Class: Voxelamming::VoxelammingManager
- Inherits:
-
Object
- Object
- Voxelamming::VoxelammingManager
- Defined in:
- lib/voxelamming.rb
Overview
Main process
Constant Summary collapse
- @@texture_names =
["grass", "stone", "dirt", "planks", "bricks"]
- @@model_names =
["Mercury", "Venus", "Earth", "Mars", "Jupiter", "Saturn", "Uranus", "Neptune", "Pluto", "Sun", "Moon", "ToyBiplane", "ToyCar", "Drummer", "Robot", "ToyRocket", "RocketToy1", "RocketToy2", "Skull"]
Instance Method Summary collapse
- #animate(x, y, z, pitch: 0, yaw: 0, roll: 0, scale: 1, interval: 10) ⇒ Object
- #animate_global(x, y, z, pitch: 0, yaw: 0, roll: 0, scale: 1, interval: 10) ⇒ Object
- #change_material(is_metallic: false, roughness: 0.5) ⇒ Object
- #change_shape(shape) ⇒ Object
- #clear_data ⇒ Object
- #close_connection ⇒ Object
- #create_box(x, y, z, r: 1, g: 1, b: 1, alpha: 1, texture: '') ⇒ Object
- #create_model(model_name, x: 0, y: 0, z: 0, pitch: 0, yaw: 0, roll: 0, scale: 1, entity_name: '') ⇒ Object
-
#create_sprite(sprite_name, color_list, x = 0, y = 0, direction = 0, scale = 1, visible = true) ⇒ Object
通常のスプライトの作成.
-
#create_sprite_template(sprite_name, color_list) ⇒ Object
スプライトのテンプレートを作成(スプライトは配置されない).
-
#display_dot(x, y, direction = 0, color_id = 10, width = 1, height = 1) ⇒ Object
ドット(弾)を表示する.
-
#display_sprite_template(sprite_name, x, y, direction = 0, scale = 1) ⇒ Object
スプライトのテンプレートを使って、複数のスプライトを表示する.
-
#display_text(text, x, y, direction = 0, scale = 1, color_id = 7, is_vertical = false, align = '') ⇒ Object
テキストを表示する.
- #draw_line(x1, y1, z1, x2, y2, z2, r: 1, g: 1, b: 1, alpha: 1) ⇒ Object
- #frame_in ⇒ Object
- #frame_out ⇒ Object
-
#initialize(room_name) ⇒ VoxelammingManager
constructor
A new instance of VoxelammingManager.
- #move_model(entity_name, x: 0, y: 0, z: 0, pitch: 0, yaw: 0, roll: 0, scale: 1) ⇒ Object
-
#move_sprite(sprite_name, x, y, direction = 0, scale = 1, visible = true) ⇒ Object
通常のスプライトの移動.
-
#move_sprite_clone(sprite_name, x, y, direction = 0, scale = 1) ⇒ Object
スプライトクローンの移動.
- #pop_matrix ⇒ Object
- #push_matrix ⇒ Object
- #remove_box(x, y, z) ⇒ Object
- #reset_close_timer ⇒ Object
- #round_numbers(num_list) ⇒ Object
- #round_two_decimals(num_list) ⇒ Object
- #send_data(name: '') ⇒ Object
- #send_data_to_server(data) ⇒ Object
- #send_game_clear ⇒ Object
- #send_game_over ⇒ Object
- #set_box_size(box_size) ⇒ Object
- #set_build_interval(interval) ⇒ Object
- #set_command(command) ⇒ Object
- #set_frame_fps(fps = 2) ⇒ Object
- #set_frame_repeats(repeats = 10) ⇒ Object
- #set_game_score(score, x = 0, y = 0) ⇒ Object
-
#set_game_screen(width, height, angle = 90, r = 1, g = 1, b = 0, alpha = 0.5) ⇒ Object
Game API.
- #set_light(x, y, z, r: 1, g: 1, b: 1, alpha: 1, intensity: 1000, interval: 1, light_type: 'point') ⇒ Object
- #set_rotation_style(sprite_name, rotation_style = 'all around') ⇒ Object
- #transform(x, y, z, pitch: 0, yaw: 0, roll: 0) ⇒ Object
- #write_sentence(sentence, x, y, z, r: 1, g: 1, b: 1, alpha: 1, font_size: 8, is_fixed_width: false) ⇒ Object
Constructor Details
#initialize(room_name) ⇒ VoxelammingManager
Returns a new instance of VoxelammingManager.
