ruby-processing 2.4.2 → 2.4.3
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- checksums.yaml +4 -4
- data/CHANGELOG +5 -0
- data/CONTRIBUTING.md +2 -0
- data/README.md +5 -5
- data/lib/ruby-processing/runners/base.rb +2 -0
- data/lib/ruby-processing/runners/watch.rb +3 -4
- data/lib/ruby-processing/version.rb +1 -1
- data/library/vecmath/lib/arcball.rb +64 -0
- data/library/vecmath/lib/quaternion.rb +62 -0
- data/library/vecmath/lib/vec.rb +216 -0
- data/library/vecmath/vecmath.rb +37 -323
- data/samples/Rakefile +19 -0
- data/samples/contributed/Rakefile +30 -0
- data/samples/contributed/bezier_playground.rb +14 -6
- data/samples/contributed/drawolver.rb +17 -38
- data/samples/contributed/full_screen.rb +2 -2
- data/samples/contributed/quadraticvertex.rb +10 -2
- data/samples/processing_app/library/vecmath/Rakefile +30 -0
- data/samples/processing_app/library/vecmath/library/flock/flock.rb +4 -4
- data/samples/processing_app/library/vecmath/retained_menger.rb +96 -96
- data/samples/processing_app/topics/advanced_data/Rakefile +30 -0
- data/samples/processing_app/topics/cellular_automata/library/ca/ca.rb +3 -3
- data/samples/processing_app/topics/lsystems/Rakefile +30 -0
- data/samples/processing_app/topics/motion/Rakefile +30 -0
- data/samples/processing_app/topics/shaders/Rakefile +30 -0
- data/samples/processing_app/topics/shaders/data/FishEye.glsl +59 -0
- data/vendors/Rakefile +2 -2
- metadata +14 -4
- data/samples/processing_app/topics/shaders/dome_projection.rb +0 -143
data/library/vecmath/vecmath.rb
CHANGED
@@ -1,323 +1,37 @@
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end
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class Vec2D < Vec
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def to_a
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[x, y]
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end
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def self.from_angle scalar
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Vec2D.new(Math.cos(scalar), Math.sin(scalar))
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end
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def modulus
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Math.hypot(x, y)
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end
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def mag_squared
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x**2 + y**2
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end
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# vanilla processing PVector returns a Vector, rather than Scalar (defaults to 3D result with z = 0)
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def cross(vec)
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x * vec.y - y * vec.x
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end
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# Scalar product, also known as inner product or dot product
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def dot(vec)
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x * vec.x + y * vec.y
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end
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def collinear_with?(vec)
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cross(vec).abs < EPSILON
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end
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def +(vec)
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Vec2D.new(x + vec.x, y + vec.y)
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end
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def -(vec)
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Vec2D.new(x - vec.x, y - vec.y)
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end
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def *(scalar)
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Vec2D.new(x * scalar, y * scalar)
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end
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def / (scalar)
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Vec2D.new(x / scalar, y / scalar) unless scalar == 0
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end
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# @param [Vec2D] vec
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# The target vector
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# @param [Float] scalar
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# @return [Vec2D]
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# A new Vec2D on the way to the target (all the way if scalar not in 0 .. 1.0)
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def lerp(vec, scalar)
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if (0 .. 1.0).include? scalar
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x0, y0 = x * scalar + vec.x * (1 - scalar), y * scalar + vec.y * (1 - scalar)
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else
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x0, y0 = vec.x, vec.y # you will get there rather quicker than you hoped
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end
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Vec2D.new(x0, y0)
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end
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# Change the values of current Vec2D toward a target
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# @param [Vec2D] vec
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# The target vector
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# @param [Float] scalar
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# @return [Vec2D]
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# self Vec2D on the way to the target (unchanged if scalar not in 0 .. 1.0)
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def lerp!(vec, scalar)
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@x, @y = x * scalar + vec.x * (1 - scalar), y * scalar + vec.y * (1 - scalar) if (0 .. 1.0).include? scalar
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return self
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end
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def heading
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Math.atan2(-y, x) * -1.0
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end
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def normalize!
