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3D Paint


Gary_Oak
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Hey everyone I found an interesting tutorial about how to create a 3D object with an awt graphics object and I adapted this code into a script. The result is an interesting paint overlay. Here is a proof of concept:

 

The sphere perfectly loops but the gif doesn't

15e844172b42279466cb3c641b8cc98c.gif

 

My Source code:

package osbot;

import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;
import java.util.ArrayList;
import java.util.List;

import org.osbot.rs07.api.filter.Filter;
import org.osbot.rs07.api.map.Position;
import org.osbot.rs07.api.map.constants.Banks;
import org.osbot.rs07.api.model.Item;
import org.osbot.rs07.api.model.Player;
import org.osbot.rs07.api.model.RS2Object;
import org.osbot.rs07.api.ui.Skill;
import org.osbot.rs07.script.Script;
import org.osbot.rs07.script.ScriptManifest;
import org.osbot.rs07.utility.ConditionalSleep;

@ScriptManifest(name = "3D Paint", author = "Gary_Oak", version = 1.0, info = "", logo = "")
public class Main extends Script {

	private int width = 400;
	private int height = 400;
	private double rotate = -180;
	private int xOffset = 10;
	private int yOffset = 10;

	@[member='Override']
	public void onStart() {

	}

	@[member='Override']
	public void onExit() {
		// Code here will execute after the script ends

	}

	@[member='Override']
	public int onLoop() {

		if (rotate >= 180) {
			rotate = -180;
		}
		this.rotate = this.rotate + 1;
		return 100; // The amount of time in milliseconds before the loop starts
					// over
	}

	@[member='Override']
	public void onPaint(Graphics2D g) {
		Graphics2D g2 = (Graphics2D) g;
		g2.setColor(new Color(0, 0, 0, 0));
		g2.fillRect(0, 0, this.width, this.height);

		List<Triangle> tris = new ArrayList<>();
		tris.add(new Triangle(new Vertex(100, 100, 100), new Vertex(-100, -100, 100), new Vertex(-100, 100, -100),
				Color.WHITE));
		tris.add(new Triangle(new Vertex(100, 100, 100), new Vertex(-100, -100, 100), new Vertex(100, -100, -100),
				Color.RED));
		tris.add(new Triangle(new Vertex(-100, 100, -100), new Vertex(100, -100, -100), new Vertex(100, 100, 100),
				Color.GREEN));
		tris.add(new Triangle(new Vertex(-100, 100, -100), new Vertex(100, -100, -100), new Vertex(-100, -100, 100),
				Color.BLUE));

		for (int i = 0; i < 4; i++) {
			tris = inflate(tris);
		}

		double heading = Math.toRadians(this.rotate);
		Matrix3 headingTransform = new Matrix3(new double[] { Math.cos(heading), 0, -Math.sin(heading), 0, 1, 0,
				Math.sin(heading), 0, Math.cos(heading) });
		double pitch = Math.toRadians(this.rotate);
		Matrix3 pitchTransform = new Matrix3(
				new double[] { 1, 0, 0, 0, Math.cos(pitch), Math.sin(pitch), 0, -Math.sin(pitch), Math.cos(pitch) });
		Matrix3 transform = headingTransform.multiply(pitchTransform);

		BufferedImage img = new BufferedImage(this.width, this.height, BufferedImage.TYPE_INT_ARGB);

		double[] zBuffer = new double[img.getWidth() * img.getHeight()];
		// initialize array with extremely far away depths
		for (int q = 0; q < zBuffer.length; q++) {
			zBuffer[q] = Double.NEGATIVE_INFINITY;
		}

		for (Triangle t : tris) {
			Vertex v1 = transform.transform(t.v1);
			v1.x += this.width / 2;
			v1.y += this.height / 2;
			Vertex v2 = transform.transform(t.v2);
			v2.x += this.width / 2;
			v2.y += this.height / 2;
			Vertex v3 = transform.transform(t.v3);
			v3.x += this.width / 2;
			v3.y += this.height / 2;

			Vertex ab = new Vertex(v2.x - v1.x, v2.y - v1.y, v2.z - v1.z);
			Vertex ac = new Vertex(v3.x - v1.x, v3.y - v1.y, v3.z - v1.z);
			Vertex norm = new Vertex(ab.y * ac.z - ab.z * ac.y, ab.z * ac.x - ab.x * ac.z, ab.x * ac.y - ab.y * ac.x);
			double normalLength = Math.sqrt(norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
			norm.x /= normalLength;
			norm.y /= normalLength;
			norm.z /= normalLength;

			double angleCos = Math.abs(norm.z);

			int minX = (int) Math.max(0, Math.ceil(Math.min(v1.x, Math.min(v2.x, v3.x))));
			int maxX = (int) Math.min(img.getWidth() - 1, Math.floor(Math.max(v1.x, Math.max(v2.x, v3.x))));
			int minY = (int) Math.max(0, Math.ceil(Math.min(v1.y, Math.min(v2.y, v3.y))));
			int maxY = (int) Math.min(img.getHeight() - 1, Math.floor(Math.max(v1.y, Math.max(v2.y, v3.y))));

