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

Showing posts with label vanilla processing. Show all posts
Showing posts with label vanilla processing. Show all posts

Thursday, 3 October 2013

Checking out jruby-complete-9000.dev.jar (waiting for jruby-1.7.5)

I just tested the 2 October 2013 snapshot of jruby-complete-9000 with ruby-processing, so far so good (still issue with fisica library that I had thought had gone away with jruby-1.7.5.dev, but I might have been using my "corrected" version of the fisica library, anyway I will be interested to see the effect of Charlies pruning basically removing ruby-1.8.7 compatibility). I've also been reviewing "app.rb", with a view to being a bit more specific about which processing classes to import. Having failed abysmally to make any use of processing event classes directly, they are in firing line. Also I will only import opengl classes for P2D and P3D sketches (work in progress, will be ready for next ruby-processing commit to coincide with jruby-1.7.5 release). On the processing front a new release of vanilla processing may not be too far away either (at long last, and then probably only because of the Mac Retina display issue, java version is going to be upgraded to version 1.7.0_40).

Wednesday, 5 December 2012

Creating a Mock Vanilla Processing Distribution

It is possible to create a distribution version of processing from the git version. I wanted a mock version to use in my development version of ruby-processing.
These are the steps for a linux64 distribution:-
  1. Build the git version from the build folder
  2. cd linux/work
  3. mkdir processing-2.1.1
  4. mkdir processing-2.1.1/modes
  5. cp -rf modes/java processing-2.1.1/modes
  6. cp -rf core processing-2.1.1
  7. tar czvf processing-2.1.1-linux64.tgz processing-2.1.1
I do this so that I can test the latest development version of processing in ruby-processing.

Clone processing from github here:-

https://github.com/processing/processing
Updated 6 November 2013, to match github and most recent pre-version

Thursday, 2 February 2012

Export ruby-processing sketch to PovRAY mesh2

Updated 8 March hemesh library since 1.70 beta includes export code Here I present how to export from ruby-processing to PovRAY mesh2 format. The beauty of this approach is it does not rely on the processing rendering method, further the mesh2 object is better matched to PovRAY internals then raw triangles so rendering is quicker. However the major advantage is by using the normals calculated by the hemesh library (I'm using svn version 108 here) we get "smooth" surfaces (there is an option to exclude normals and view facets if desired). Here is the ruby processing sketch:-
#######################################################
# twin_iso.rb by Martin Prout aka monkstone
# Original sketch by Frederik Vanhoutte aka wblut
# Using svn(108) hemesh library (wblut)
# to export a ruby-processing sketch)
# to PovRAY mesh2 format (two meshes/one file)
######################################################

load_libraries 'hemesh', 'opengl'
include_package 'wblut.hemesh'
include_package 'wblut.hemesh.core'
include_package 'wblut.hemesh.creators'
include_package 'wblut.hemesh.modifiers'
include_package 'wblut.hemesh.subdividors'
include_package 'wblut.hemesh.tools'
include_package 'wblut.core.processing'

attr_accessor :render, :mesh, :inv_mesh, :display, :creator

def setup()
    size(800, 800, OPENGL)
    @display = true
    res = 20
    count = res + 1
    values=init_array(count, count, count)
    count.times do |i|
        count.times do |j|
            count.times do |k|
                values[i][j][k]=2.1*noise(0.35*i, 0.35*j, 0.35*k)
            end
        end
    end

    @creator=HEC_IsoSurface.new()
    creator.set_resolution(res, res, res)# number of cells in x,y,z direction
    creator.set_size(400.0/res, 400.0/res, 400.0/res) # cell size
    creator.set_values(values.to_java(Java::float[][]))# note cast to Javas
    # values can also be double[][][]
    creator.set_isolevel(1)# isolevel to mesh
    creator.set_invert(false)# invert mesh
    creator.set_boundary(100)# value of isoFunction outside grid
    # use creator.clearBoundary() to rest boundary values to "no value".
    # A boundary value of "no value" results in an open mesh