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magnitude = Math.hypot(x, y)
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@x, @y = x / magnitude, y / magnitude
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return self
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end
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def set_mag(scalar)
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magnitude = Math.hypot(x, y)
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@x, @y = (x * scalar) / magnitude, (y * scalar) / magnitude
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return self
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end
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def to_s
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"#{self.class}(x=#{x}, y=#{y})"
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end
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alias :mag :modulus
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end
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141
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class Vec3D < Vec
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143
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def modulus
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Math.sqrt(x**2 + y**2 + z**2)
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end
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def cross(vec)
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xc = y * vec.z - z * vec.y
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yc = z * vec.x - x * vec.z
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zc = x * vec.y - y * vec.x
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Vec3D.new(xc, yc, zc)
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end
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# Scalar product, also known as inner product or dot product
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def dot(vec)
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x * vec.x + y * vec.y + z * vec.z
|
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end
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def collinear_with?(vec)
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cross(vec) == Vec3D.new
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end
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def to_a
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[x, y, z]
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end
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def +(vec)
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Vec3D.new(x + vec.x, y + vec.y, z + vec.z)
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end
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def -(vec)
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Vec3D.new(x - vec.x, y - vec.y, z - vec.z)
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end
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def * (scalar)
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Vec3D.new(x * scalar, y * scalar, z * scalar)
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end
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179
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def / (scalar)
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Vec3D.new(x / scalar, y / scalar, z / scalar) unless scalar.abs < EPSILON
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end
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def normalize!
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magnitude = Math.sqrt(x**2 + y**2 + z**2)
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@x, @y, @z = x / magnitude, y / magnitude, z / magnitude
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return self
|
187
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end
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189
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def set_mag(scalar)
|
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magnitude = Math.sqrt(x**2 + y**2 + z**2)
|
191
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@x, @y, @z = (x * scalar) / magnitude, (y * scalar) / magnitude, (z * scalar) / magnitude
|
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return self
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193
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end
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195
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def to_s
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"#{self.class}(x=#{x}, y=#{y}, z=#{z})"
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end
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199
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alias :mag :modulus
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201
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end
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204
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class Quaternion
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attr_reader :w, :x, :y, :z
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def initialize(w = 1.0, x = 0, y = 0, z = 0)
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@w, @x, @y, @z = w, x, y, z
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end
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def ==(quat)
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(w - quat.w).abs < EPSILON && (x - quat.x).abs < EPSILON && (y - quat.y).abs < EPSILON && (z - quat.z).abs < EPSILON
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end
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def reset
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@w = 1.0
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@x = 0.0
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@y = 0.0
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@z = 0.0
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end
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def set(w, v)
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@w, @x, @y, @z = w, v.x, v.y, v.z
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end
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def copy(q)
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@w, @x, @y, @z = q.w, q.x, q.y, q.z
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end
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232
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def self.mult(q1, q2) # class method
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x0 = q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y
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y0 = q1.w * q2.y + q1.y * q2.w + q1.z * q2.x - q1.x * q2.z
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z0 = q1.w * q2.z + q1.z * q2.w + q1.x * q2.y - q1.y * q2.x
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w0 = q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z
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Quaternion.new(w0, x0, y0, z0)
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end
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240
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def * (q1) # instance method
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x0 = w * q1.x + x * q1.w + y * q1.z - z * q1.y
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y0 = w * q1.y + y * q1.w + z * q1.x - x * q1.z
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z0 = w * q1.z + z * q1.w + x * q1.y - y * q1.x
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w0 = w * q1.w - x * q1.x - y * q1.y - z * q1.z
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Quaternion.new(w0, x0, y0, z0)
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end
|
247
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248
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def get_value
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249
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sa = Math.sqrt(1.0 - w * w)
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sa = 1.0 unless (sa >= EPSILON)
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251
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[Math.acos(w) * 2, x / sa, y / sa, z / sa]
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252
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end
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253
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254
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def to_s
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255
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"#{self.class}(w=#{w}, x=#{x}, y=#{y}, z=#{z})"
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256
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end
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257
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258
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def inspect
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259
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self.to_s
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260
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end
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261
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end
|
262
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263
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class ArcBall
|
264
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attr_reader :center_x, :center_y, :v_down, :v_drag, :q_now, :q_drag, :q_down, :axis, :axis_set, :radius
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265
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266
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def initialize(cx, cy, radius)
|
267
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@center_x = cx
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@center_y = cy
|
269
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@radius = radius
|
270
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@v_down = Vec3D.new
|
271
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@v_drag = Vec3D.new
|
272
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@q_now = Quaternion.new
|
273
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@q_down = Quaternion.new
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274
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@q_drag = Quaternion.new
|
275
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@axis_set = [Vec3D.new(1.0, 0.0, 0.0), Vec3D.new(0.0, 1.0, 0.0), Vec3D.new(0.0, 0.0, 1.0)]
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276
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@axis = -1
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277
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end
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278
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279
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def select_axis(axis)
|
280
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@axis = axis
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281
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end
|
282
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283
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def mouse2sphere(x, y)
|
284
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v = Vec3D.new((x - center_x) / radius, (y - center_y) / radius, 0)
|
285
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mag = v.mag
|
286
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if (mag > 1.0)
|
287
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v.normalize!
