
// Don't let the box face the camera head on, | |
// allowing us to see more detail. | |
rotate := model3d.NewMatrix3Rotation(model3d.Coord3D{Z: 1}, 0.4) | |
rotate[8] = 2 | |
return box.MapCoords(rotate.MulColumn).FlipDelaunay() | |
} |
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