Experiments with ruby-processing (processing-2.2.1) and JRubyArt for processing-3.0

Monday 7 July 2014

Development plans for ruby-processing

The next release of ruby-processing will likely be version 2.5.0 (current release 2.4.4 using jruby-1.7.12).  The reason why this will not be a minor release is that I intend to incorporate my pre-compiled vecmath and fastmath libraries as developed on JRubyArt. Both these libraries have been created as jruby extensions (they are written in java, but can be loaded into the jruby runtime as ruby). Apart from the possible efficiency gains of using pre-compiled code, the compiled version of vecmath greatly simplifies the use of my ArcBall utility (only one line of code is required to include ArcBall functionality in a sketch).  What I propose to do is to roll back ruby processing commits to the 2.4.4 release, and set that as the stable branch (for the foreseeable future). I see no compelling reasons to issue anymore 2.4 point releases (eg to bump to jruby-1.7.13, and there seems no likelihood of any further processing 2.0 releases, now development has switched up to version 3.0).




JRubyArt has been using the much heralded jruby-9000, but that will only be at a preview release this summer, see tweet:-



Drawolver featuring new libraries, degree precision look up tables, and to_vertex utility for Vec3D:-
# Drawolver: draw 2D & revolve 3D

# Example shows how to use the vecmath library, including AppRender utility.
# On the ruby side features the use each_cons, a possibly a rare use for this 
# ruby Enumerable method?
# 2010-03-22 - fjenett (somewhat revised by Martin Prout 2014-07-06)

load_library :vecmath, :fastmath

attr_reader :drawing_mode, :points, :rot_x, :rot_y, :vertices, :renderer

def setup
  size 1024, 768, P3D
  @renderer = Java::ProcessingVecmath::AppRender.new(self)
  frame_rate 30
  reset_scene
end

def draw
  background 0
  if (!drawing_mode)
    translate(width/2, height/2)
    rotate_x rot_x
    rotate_y rot_y
    @rot_x += 0.01
    @rot_y += 0.02
    translate(-width/2, -height/2)
  end
  no_fill
  stroke 255
  points.each_cons(2) { |ps, pe| line ps.x, ps.y, pe.x, pe.y}

  if (!drawing_mode)
    stroke 125
    fill 120
    lights
    ambient_light 120, 120, 120
    vertices.each_cons(2) do |r1, r2|
      begin_shape(TRIANGLE_STRIP)
      r1.zip(r2).each { |v1, v2| v1.to_vertex(renderer); v2.to_vertex(renderer)}
      end_shape
    end
  end
end

def reset_scene
  @drawing_mode = true
  @points = []
  @rot_x = 0.0
  @rot_y = 0.0
end

def mouse_pressed
  reset_scene
  points << Vec3D.new(mouse_x, mouse_y)
end

def mouse_dragged
  points << Vec3D.new(mouse_x, mouse_y)
end

def mouse_released
  points << Vec3D.new(mouse_x, mouse_y)
  recalculate_shape
end

def recalculate_shape
  @vertices = []
  points.each_cons(2) do |ps, pe|
    b = (points.last - points.first).normalize!
    a = ps - points.first
    dot_product = a.dot b
    b *= dot_product
    normal = points.first + b
    c = ps - normal
    vertices << []
    (0..360).step(12) do |ang|
      e = normal + c * DegLut.cos(ang)
      e.z = c.mag * DegLut.sin(ang)
      vertices.last << e
    end
  end
  @drawing_mode = false
end


Sketch demonstrating use of ShapeRender (ShapeRender and AppRender both implement the Render interface which is used by Vec3D (and Vec2D) to_vertex, to_vertex_uv and to_normal methods, see here for earlier version without using ShapeRender, NB: the FastMath of that version has not survived:
# Trefoil, by Andres Colubri
# A parametric surface is textured procedurally
# by drawing on an offscreen PGraphics surface.
#
# Features (Vec3D).to_normal(renderer) and (Vec3D).to_vertex_uv(renderer, u, v)
# see line 62 for inititialization of renderer where obj is an instance of PShape
# renderer = Java::ProcessingVecmath::ShapeRender.new(obj)

load_library :vecmath

attr_reader :pg, :trefoil

def setup
  size(1024, 768, P3D)

  texture_mode(NORMAL)
  noStroke

  # Creating offscreen surface for 3D rendering.
  @pg = create_graphics(32, 512, P3D)
  pg.begin_draw
  pg.background(0, 0)
  pg.noStroke
  pg.fill(255, 0, 0, 200)
  pg.end_draw

