Class: VoxelammingGem::BuildBox

Inherits:
Object
  • Object
show all
Defined in:
lib/voxelamming_gem.rb

Overview

Main process

Constant Summary collapse

@@texture_names =
["grass", "stone", "dirt", "planks", "bricks"]

Instance Method Summary collapse

Constructor Details

#initialize(room_name) ⇒ BuildBox

Returns a new instance of BuildBox.



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# File 'lib/voxelamming_gem.rb', line 23

def initialize(room_name)
  @room_name = room_name
  @is_allowed_matrix = 0
  @saved_matrices = []
  @translation = [0, 0, 0, 0, 0, 0]
  @matrix_translation = [0, 0, 0, 0, 0, 0]
  @frame_translations = []
  @global_animation = [0, 0, 0, 0, 0, 0, 1, 0]
  @animation = [0, 0, 0, 0, 0, 0, 1, 0]
  @boxes = []
  @frames = []
  @sentence = []
  @lights = []
  @commands = []
  @size = 1
  @shape = 'box'
  @is_metallic = 0
  @roughness = 0.5
  @is_allowed_float = 0
  @build_interval = 0.01
  @is_framing = false
  @frame_id = 0
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_gem.rb', line 181

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_gem.rb', line 176

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_gem.rb', line 283

def change_material(is_metallic: false, roughness: 0.5)
  @is_metallic = is_metallic ? 1 : 0
  @roughness = roughness
end

#change_shape(shape) ⇒ Object



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# File 'lib/voxelamming_gem.rb', line 279

def change_shape(shape)
  @shape = shape
end

#clear_dataObject



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# File 'lib/voxelamming_gem.rb', line 47

def clear_data
  @translation = [0, 0, 0, 0, 0, 0]
  @is_allowed_matrix = 0
  @saved_matrices = []
  @translation = [0, 0, 0, 0, 0, 0]
  @matrix_translation = [0, 0, 0, 0, 0, 0]
  @frame_translations = []
  @global_animation = [0, 0, 0, 0, 0, 0, 1, 0]
  @animation = [0, 0, 0, 0, 0, 0, 1, 0]
  @boxes = []
  @frames = []
  @sentence = []
  @lights = []
  @commands = []
  @size = 1
  @shape = 'box'
  @is_metallic = 0
  @roughness = 0.5
  @is_allowed_float = 0
  @build_interval = 0.01
  @is_framing = false
  @frame_id = 0
end

#create_box(x, y, z, r: 1, g: 1, b: 1, alpha: 1, texture: '') ⇒ Object



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# File 'lib/voxelamming_gem.rb', line 131

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_translation
    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 translation
    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_colors([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

#draw_line(x1, y1, z1, x2, y2, z2, r: 1, g: 1, b: 1, alpha: 1) ⇒ Object



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# File 'lib/voxelamming_gem.rb', line 225

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_inObject



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# File 'lib/voxelamming_gem.rb', line 79

def frame_in
  @is_framing = true
end

#frame_outObject



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# File 'lib/voxelamming_gem.rb', line 83

def frame_out
  @is_framing = false
  @frame_id += 1
end

#pop_matrixObject



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# File 'lib/voxelamming_gem.rb', line 93

def pop_matrix
  @is_allowed_matrix -= 1
  @matrix_translation = @saved_matrices.pop
end

#push_matrixObject



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# File 'lib/voxelamming_gem.rb', line 88

def push_matrix
  @is_allowed_matrix += 1
  @saved_matrices.push(@matrix_translation)
end

#remove_box(x, y, z) ⇒ Object



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# File 'lib/voxelamming_gem.rb', line 166

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

#round_colors(num_list) ⇒ Object



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# File 'lib/voxelamming_gem.rb', line 348

def round_colors(num_list)
  num_list.map { |val| val.round(2) }
end

#round_numbers(num_list) ⇒ Object



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# File 'lib/voxelamming_gem.rb', line 340

def round_numbers(num_list)
  if @is_allowed_float == 1
    num_list.map { |val| val.round(2) }
  else
    num_list.map { |val| val.round(1).floor }
  end
end

#send_dataObject



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# File 'lib/voxelamming_gem.rb', line 288

def send_data
  puts 'send_data'
  now = DateTime.now
  data_to_send = {
    "translation": @translation,
    "frameTranslations": @frame_translations,
    "globalAnimation": @global_animation,
    "animation": @animation,
    "boxes": @boxes,
    "frames": @frames,
    "sentence": @sentence,
    "lights": @lights,
    "commands": @commands,
    "size": @size,
    "shape": @shape,
    "interval": @build_interval,
    "isMetallic": @is_metallic,
    "roughness": @roughness,
    "isAllowedFloat": @is_allowed_float,
    "date": now.to_s
  }.to_json

  EM.run do
    ws = Faye::WebSocket::Client.new('wss://websocket.voxelamming.com')

    ws.on :open do |_event|
      p [:open]
      puts 'WebSocket connection open'
      ws.send(@room_name)
      puts "Joined room: #{@room_name}"
      ws.send(data_to_send)
      puts data_to_send
      puts 'Sent data to server'

      EM.add_timer(1) do
        ws.close
        EM.stop
      end
    end

    ws.on :error do |event|
      puts "WebSocket error: #{event.message}"
      EM.stop
    end

    ws.on :close do |_event|
      puts 'WebSocket connection closed'
      EM.stop
    end
  end
end

#set_box_size(box_size) ⇒ Object



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# File 'lib/voxelamming_gem.rb', line 186

def set_box_size(box_size)
  @size = box_size
end

#set_build_interval(interval) ⇒ Object



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# File 'lib/voxelamming_gem.rb', line 190

def set_build_interval(interval)
  @build_interval = interval
end

#set_command(command) ⇒ Object



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# File 'lib/voxelamming_gem.rb', line 217

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_gem.rb', line 71

def set_frame_fps(fps = 2)
  @commands << "fps #{fps}"
end

#set_frame_repeats(repeats = 10) ⇒ Object



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# File 'lib/voxelamming_gem.rb', line 75

def set_frame_repeats(repeats = 10)
  @commands << "repeats #{repeats}"
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_gem.rb', line 201

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_colors([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

#translate(x, y, z, pitch: 0, yaw: 0, roll: 0) ⇒ Object



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# File 'lib/voxelamming_gem.rb', line 98

def translate(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 translation
    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 translation
    translate_rotation_matrix = get_rotation_matrix(-pitch, -yaw, -roll)
    rotate_matrix = matrix_multiply(translate_rotation_matrix, base_rotation_matrix)
    @matrix_translation = [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_translations.append([x, y, z, pitch, yaw, roll, @frame_id])
    else
      @translation = [x, y, z, pitch, yaw, roll]
    end
  end
end

#write_sentence(sentence, x, y, z, r: 1, g: 1, b: 1, alpha: 1) ⇒ Object



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# File 'lib/voxelamming_gem.rb', line 194

def write_sentence(sentence, x, y, z, r: 1, g: 1, b: 1, alpha: 1)
  x, y, z = round_numbers([x, y, z]).map(&:to_s)
  r, g, b, alpha = round_colors([r, g, b, alpha])
  r, g, b, alpha = [r, g, b, alpha].map(&:floor).map(&:to_s)
  @sentence = [sentence, x, y, z, r, g, b, alpha]
end