|
288
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else
|
289
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v.z = Math.sqrt(1.0 - mag)
|
290
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end
|
291
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v = constrain(v, axis_set[axis]) unless (axis == -1)
|
292
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return v
|
293
|
-
end
|
294
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295
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def mouse_pressed(x, y)
|
296
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@v_down = mouse2sphere(x, y)
|
297
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@q_down.copy(q_now)
|
298
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@q_drag.reset
|
299
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end
|
300
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-
|
301
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def mouse_dragged(x, y)
|
302
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@v_drag = mouse2sphere(x, y)
|
303
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@q_drag.set(v_down.dot(v_drag), v_down.cross(v_drag))
|
304
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end
|
305
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|
306
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|
307
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def constrain(vector, axis)
|
308
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res = vector - (axis * axis.dot(vector))
|
309
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res.normalize!
|
310
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-
end
|
311
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-
|
312
|
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def update
|
313
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@q_now = q_drag * q_down
|
314
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quat2matrix(q_now)
|
315
|
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end
|
316
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-
|
317
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def quat2matrix(q)
|
318
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q.get_value
|
319
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end
|
320
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end
|
321
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322
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|
323
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|
1
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+
# vecmath.rb
|
2
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+
# The vecmath library provides Vec2D and Vec3D classes which can be
|
3
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+
# use in place of processing PVector, and provide a more rubylike interface.
|
4
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+
# Also included in the vecmath library is the ArcBall utility after:-
|
5
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+
# Ken Shoemake. Computer Graphics Laboratory. University of Pennsylvania. Philadelphia, PA
|
6
|
+
# ==== Example Arcball usage see vecmath library in samples
|
7
|
+
# def setup
|
8
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+
# .....
|
9
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+
# camera(width/2.0, height/2.0, (height/2.0) / tan(PI*30.0 / 180.0), 0, 0, 0, 0, 1, 0)
|
10
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+
# @arcball = ArcBall.new(0, 0, min(width - 20, height - 20) * 0.8)
|
11
|
+
# .....
|
12
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+
# end
|
13
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+
#
|
14
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# def draw
|
15
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+
# .....
|
16
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# update
|
17
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# some_render_code
|
18
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# .....