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# File 'lib/voxelamming.rb', line 25 def initialize(room_name) @room_name = room_name @is_allowed_matrix = 0 @saved_matrices = [] @node_transform = [0, 0, 0, 0, 0, 0] @matrix_transform = [0, 0, 0, 0, 0, 0] @frame_transforms = [] @global_animation = [0, 0, 0, 0, 0, 0, 1, 0] @animation = [0, 0, 0, 0, 0, 0, 1, 0] @boxes = [] @frames = [] @sentences = [] @lights = [] @commands = [] @models = [] @model_moves = [] @sprites = [] @sprite_moves = [] @game_score = [] @game_screen = [] # width, height, angle=90, red=1, green=1, blue=1, alpha=0.5 @size = 1 @shape = 'box' = 0 @roughness = 0.5 @is_allowed_float = 0 @build_interval = 0.01 @is_framing = false @frame_id = 0 @websocket = nil @last_sent_time = nil @timer = nil end |
Instance Method Details
#animate(x, y, z, pitch: 0, yaw: 0, roll: 0, scale: 1, interval: 10) ⇒ Object
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# File 'lib/voxelamming.rb', line 197 def animate(x, y, z, pitch: 0, yaw: 0, roll: 0, scale: 1, interval: 10) x, y, z = round_numbers([x, y, z]) @animation = [x, y, z, pitch, yaw, roll, scale, interval] end |
#animate_global(x, y, z, pitch: 0, yaw: 0, roll: 0, scale: 1, interval: 10) ⇒ Object
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# File 'lib/voxelamming.rb', line 192 def animate_global(x, y, z, pitch: 0, yaw: 0, roll: 0, scale: 1, interval: 10) x, y, z = round_numbers([x, y, z]) @global_animation = [x, y, z, pitch, yaw, roll, scale, interval] end |
#change_material(is_metallic: false, roughness: 0.5) ⇒ Object
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# File 'lib/voxelamming.rb', line 299 def change_material(is_metallic: false, roughness: 0.5) = ? 1 : 0 @roughness = roughness end |
#change_shape(shape) ⇒ Object
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# File 'lib/voxelamming.rb', line 295 def change_shape(shape) @shape = shape end |
#clear_data ⇒ Object
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# File 'lib/voxelamming.rb', line 58 def clear_data @is_allowed_matrix = 0 @saved_matrices = [] @node_transform = [0, 0, 0, 0, 0, 0] @matrix_transform = [0, 0, 0, 0, 0, 0] @frame_transforms = [] @global_animation = [0, 0, 0, 0, 0, 0, 1, 0] @animation = [0, 0, 0, 0, 0, 0, 1, 0] @boxes = [] @frames = [] @sentences = [] @sprites = [] @sprite_moves = [] @game_score = [] @game_screen = [] # width, height, angle=90, red=1, green=1, blue=1, alpha=0.5 @lights = [] @commands = [] @models = [] @model_moves = [] @size = 1 @shape = 'box' = 0 @roughness = 0.5 @is_allowed_float = 0 @build_interval = 0.01 @is_framing = false @frame_id = 0 end |
#close_connection ⇒ Object
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# File 'lib/voxelamming.rb', line 520 def close_connection if @websocket puts 'Closing WebSocket connection.' @websocket.close @websocket = nil EM.stop end end |
#create_box(x, y, z, r: 1, g: 1, b: 1, alpha: 1, texture: '') ⇒ Object
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# File 'lib/voxelamming.rb', line 147 def create_box(x, y, z, r: 1, g: 1, b: 1, alpha: 1, texture: '') if @is_allowed_matrix > 0 # 移動用のマトリックスにより位置を計算する matrix = @matrix_transform base_position = matrix[0..2] if matrix.length == 6 base_rotation_matrix = get_rotation_matrix(matrix[3], matrix[4], matrix[5]) else base_rotation_matrix = [matrix[3..5], matrix[6..8], matrix[9..11]] end # Compute the new position after transform add_x, add_y, add_z = transform_point_by_rotation_matrix([x, y, z], transpose_3x3(base_rotation_matrix)) x, y, z = add_vectors(base_position, [add_x, add_y, add_z]) end x, y, z = round_numbers([x, y, z]) r, g, b, alpha = round_two_decimals([r, g, b, alpha]) # 重ねておくことを防止 remove_box(x, y, z) if !@@texture_names.include?(texture) texture_id = -1 else texture_id = @@texture_names.index(texture) end if @is_framing @frames.append([x, y, z, r, g, b, alpha, texture_id, @frame_id]) else @boxes.append([x, y, z, r, g, b, alpha, texture_id]) end end |
