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

Saturday, 24 May 2014

Extending ruby-processing with built in jruby extensions

A jruby extension need not be a gem (and in some ways extension as gems can be limiting with ruby-processing, as they do not work too easily with jruby-complete) instead it can become a custom or built in library. In the development branch of ruby-processing (fastmath fork) I have created two built in libraries as jruby extensions:-
  1. vecmath, as direct replacement for PVector and incorporation arcball functionality (uses jafama under hood)
  2. fastmath, incorporating degree precision deg/cos lookup table and a wrapper for some jafama functions

For the vecmath I took the advantage of working with java to create arcball functionality using processing reflection calls. I also chose to allow simple Vec3D to vertex and Vec3D to normal (this has got to be most efficient way since it avoids unecessary java to ruby, ruby to java conversions something missing in vanilla processing). Here is a sketch (original by Andrés Colubri) that uses the FastMath sin and cos functions (from jafama) and Vec3D to vertex and Vec3D to normal conversions.
# Trefoil, by Andres Colubri
# A parametric surface is textured procedurally
# by drawing on an offscreen PGraphics surface.

load_libraries :vecmath, :fastmath

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.
# 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)

  (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.shape_normal(obj)
      pa = p0 * s
      pa.shape_vertex(obj, u0, v0)
      n1.shape_normal(obj)
      pb = p1 * s
      pb.shape_vertex(obj, u0, v1)
      n2.shape_normal(obj)
      pc = p2 * s
      pc.shape_vertex(obj, u1, v1)

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

      # Triangle p0-p2-p1      
      n0.shape_normal(obj)
      pa.shape_vertex(obj, u0, v0)
      n2.shape_normal(obj)
      pc.shape_vertex(obj, u1, v1)
      n1.shape_normal(obj)
      pb = p1 * s
      pb.shape_vertex(obj, 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

  normUV = tangV.cross(tangU)
  normUV.normalize!
  return normUV
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 = TWO_PI * u
  t = (TWO_PI * (1 - v)) * 2

  r = a + b * FastMath.cos(1.5 * t)
  x = r * FastMath.cos(t)
  y = r * FastMath.sin(t)
  z = c * FastMath.sin(1.5 * t)

  dv = Vec3D.new
  dv.x = -1.5 * b * FastMath.sin(1.5 * t) * FastMath.cos(t) - (a + b * FastMath.cos(1.5 * t)) * FastMath.sin(t)
  dv.y = -1.5 * b * FastMath.sin(1.5 * t) * FastMath.sin(t) + (a + b * FastMath.cos(1.5 * t)) * FastMath.cos(t)
  dv.z = 1.5 * c * FastMath.cos(1.5 * t)

  q = dv
  q.normalize!
  qvn = Vec3D.new(q.y, -q.x, 0)
  qvn.normalize!
  ww = q.cross(qvn)

  pt = Vec3D.new
  pt.x = x + d * (qvn.x * FastMath.cos(s) + ww.x * FastMath.sin(s))
  pt.y = y + d * (qvn.y * FastMath.cos(s) + ww.y * FastMath.sin(s))
  pt.z = z + d * ww.z * FastMath.sin(s)
  return pt
end



For the curious the current version of ruby-processings jruby extensions are available here.

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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