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models.go
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package main
import (
"compress/gzip"
"math"
"os"
"github.com/unixpickle/essentials"
"github.com/unixpickle/model3d/model3d"
"github.com/unixpickle/model3d/render3d"
)
func ReadCurvyThing() render3d.Object {
mesh := ReadModel("models/curvy_thing.stl.gz")
invMid := mesh.Min().Mid(mesh.Max()).Scale(-1)
invMid.Z = -mesh.Min().Z
mesh = mesh.Translate(invMid)
mesh = mesh.Rotate(model3d.Z(1), -math.Pi/4)
mesh = mesh.Translate(model3d.Coord3D{X: CurvyThingX, Y: CurvyThingY})
return &render3d.ColliderObject{
Collider: model3d.MeshToCollider(mesh),
Material: &render3d.PhongMaterial{
Alpha: 20.0,
SpecularColor: render3d.NewColor(0.05),
DiffuseColor: render3d.NewColor(0.3),
},
}
}
func ReadRose() render3d.Object {
mesh := ReadModel("models/rose.stl.gz")
mesh = mesh.Translate(mesh.Min().Mid(mesh.Max()).Scale(-1))
mesh = mesh.Rotate(model3d.X(1), math.Pi/4)
mesh = mesh.Translate(model3d.XYZ(RoseX, RoseY, RoseZ))
return render3d.JoinedObject{
&render3d.ColliderObject{
Collider: model3d.MeshToCollider(mesh),
Material: &render3d.LambertMaterial{
DiffuseColor: render3d.NewColorRGB(0.95, 0.2, 0.2).Scale(0.5),
},
},
// Manually add a stem so the rose is not floating.
&render3d.ColliderObject{
Collider: &model3d.Cylinder{
P1: model3d.XYZ(VaseX, VaseY, 0),
P2: model3d.XYZ(VaseX, VaseY, RoseZ),
Radius: RoseStemRadius,
},
Material: &render3d.LambertMaterial{
DiffuseColor: render3d.NewColorRGB(0.1, 0.55, 0).Scale(0.5),
},
},
}
}
func ReadVase() render3d.Object {
mesh := ReadModel("models/vase.stl.gz")
// The mesh is too big compared to the other objects.
mesh = mesh.MapCoords(model3d.XYZ(0.8, 0.8, 0.8).Mul)
min, max := mesh.Min(), mesh.Max()
mesh = mesh.Translate(model3d.XY(VaseX-(max.X+min.X)/2, VaseY-(max.Y+min.Y)/2))
return &VaseObject{
Object: &render3d.ColliderObject{
Collider: model3d.MeshToCollider(mesh),
},
maxZ: max.Z,
}
}
type VaseObject struct {
render3d.Object
maxZ float64
}
func (v *VaseObject) Cast(r *model3d.Ray) (model3d.RayCollision, render3d.Material, bool) {
rc, _, ok := v.Object.Cast(r)
if !ok {
return rc, nil, ok
}
c := r.Origin.Add(r.Direction.Scale(rc.Scale))
frac := c.Z / v.maxZ
c1 := render3d.NewColorRGB(61.0/255.0, 222.0/255.0, 33.0/255.0)
c2 := render3d.NewColorRGB(198.0/255.0, 52.0/255.0, 235.0/255.0)
color := c1.Scale(frac).Add(c2.Scale(1 - frac))
mat := &render3d.PhongMaterial{
Alpha: 10.0,
DiffuseColor: color.Scale(0.4),
SpecularColor: render3d.NewColor(0.1),
}
return rc, mat, ok
}
func ReadRocks() render3d.Object {
mesh := ReadModel("models/rocks.stl.gz")
min, max := mesh.Min(), mesh.Max()
mesh = mesh.Translate(model3d.XY(-(max.X+min.X)/2, RocksY-min.Y))
return &render3d.ColliderObject{
Collider: model3d.MeshToCollider(mesh),
Material: &render3d.LambertMaterial{
DiffuseColor: render3d.NewColor(0.3),
},
}
}
func ReadPumpkin() render3d.Object {
models := []string{
"models/pumpkin_inside.stl.gz",
"models/pumpkin_outside.stl.gz",
"models/pumpkin_stem.stl.gz",
}
colors := []render3d.Color{
render3d.NewColorRGB(255.0/255, 206.0/255, 107.0/255),
render3d.NewColorRGB(214.0/255, 143.0/255, 0),
render3d.NewColorRGB(79.0/255, 53.0/255, 0),
}
var parts render3d.JoinedObject
for i, model := range models {
color := colors[i]
mesh := ReadModel(model)
mesh = mesh.Translate(model3d.XYZ(PumpkinX, PumpkinY, 1.1942578125000005))
parts = append(parts, &render3d.ColliderObject{
Collider: model3d.MeshToCollider(mesh),
Material: &render3d.LambertMaterial{
DiffuseColor: color.Scale(0.5),
},
})
}
return parts
}
func ReadWineGlass() render3d.Object {
mesh := ReadModel("models/wine_glass.stl.gz")
min, max := mesh.Min(), mesh.Max()
mesh = mesh.Translate(min.Scale(-1))
mesh = mesh.MapCoords(model3d.Coord3D{
X: WineGlassX - (max.X-min.X)/2,
Y: WineGlassY - (max.Y-min.Y)/2,
// Make sure rays can hit the ground under the model.
Z: 1e-4,
}.Add)
return &render3d.ColliderObject{
Collider: model3d.MeshToCollider(mesh),
Material: &render3d.JoinedMaterial{
Materials: []render3d.Material{
&render3d.RefractMaterial{
IndexOfRefraction: 1.3,
RefractColor: render3d.NewColor(0.95),
},
&render3d.PhongMaterial{
Alpha: 100.0,
SpecularColor: render3d.NewColor(0.05),
},
},
Probs: []float64{0.8, 0.2},
},
}
}
func ReadModel(path string) *model3d.Mesh {
r, err := os.Open(path)
essentials.Must(err)
defer r.Close()
gr, err := gzip.NewReader(r)
essentials.Must(err)
defer gr.Close()
tris, err := model3d.ReadSTL(gr)
essentials.Must(err)
return model3d.NewMeshTriangles(tris)
}