#create_model(model_name, x: 0, y: 0, z: 0, pitch: 0, yaw: 0, roll: 0, scale: 1, entity_name: '') ⇒ Object
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# File 'lib/voxelamming.rb', line 304 def create_model(model_name, x: 0, y: 0, z: 0, pitch: 0, yaw: 0, roll: 0, scale: 1, entity_name: '') if @@model_names.include?(model_name) x, y, z, pitch, yaw, roll, scale = round_two_decimals([x, y, z, pitch, yaw, roll, scale]) x, y, z, pitch, yaw, roll, scale = [x, y, z, pitch, yaw, roll, scale].map(&:to_s) @models << [model_name, x, y, z, pitch, yaw, roll, scale, entity_name] else puts "No model name: #{model_name}" end end |
#create_sprite(sprite_name, color_list, x = 0, y = 0, direction = 0, scale = 1, visible = true) ⇒ Object
通常のスプライトの作成
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# File 'lib/voxelamming.rb', line 398 def create_sprite(sprite_name, color_list, x = 0, y = 0, direction = 0, scale = 1, visible = true) # スプライトのテンプレートデータを配列に追加 create_sprite_template(sprite_name, color_list) # スプライトの移動データを配列に追加 if visible || !(x == 0 && y == 0 && direction == 0 && scale == 1) x, y, direction = round_numbers([x, y, direction]) x, y, direction, scale = [x, y, direction, scale].map(&:to_s) @sprite_moves.push([sprite_name, x, y, direction, scale]) end end |
#create_sprite_template(sprite_name, color_list) ⇒ Object
スプライトのテンプレートを作成(スプライトは配置されない)
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# File 'lib/voxelamming.rb', line 354 def create_sprite_template(sprite_name, color_list) @sprites << [sprite_name, color_list] end |
#display_dot(x, y, direction = 0, color_id = 10, width = 1, height = 1) ⇒ Object
ドット(弾)を表示する
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# File 'lib/voxelamming.rb', line 423 def display_dot(x, y, direction = 0, color_id = 10, width = 1, height = 1) template_name = "dot_#{color_id}_#{width}_#{height}" display_sprite_template(template_name, x, y, direction, 1) end |
#display_sprite_template(sprite_name, x, y, direction = 0, scale = 1) ⇒ Object
スプライトのテンプレートを使って、複数のスプライトを表示する
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# File 'lib/voxelamming.rb', line 359 def display_sprite_template(sprite_name, x, y, direction = 0, scale = 1) # x, y, directionを丸める x, y, direction = round_numbers([x, y, direction]) x, y, direction, scale = [x, y, direction, scale].map(&:to_s) # rotation_styleを取得 if @rotation_styles[sprite_name] rotation_style = @rotation_styles[sprite_name] # rotation_styleが変更された場合、新しいスプライトデータを配列に追加 if rotation_style == 'left-right' direction_mod = direction.to_i % 360 # 常に0から359の範囲で処理(常に正の数になる) if direction_mod > 90 && direction_mod < 270 direction = "-180" # -180は左右反転するようにボクセラミング側で実装されている else direction = "0" end elsif rotation_style == "don't rotate" direction = "0" else direction = direction.to_s end else direction = direction.to_s end # sprite_moves 配列から指定されたスプライト名の情報を検索 matching_sprites = @sprite_moves.select { |info| info[0] == sprite_name } # スプライトの移動データを保存または更新 if matching_sprites.empty? @sprite_moves.push([sprite_name, x, y, direction, scale]) else index = @sprite_moves.index(matching_sprites[0]) @sprite_moves[index] += [x, y, direction, scale] end end |
#display_text(text, x, y, direction = 0, scale = 1, color_id = 7, is_vertical = false, align = '') ⇒ Object
テキストを表示する