  # Saving trefoil surface into a PShape3D object
  @trefoil = create_trefoil(350, 60, 15, pg)
end

def draw
  background(0)

  pg.begin_draw
  pg.ellipse(rand(0.0 .. pg.width), rand(0.0 .. pg.height), 4, 4)
  pg.end_draw

  ambient(250, 250, 250)
  pointLight(255, 255, 255, 0, 0, 200)

  push_matrix
  translate(width/2, height/2, -200)
  rotate_x(frame_count * PI / 500)
  rotate_y(frame_count * PI / 500)
  shape(trefoil)
  pop_matrix
end

# Code to draw a trefoil knot surface, with normals and texture 
# coordinates. Makes of the Vec3D Render interface (uses ShapeRender here).
# Adapted from the parametric equations example by Philip Rideout:
# http://iphone-3d-programming.labs.oreilly.com/ch03.html

# This function draws a trefoil knot surface as a triangle mesh derived
# from its parametric equation.
def create_trefoil(s, ny, nx, tex)

  obj = create_shape()

  obj.begin_shape(TRIANGLES)
  obj.texture(tex)
  renderer = Java::ProcessingVecmath::ShapeRender.new(obj)
  (0 ... nx).each do |j|
    u0 = j.to_f / nx
    u1 = (j + 1).to_f / nx
    (0 ... ny).each do |i|
      v0 = i.to_f / ny
      v1 = (i + 1).to_f / ny

      p0 = eval_point(u0, v0)
      n0 = eval_normal(u0, v0)

      p1 = eval_point(u0, v1)
      n1 = eval_normal(u0, v1)

      p2 = eval_point(u1, v1)
      n2 = eval_normal(u1, v1)

      # Triangle p0-p1-p2      
      n0.to_normal(renderer)
      (p0 * s).to_vertex_uv(renderer, u0, v0)
      n1.to_normal(renderer)
      (p1 * s).to_vertex_uv(renderer, u0, v1)
      n2.to_normal(renderer)
      (p2 * s).to_vertex_uv(renderer, u1, v1)

      p1 = eval_point(u1, v0)
      n1 = eval_normal(u1, v0)

      # Triangle p0-p2-p1      
      n0.to_normal(renderer)
      (p0 * s).to_vertex_uv(renderer, u0, v0)
      n2.to_normal(renderer)
      (p2 * s).to_vertex_uv(renderer, u1, v1)
      n1.to_normal(renderer)
      (p1 * s).to_vertex_uv(renderer, u1, v0)
    end
  end
  obj.end_shape
  return obj
end

# Evaluates the surface normal corresponding to normalized 
# parameters (u, v)
def eval_normal(u, v)
  # Compute the tangents and their cross product.
  p = eval_point(u, v)
  tangU = eval_point(u + 0.01, v)
  tangV = eval_point(u, v + 0.01)
  tangU -= p
  tangV -= p
  tangV.cross(tangU).normalize! # it is easy to chain Vec3D operations
end

# Evaluates the surface point corresponding to normalized 
# parameters (u, v)
def eval_point(u, v)
  a = 0.5
  b = 0.3
  c = 0.5
  d = 0.1
  s = TAU * u
  t = (TAU * (1 - v)) * 2

  sint = sin(t)
  cost = cos(t)
  sint15 = sin(1.5 * t)
  cost15 = cos(1.5 * t)

  r = a + b * cost15
  x = r * cost
  y = r * sint
  z = c * sint15

  dv = Vec3D.new(
  -1.5 * b * sint15 * cost - y,
  -1.5 * b * sint15 * sint + x,
  1.5 * c * cost15)

  q = dv.normalize     # regular normalize creates a new Vec3D for us
  qvn = Vec3D.new(q.y, -q.x, 0).normalize!  # chained Vec3D operations

  ww = q.cross(qvn)

  coss = cos(s)
  sins = sin(s)

  Vec3D.new(
  x + d * (qvn.x * coss + ww.x * sins),
  y + d * (qvn.y * coss + ww.y * sins),
  z + d * ww.z * sins)
end

Sketch demonstrating new ArcBall utility, all that's needed to allow mousewheel zoom, and mouse drag to rotate the cube (this form uses camera 'under the hood' to centralize the cube in sketch viewpane, alternative form translates the sketch to provided coordinates):-
load_library :vecmath

attr_reader :my_cube

def setup
  size(600, 600, P3D)
  smooth(16)
  ArcBall.init(self)
  @my_cube = create_shape(BOX, 300, 300, 300)
  my_cube.set_fill(color(100, 10, 100))

end

def draw
  background(50, 50, 100)
  define_lights
  lights
  stroke(0)
  shape(my_cube)
end

def define_lights
  ambient(20, 20, 20)
  ambient_light(50, 50, 50)
  point_light(30, 30, 30, 200, -150, 0)
  directional_light(0, 30, 50, 1, 0, 0)
  spot_light(30, 30, 30, 0, 40, 200, 0, -0.5, -0.5, PI / 2, 2)
end

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I have developed JRubyArt and propane new versions of ruby-processing for JRuby-9.1.5.0 and processing-3.2.2