|
19
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+
# end
|
20
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+
#
|
21
|
+
# def update
|
22
|
+
# theta, x, y, z = arcball.update
|
23
|
+
# rotate(theta, x, y, z)
|
24
|
+
# end
|
25
|
+
#
|
26
|
+
# def mouse_pressed
|
27
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+
# arcball.mouse_pressed(mouse_x, mouse_y)
|
28
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+
# end
|
29
|
+
#
|
30
|
+
# def mouse_dragged
|
31
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+
# arcball.mouse_dragged(mouse_x, mouse_y)
|
32
|
+
# end
|
33
|
+
|
34
|
+
|
35
|
+
require_relative 'lib/vec'
|
36
|
+
require_relative 'lib/quaternion'
|
37
|
+
require_relative 'lib/arcball'
|
data/samples/Rakefile
ADDED
@@ -0,0 +1,19 @@
|
|
1
|
+
# -*- encoding: utf-8 -*-
|
2
|
+
|
3
|
+
desc 'run contributed samples'
|
4
|
+
task :default => [:contributed]
|
5
|
+
|
6
|
+
desc 'run contributed samples'
|
7
|
+
task :contributed do
|
8
|
+
sh "cd contributed && rake"
|
9
|
+
end
|
10
|
+
|
11
|
+
desc 'shaders'
|
12
|
+
task :shaders do
|
13
|
+
sh "cd processing_app/topics/shaders && rake"
|
14
|
+
end
|
15
|
+
|
16
|
+
desc 'vecmath'
|
17
|
+
task :vecmath do
|
18
|
+
sh "cd processing_app/library/vecmath && rake"
|
19
|
+
end
|
@@ -0,0 +1,30 @@
|
|
1
|
+
# Simple demo Rakefile to autorun samples in current directory
|
2
|
+
# adjust path to rp5 executable, and or opts as required
|
3
|
+
|
4
|
+
SAMPLES_DIR="./"
|
5
|
+
|
6
|
+
desc 'run demo'
|
7
|
+
task :default => [:demo]
|
8
|
+
|
9
|
+
desc 'demo'
|
10
|
+
task :demo do
|
11
|
+
samples_list.shuffle.each{|sample| run_sample sample}
|
12
|
+
end
|
13
|
+
|
14
|
+
def samples_list
|
15
|
+
files = []
|
16
|
+
Dir.chdir(SAMPLES_DIR)
|
17
|
+
Dir.glob("*.rb").each do |file|
|
18
|
+
files << File.join(SAMPLES_DIR, file)
|
19
|
+
end
|
20
|
+
return files
|
21
|
+
end
|
22
|
+
|
23
|
+
def run_sample(sample_name)
|
24
|
+
puts "Running #{sample_name}...quit to run next sample"
|
25
|
+
open("|rp5 run #{sample_name}", "r") do |io|
|
26
|
+
while l = io.gets
|
27
|
+
puts(l.chop)
|
28
|
+
end
|
29
|
+
end
|
30
|
+
end
|
@@ -3,12 +3,13 @@
|
|
3
3
|
# You can print out the parametric equations for t = 0..1
|
4
4
|
module Olap
|
5
5
|
def self.overlaps(x, y, point_x, point_y)
|
6
|
-
|
6
|
+
(x-point_x)**2 + (y-point_y)**2 < RADIUS * RADIUS
|
7
7
|
end
|
8
8
|
end
|
9
9
|
|
10
10
|
class Curve
|
11
11
|
include Olap
|
12
|
+
include Processing::Proxy
|
12
13
|
attr_accessor :x1, :y1, :c1x, :c1y, :c2x, :c2y, :x2, :y2
|
13
14
|
|
14
15
|
def initialize
|
@@ -38,9 +39,9 @@ class Curve
|
|
38
39
|
|
39
40
|
|
40
41
|
def draw
|
41
|
-
|
42
|
-
|
43
|
-
|
42
|
+
bezier *all_points
|
43
|
+
oval @x1, @y1, 3, 3
|
44
|
+
oval @x2, @y2, 3, 3
|
44
45
|
end
|
45
46
|
|
46
47
|
|
@@ -66,9 +67,12 @@ RADIUS = 7
|
|
66
67
|
load_library :control_panel
|
67
68
|
include Olap
|
68
69
|
|
70
|
+
attr_reader :hide
|
71
|
+
|
69
72
|
def setup
|
70
73
|
size 300, 300
|
71
|
-
@curves = []
|
74
|
+
@curves = []
|
75
|
+
@hide = false
|
72
76
|
control_panel do |c|
|
73
77
|
c.look_feel "Nimbus"
|
74
78
|
c.button :new_curve
|
@@ -146,6 +150,7 @@ end
|
|
146
150
|
|
147
151
|
def mouse_released
|
148
152
|
@control, @end_point = nil, nil
|
153
|
+
@hide = false
|
149
154
|
end
|
150
155
|
|
151
156
|
|
@@ -225,7 +230,10 @@ end
|
|
225
230
|
|
226
231
|
|
227
232
|
def draw
|
228
|
-
|
233
|
+
if (!hide)
|
234
|
+
panel.visible = self.visible
|
235
|
+
@hide = true
|
236
|
+
end
|
229
237
|
background 50
|
230
238
|
draw_control_tangent_lines
|
231
239
|
draw_curves
|