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# File 'lib/voxelamming.rb', line 429 def display_text(text, x, y, direction = 0, scale = 1, color_id = 7, is_vertical = false, align = '') text_format = '' align = align.downcase # 破壊的メソッドの代わりに非破壊的メソッドを使用 text_format += 't' if align.include?('top') text_format += 'b' if align.include?('bottom') text_format += 'l' if align.include?('left') text_format += 'r' if align.include?('right') text_format += is_vertical ? 'v' : 'h' template_name = "text_#{text}_#{color_id}_#{text_format}" display_sprite_template(template_name, x, y, direction, scale) end |
#draw_line(x1, y1, z1, x2, y2, z2, r: 1, g: 1, b: 1, alpha: 1) ⇒ Object
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# File 'lib/voxelamming.rb', line 241 def draw_line(x1, y1, z1, x2, y2, z2, r: 1, g: 1, b: 1, alpha: 1) x1, y1, z1, x2, y2, z2 = [x1, y1, z1, x2, y2, z2].map(&:floor) diff_x = x2 - x1 diff_y = y2 - y1 diff_z = z2 - z1 max_length = [diff_x.abs, diff_y.abs, diff_z.abs].max return false if diff_x == 0 && diff_y == 0 && diff_z == 0 if diff_x.abs == max_length if x2 > x1 (x1..x2).each do |x| y = y1 + (x - x1) * diff_y.to_f / diff_x z = z1 + (x - x1) * diff_z.to_f / diff_x create_box(x, y, z, r: r, g: g, b: b, alpha: alpha) end else x1.downto(x2 + 1) do |x| y = y1 + (x - x1) * diff_y.to_f / diff_x z = z1 + (x - x1) * diff_z.to_f / diff_x create_box(x, y, z, r: r, g: g, b: b, alpha: alpha) end end elsif diff_y.abs == max_length if y2 > y1 (y1..y2).each do |y| x = x1 + (y - y1) * diff_x.to_f / diff_y z = z1 + (y - y1) * diff_z.to_f / diff_y create_box(x, y, z, r: r, g: g, b: b, alpha: alpha) end else y1.downto(y2 + 1) do |y| x = x1 + (y - y1) * diff_x.to_f / diff_y z = z1 + (y - y1) * diff_z.to_f / diff_y create_box(x, y, z, r: r, g: g, b: b, alpha: alpha) end end elsif diff_z.abs == max_length if z2 > z1 (z1..z2).each do |z| x = x1 + (z - z1) * diff_x.to_f / diff_z y = y1 + (z - z1) * diff_y.to_f / diff_z create_box(x, y, z, r: r, g: g, b: b, alpha: alpha) end else z1.downto(z2 + 1) do |z| x = x1 + (z - z1) * diff_x.to_f / diff_z y = y1 + (z - z1) * diff_y.to_f / diff_z create_box(x, y, z, r: r, g: g, b: b, alpha: alpha) end end end end |
#frame_in ⇒ Object
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# File 'lib/voxelamming.rb', line 95 def frame_in @is_framing = true end |
#frame_out ⇒ Object
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# File 'lib/voxelamming.rb', line 99 def frame_out @is_framing = false @frame_id += 1 end |
#move_model(entity_name, x: 0, y: 0, z: 0, pitch: 0, yaw: 0, roll: 0, scale: 1) ⇒ Object
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# File 'lib/voxelamming.rb', line 315 def move_model(entity_name, x: 0, y: 0, z: 0, pitch: 0, yaw: 0, roll: 0, scale: 1) x, y, z, pitch, yaw, roll, scale = round_two_decimals([x, y, z, pitch, yaw, roll, scale]) x, y, z, pitch, yaw, roll, scale = [x, y, z, pitch, yaw, roll, scale].map(&:to_s) @model_moves << [entity_name, x, y, z, pitch, yaw, roll, scale] end |
#move_sprite(sprite_name, x, y, direction = 0, scale = 1, visible = true) ⇒ Object
通常のスプライトの移動
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# File 'lib/voxelamming.rb', line 411 def move_sprite(sprite_name, x, y, direction = 0, scale = 1, visible = true) if visible display_sprite_template(sprite_name, x, y, direction, scale) end end |
#move_sprite_clone(sprite_name, x, y, direction = 0, scale = 1) ⇒ Object
スプライトクローンの移動
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# File 'lib/voxelamming.rb', line 418 def move_sprite_clone(sprite_name, x, y, direction = 0, scale = 1) display_sprite_template(sprite_name, x, y, direction, scale) end |
#pop_matrix ⇒ Object
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# File 'lib/voxelamming.rb', line 109 def pop_matrix @is_allowed_matrix -= 1 @matrix_transform = @saved_matrices.pop end |
#push_matrix ⇒ Object
