Patchy provides an easy-to-use bicubic patch for 3D graphics in the Processing programming environment.
For a demo, and installation instructions, please see the Patchy home page.
import patchy.*; // a 4x4 array of control points for the bicubic surface PVector[][] controlPoints = getControlPoints(); Patch patch = Patch.create(Patch.BEZIER, controlPoints); // or Patch.BSPLINE, Patch.HERMITE, Patch.CATMULL_ROM void draw() { // animate the Y-value of a control point patch.setY(2, 0, 30 * cos(frameRate/40f)); fill(255, 100, 100); noStroke(); patch.draw(this); }
I learned how to calculate bicubic surfaces by reading the course material that Ken Perlin so kindly provides. Part of Patchy is based on his code, and I am very grateful for it.
I learned how to calculate vertex normals, and how to choose vertexes for triangles when rendering, by studying this code, by Tomasz Kaczmarzyk (tom3k). Tomasz was kind enough to explicitly license that code under the Apache 2.0 license, so that I could freely share my work. Thank you, tom3k.
Patchy.BEZIER Patchy.BSPLINE Patchy.CATMULL_ROM Patchy.HERMITE
// control points as a 4x4 matrix of PVectors Patch.create(double[][] basis, PVector[][] controlPoints, int gridSteps); Patch.create(double[][] basis, PVector[][] controlPoints); // default 20 grid steps // control points as three 4x4 matrices of x, y, and z coordinates Patch.create(double[][] basis, double[][] cpX, double[][] cpY, double[][] cpZ, int gridSteps); Patch.create(double[][] basis, double[][] cpX, double[][] cpY, double[][] cpZ); // the same but with floats, which are more Processing-friendly Patch.create(double[][] basis, float[][] cpX, float[][] cpY, float[][] cpZ, int gridSteps); Patch.create(double[][] basis, float[][] cpX, float[][] cpY, float[][] cpZ); PatchGroup group = new PatchGroup(); group.add(p1); group.add(p2);
void draw(PApplet p); // uses current stroke, fill, and transforms void drawControlPoints(PApplet p); // useful for debugging
BoundingVolume getBounds(); // for figuring out scale and position BoundingVolume scale(double s); // scales the patch or group in-place void translate(double dx, double dy, double dz); // translates the patch or group in-place void setBasis(double[][] basisMatrix); void setGridSteps(int steps); // change the resolution of the rendered mesh
void set(int row, int col, double xVal, double yVal, double zVal); void set(int row, int col, PVector p); void setX(int row, int col, double val); void setY(int row, int col, double val); void setZ(int row, int col, double val); // set the number of vertices created when rendering patch as triangles void setGridSteps(int gridSteps);
Are you looking for the “Patchy” extension to the Mantis bug-tracking system?
That’s on sourceforge.