    @mesh=HE_Mesh.new(creator)
    mesh.modify(HEM_Smooth.new().set_iterations(20).set_auto_rescale(true))
    creator.set_invert(true)

    @inv_mesh=HE_Mesh.new(creator)
    inv_mesh.modify(HEM_Smooth.new().set_iterations(3).set_auto_rescale(true))
    @render=WB_Render.new(self)
end

def draw()
    if (display)
        screen_render()
    else
        povray_render()
    end

end

def screen_render()
    background(120)
    lights()
    translate(400, 400, 0)
    rotate_y(mouse_x*1.0/width*TWO_PI)
    rotate_x(mouse_y*1.0/height*TWO_PI)
    no_stroke()
    fill(255)
    render.draw_faces(mesh)
    fill(255, 0, 0)
    render.draw_faces(inv_mesh)
    stroke(0)
    render.draw_edges(mesh)
    stroke(255, 0, 0, 80)
    render.draw_edges(inv_mesh)
end

def povray_render()
    file_id = "mesh0"
    pw = create_writer(file_id + ".inc")
    HET_Export.saveToPOV(mesh, pw)   # (mesh, pw, false) no normals 
    HET_Export.saveToPOV(inv_mesh, pw)  # default is to use normals (smooth faces)
    pw.flush
    pw.close
    exit
end

def init_array(width, height, depth)
    Array.new(width).map!{ Array.new(height).map!{ Array.new(depth)}}
end

def key_pressed()
    case key
    when 'e', 'E'
        @display = false
    when 's', 'S'
        save_frame("twin_iso.png")
    end
end

Here is the associated "pov" file:-
// Persistence Of Vision Ray Tracer Scene Description File
// File:  Simple Scene <template for povwriter>
// Vers: 3.7
// Date: January 2012
// Auth: Martin Prout 

#version 3.7;

global_settings{
  assumed_gamma 1.0
  radiosity{
    pretrace_start 0.04
    pretrace_end 0.01
    count 200
    recursion_limit 3
    nearest_count 10
    error_bound 0.5
  }
}

#include "colors.inc"
#include "skies.inc"
#include "mesh0.inc"
#include "metals.inc"


//----------------declare scene Settings
#declare camera0 = camera {            // define additional cameras to suit viewing preferences
   location <-1.5, 30.0, -150.0>
   direction <0.0, 0.0, 2.0>
   up  <0.0, 1.0, 0.0>
   right <1.0, 0.0, 0.0>
   look_at <0.0, 25.0, 35.0>
}

#declare light0 = light_source { <100.0, 100.0, -200.0> colour White }

#declare ground0 = plane { <0.0, 1.0, 0.0>, 0.0  // a reflective ground plane
   pigment { NeonBlue }
   finish {reflection 0.15}
}

//------------------end of declare scene settings

// -----------------set the scene

camera { camera0 }              // ------------------------------------------
                                //  The use of declared values makes it possible to easily 
light_source{ light0 }          //  change the way the scene is rendered. Just define an
                                //  additional camera say for your template, and do the
sky_sphere{ S_Cloud3 }          //  substitution here. Retain the original definition and
                                //  you can easily backtrack. Definitions can also be saved
plane{ ground0 }                //  as included file see colors.inc for an example.
                                // ---------------------------------------------  
// -----------------end set the scene
object{
mesh2{ obj0 }                  // name obj0 created by modified Hemesh library
texture {T_Silver_5E}
scale<0.3, 0.3, 0.3>
rotate<0, 15, 0>
translate<0, 50, 400>
}

object{
mesh2{ obj2 }                  // name obj2 created by modified Hemesh library (why not 1?)
texture {T_Copper_1A}
scale<0.3, 0.3, 0.3>
rotate<0, 15, 0>
translate<0, 50, 400>
}
PovRAY rendered


Opengl Rendered

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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