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# File 'lib/voxelamming.rb', line 104 def push_matrix @is_allowed_matrix += 1 @saved_matrices.push(@matrix_transform) end |
#remove_box(x, y, z) ⇒ Object
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# File 'lib/voxelamming.rb', line 182 def remove_box(x, y, z) x, y, z = round_numbers([x, y, z]) if @is_framing @frames.reject! { |frame| frame[0] == x && frame[1] == y && frame[2] == z && frame[8] == @frame_id } else @boxes.reject! { |box| box[0] == x && box[1] == y && box[2] == z } end end |
#reset_close_timer ⇒ Object
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# File 'lib/voxelamming.rb', line 510 def reset_close_timer EM.cancel_timer(@timer) if @timer @timer = EM.add_timer(2) do if Time.now - @last_sent_time >= 2 close_connection end end end |
#round_numbers(num_list) ⇒ Object
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# File 'lib/voxelamming.rb', line 529 def round_numbers(num_list) if @is_allowed_float == 1 round_two_decimals(num_list) else num_list.map { |val| val.round(1).floor } end end |
#round_two_decimals(num_list) ⇒ Object
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# File 'lib/voxelamming.rb', line 537 def round_two_decimals(num_list) num_list.map { |val| val.round(2) } end |
#send_data(name: '') ⇒ Object
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# File 'lib/voxelamming.rb', line 444 def send_data(name: '') puts 'send_data' now = DateTime.now data_to_send = { "nodeTransform": @node_transform, "frameTransforms": @frame_transforms, "globalAnimation": @global_animation, "animation": @animation, "boxes": @boxes, "frames": @frames, "sentences": @sentences, "lights": @lights, "commands": @commands, "models": @models, "modelMoves": @model_moves, "sprites": @sprites, "spriteMoves": @sprite_moves, "gameScore": @game_score, "gameScreen": @game_screen, "size": @size, "shape": @shape, "interval": @build_interval, "isMetallic": , "roughness": @roughness, "isAllowedFloat": @is_allowed_float, "name": name, "date": now.to_s }.to_json EM.run do if @websocket.nil? @websocket = Faye::WebSocket::Client.new('wss://websocket.voxelamming.com') @websocket.on :open do |_event| p [:open] puts 'WebSocket connection open' @websocket.send(@room_name) puts "Joined room: #{@room_name}" send_data_to_server(data_to_send) end @websocket.on :error do |event| puts "WebSocket error: #{event.message}" EM.stop end @websocket.on :close do |_event| puts 'WebSocket connection closed' EM.stop end else send_data_to_server(data_to_send) end end end |
#send_data_to_server(data) ⇒ Object
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# File 'lib/voxelamming.rb', line 500 def send_data_to_server(data) if @websocket && @websocket.ready_state == Faye::WebSocket::API::OPEN @websocket.send(data) puts 'Sent data to server' @last_sent_time = Time.now reset_close_timer end end |
#send_game_clear ⇒ Object
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# File 'lib/voxelamming.rb', line 337 def send_game_clear @commands << 'gameClear' end |
#send_game_over ⇒ Object
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# File 'lib/voxelamming.rb', line 333 def send_game_over @commands << 'gameOver' end |
#set_box_size(box_size) ⇒ Object
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# File 'lib/voxelamming.rb', line 202 def set_box_size(box_size) @size = box_size end |
#set_build_interval(interval) ⇒ Object
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# File 'lib/voxelamming.rb', line 206 def set_build_interval(interval) @build_interval = interval end |
#set_command(command) ⇒ Object
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# File 'lib/voxelamming.rb', line 233 def set_command(command) @commands << command if command == 'float' @is_allowed_float = 1 end end |