			double triangleArea = (v1.y - v3.y) * (v2.x - v3.x) + (v2.y - v3.y) * (v3.x - v1.x);

			for (int y = minY; y <= maxY; y++) {
				for (int x = minX; x <= maxX; x++) {
					double b1 = ((y - v3.y) * (v2.x - v3.x) + (v2.y - v3.y) * (v3.x - x)) / triangleArea;
					double b2 = ((y - v1.y) * (v3.x - v1.x) + (v3.y - v1.y) * (v1.x - x)) / triangleArea;
					double b3 = ((y - v2.y) * (v1.x - v2.x) + (v1.y - v2.y) * (v2.x - x)) / triangleArea;
					if (b1 >= 0 && b1 <= 1 && b2 >= 0 && b2 <= 1 && b3 >= 0 && b3 <= 1) {
						double depth = b1 * v1.z + b2 * v2.z + b3 * v3.z;
						int zIndex = y * img.getWidth() + x;
						if (zBuffer[zIndex] < depth) {
							img.setRGB(x, y, getShade(t.color, angleCos).getRGB());
							zBuffer[zIndex] = depth;
						}
					}
				}
			}

		}

		g2.drawImage(img, 0, 0, null);
	}

	public static Color getShade(Color color, double shade) {
		double redLinear = Math.pow(color.getRed(), 2.4) * shade;
		double greenLinear = Math.pow(color.getGreen(), 2.4) * shade;
		double blueLinear = Math.pow(color.getBlue(), 2.4) * shade;

		int red = (int) Math.pow(redLinear, 1 / 2.4);
		int green = (int) Math.pow(greenLinear, 1 / 2.4);
		int blue = (int) Math.pow(blueLinear, 1 / 2.4);

		return new Color(red, green, blue);
	}

	public static List<Triangle> inflate(List<Triangle> tris) {
		List<Triangle> result = new ArrayList<>();
		for (Triangle t : tris) {
			Vertex m1 = new Vertex((t.v1.x + t.v2.x) / 2, (t.v1.y + t.v2.y) / 2, (t.v1.z + t.v2.z) / 2);
			Vertex m2 = new Vertex((t.v2.x + t.v3.x) / 2, (t.v2.y + t.v3.y) / 2, (t.v2.z + t.v3.z) / 2);
			Vertex m3 = new Vertex((t.v1.x + t.v3.x) / 2, (t.v1.y + t.v3.y) / 2, (t.v1.z + t.v3.z) / 2);
			result.add(new Triangle(t.v1, m1, m3, t.color));
			result.add(new Triangle(t.v2, m1, m2, t.color));
			result.add(new Triangle(t.v3, m2, m3, t.color));
			result.add(new Triangle(m1, m2, m3, t.color));
		}
		for (Triangle t : result) {
			for (Vertex v : new Vertex[] { t.v1, t.v2, t.v3 }) {
				double l = Math.sqrt(v.x * v.x + v.y * v.y + v.z * v.z) / Math.sqrt(30000);
				v.x /= l;
				v.y /= l;
				v.z /= l;
			}
		}
		return result;
	}
}

package osbot;

public class Matrix3 {
	double[] values;

	Matrix3(double[] values) {
		this.values = values;
	}

	Matrix3 multiply(Matrix3 other) {
		double[] result = new double[9];
		for (int row = 0; row < 3; row++) {
			for (int col = 0; col < 3; col++) {
				for (int i = 0; i < 3; i++) {
					result[row * 3 + col] += this.values[row * 3 + i] * other.values[i * 3 + col];
				}
			}
		}
		return new Matrix3(result);
	}

	Vertex transform(Vertex in) {
		return new Vertex(in.x * values[0] + in.y * values[3] + in.z * values[6],
				in.x * values[1] + in.y * values[4] + in.z * values[7],
				in.x * values[2] + in.y * values[5] + in.z * values[8]);
	}
}
package osbot;

import java.awt.Color;

public class Triangle {
	Vertex v1;
	Vertex v2;
	Vertex v3;
	Color color;

	Triangle(Vertex v1, Vertex v2, Vertex v3, Color color) {
		this.v1 = v1;
		this.v2 = v2;
		this.v3 = v3;
		this.color = color;
	}
}
package osbot;

public class Vertex {
	double x;
	double y;
	double z;

	Vertex(double x, double y, double z) {
		this.x = x;
		this.y = y;
		this.z = z;
	}
}

Original code and article:

http://blog.rogach.org/2015/08/how-to-create-your-own-simple-3d-render.html

https://gist.github.com/Rogach/f3dfd457d7ddb5fcfd99

Edited by Gary_Oak
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