#set_frame_fps(fps = 2) ⇒ Object
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# File 'lib/voxelamming.rb', line 87 def set_frame_fps(fps = 2) @commands << "fps #{fps}" end |
#set_frame_repeats(repeats = 10) ⇒ Object
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# File 'lib/voxelamming.rb', line 91 def set_frame_repeats(repeats = 10) @commands << "repeats #{repeats}" end |
#set_game_score(score, x = 0, y = 0) ⇒ Object
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# File 'lib/voxelamming.rb', line 328 def set_game_score(score, x = 0, y = 0) score, x, y = [score, x, y].map(&:to_f) @game_score = [score, x, y] end |
#set_game_screen(width, height, angle = 90, r = 1, g = 1, b = 0, alpha = 0.5) ⇒ Object
Game API
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# File 'lib/voxelamming.rb', line 324 def set_game_screen(width, height, angle = 90, r = 1, g = 1, b = 0, alpha = 0.5) @game_screen = [width, height, angle, r, g, b, alpha] end |
#set_light(x, y, z, r: 1, g: 1, b: 1, alpha: 1, intensity: 1000, interval: 1, light_type: 'point') ⇒ Object
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# File 'lib/voxelamming.rb', line 217 def set_light(x, y, z, r: 1, g: 1, b: 1, alpha: 1, intensity: 1000, interval: 1, light_type: 'point') x, y, z = round_numbers([x, y, z]) r, g, b, alpha = round_two_decimals([r, g, b, alpha]) if light_type == 'point' light_type = 1 elsif light_type == 'spot' light_type = 2 elsif light_type == 'directional' light_type = 3 else light_type = 1 end @lights << [x, y, z, r, g, b, alpha, intensity, interval, light_type] end |
#set_rotation_style(sprite_name, rotation_style = 'all around') ⇒ Object
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# File 'lib/voxelamming.rb', line 341 def set_rotation_style(sprite_name, rotation_style = 'all around') @rotation_styles[sprite_name] = rotation_style end |
#transform(x, y, z, pitch: 0, yaw: 0, roll: 0) ⇒ Object
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# File 'lib/voxelamming.rb', line 114 def transform(x, y, z, pitch: 0, yaw: 0, roll: 0) if @is_allowed_matrix > 0 # 移動用のマトリックスを計算する matrix = @saved_matrices.last puts "before matrix: #{matrix}" base_position = matrix[0..2] if matrix.length == 6 base_rotation_matrix = get_rotation_matrix(matrix[3], matrix[4], matrix[5]) else base_rotation_matrix = [matrix[3..5], matrix[6..8], matrix[9..11]] end # Compute the new position after transform add_x, add_y, add_z = transform_point_by_rotation_matrix([x, y, z], transpose_3x3(base_rotation_matrix)) x, y, z = add_vectors(base_position, [add_x, add_y, add_z]) x, y, z = round_numbers([x, y, z]) # Compute the rotation after transform transform_rotation_matrix = get_rotation_matrix(-pitch, -yaw, -roll) rotate_matrix = matrix_multiply(transform_rotation_matrix, base_rotation_matrix) @matrix_transform = [x, y, z, *rotate_matrix[0], *rotate_matrix[1], *rotate_matrix[2]] else x, y, z = round_numbers([x, y, z]) if @is_framing @frame_transforms.append([x, y, z, pitch, yaw, roll, @frame_id]) else @node_transform = [x, y, z, pitch, yaw, roll] end end end |
#write_sentence(sentence, x, y, z, r: 1, g: 1, b: 1, alpha: 1, font_size: 8, is_fixed_width: false) ⇒ Object
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# File 'lib/voxelamming.rb', line 210 def write_sentence(sentence, x, y, z, r: 1, g: 1, b: 1, alpha: 1, font_size: 8, is_fixed_width: false) x, y, z = round_numbers([x, y, z]).map(&:to_s) r, g, b, alpha = round_two_decimals([r, g, b, alpha]) r, g, b, alpha, font_size = [r, g, b, alpha, font_size].map(&:floor).map(&:to_s) @sentences << [sentence, x, y, z, r, g, b, alpha, font_size, is_fixed_width ? "1" : "0"] end |