voxelamming 0.2.0

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+ # Contributor Covenant Code of Conduct
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+ ## Attribution
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+ This Code of Conduct is adapted from the [Contributor Covenant][homepage],
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+ [https://www.contributor-covenant.org/version/2/1/code_of_conduct.html][v2.1].
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+ Community Impact Guidelines were inspired by
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+ [https://www.contributor-covenant.org/faq][FAQ]. Translations are available at
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+ [homepage]: https://www.contributor-covenant.org
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+ [v2.1]: https://www.contributor-covenant.org/version/2/1/code_of_conduct.html
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+ [Mozilla CoC]: https://github.com/mozilla/diversity
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+ [FAQ]: https://www.contributor-covenant.org/faq
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+ [translations]: https://www.contributor-covenant.org/translations
data/LICENSE.txt ADDED
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+ The MIT License (MIT)
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+
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+ Copyright (c) 2024 creativival
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+
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+ Permission is hereby granted, free of charge, to any person obtaining a copy
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+ THE SOFTWARE.
data/README.md ADDED
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+ # VoxelammingGem
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+
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+ This Ruby package converts Python code into JSON format and sends it to the Voxelamming app using WebSockets, allowing users to create 3D voxel models by writing Ruby scripts.
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+
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+ ## What's Voxelamming?
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+
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+ <p align="center"><img src="https://creativival.github.io/voxelamming/image/voxelamming_icon.png" alt="Voxelamming Logo" width="200"/></p>
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+
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+ Voxelamming is an AR programming learning app. Even programming beginners can learn programming visually and enjoyably. Voxelamming supports iPhones and iPads with iOS 16 or later, and Apple Vision Pro.
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+
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+ ## Resources
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+
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+ * **Homepage:** https://creativival.github.io/voxelamming/index.en
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+ * **Samples:** https://github.com/creativival/voxelamming/tree/main/sample/ruby
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+
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+
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+ ## Installation
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+
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+ ```bash
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+ gem install voxelamming
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+ ```
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+
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+ ## Usage
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+
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+ ```ruby
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+ require 'voxelamming'
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+
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+ room_name = '1000'
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+ build_box = Voxelamming::BuildBox.new(room_name)
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+
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+ build_box.set_box_size(0.5)
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+ build_box.set_build_interval(0.01)
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+
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+ for i in 0...100
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+ build_box.create_box(-1, i, 0, r: 0, g: 1, b: 1)
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+ build_box.create_box(0, i, 0, r: 1, g: 0, b: 0)
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+ build_box.create_box(1, i, 0, r: 1, g: 1, b: 0)
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+ build_box.create_box(2, i, 0, r: 0, g: 1, b: 1)
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+ end
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+
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+ for i in 0...50
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+ build_box.remove_box(0, i * 2, 0)
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+ build_box.remove_box(1, i * 2 + 1, 0)
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+ end
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+
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+ build_box.send_data
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+ ```
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+
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+ This code snippet demonstrates a simple example where a red voxel is created at a specific location. You can use various functions provided by the `BuildBox` class to build more complex models.
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+
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+ #### Method description
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+
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+ | Method name | Description | Arguments |
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+ |---|---|---|
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+ | `set_room_name(room_name)` | Sets the room name for communicating with the device. | `room_name`: Room name (string) |
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+ | `set_box_size(size)` | Sets the size of the voxel (default: 1.0). | `size`: Size (float) |
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+ | `set_build_interval(interval)` | Sets the placement interval of the voxels (default: 0.01 seconds). | `interval`: Interval (float) |
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+ | `change_shape(shape)` | Changes the shape of the voxel. | `shape`: Shape ("box", "square", "plane") |
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+ | `change_material(is_metallic, roughness)` | Changes the material of the voxel. | `is_metallic`: Whether to make it metallic (boolean), `roughness`: Roughness (float) |
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+ | `create_box(x, y, z, r, g, b, alpha)` | Places a voxel. | `x`, `y`, `z`: Position (float), `r`, `g`, `b`, `alpha`: Color (float, 0-1) |
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+ | `create_box(x, y, z, texture)` | Places a voxel with texture. | `x`, `y`, `z`: Position (float), `texture`: Texture name (string) |
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+ | `remove_box(x, y, z)` | Removes a voxel. | `x`, `y`, `z`: Position (float) |
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+ | `write_sentence(sentence, x, y, z, r, g, b, alpha)` | Draws a string with voxels. | `sentence`: String (string), `x`, `y`, `z`: Position (float), `r`, `g`, `b`, `alpha`: Color (float, 0-1) |
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+ | `set_light(x, y, z, r, g, b, alpha, intensity, interval, light_type)` | Places a light. | `x`, `y`, `z`: Position (float), `r`, `g`, `b`, `alpha`: Color (float, 0-1), `intensity`: Intensity (float), `interval`: Blinking interval (float), `light_type`: Type of light ("point", "spot", "directional") |
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+ | `set_command(command)` | Executes a command. | `command`: Command ("axis", "japaneseCastle", "float", "liteRender") |
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+ | `draw_line(x1, y1, z1, x2, y2, z2, r, g, b, alpha)` | Draws a line between two points. | `x1`, `y1`, `z1`: Starting point (float), `x2`, `y2`, `z2`: Ending point (float), `r`, `g`, `b`, `alpha`: Color (float, 0-1) |
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+ | `send_data(name)` | Sends voxel data to the device; if the name argument is set, the voxel data can be stored and reproduced as history. | |
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+ | `clear_data()` | Initializes voxel data. | |
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+ | `transform(x, y, z, pitch, yaw, roll)` | Moves and rotates the coordinate system of the voxel. | `x`, `y`, `z`: Translation amount (float), `pitch`, `yaw`, `roll`: Rotation amount (float) |
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+ | `animate(x, y, z, pitch, yaw, roll, scale, interval)` | Animates a voxel. | `x`, `y`, `z`: Translation amount (float), `pitch`, `yaw`, `roll`: Rotation amount (float), `scale`: Scale (float), `interval`: Interval (float) |
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+ | `animate_global(x, y, z, pitch, yaw, roll, scale, interval)` | Animates all voxels. | `x`, `y`, `z`: Translation amount (float), `pitch`, `yaw`, `roll`: Rotation amount (float), `scale`: Scale (float), `interval`: Interval (float) |
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+ | `push_matrix()` | Saves the current coordinate system to the stack. | |
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+ | `pop_matrix()` | Restores the coordinate system from the stack. | |
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+ | `frame_in()` | Starts recording a frame. | |
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+ | `frame_out()` | Ends recording a frame. | |
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+ | `set_frame_fps(fps)` | Sets the frame rate (default: 2). | `fps`: Frame rate (int) |
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+ | `set_frame_repeats(repeats)` | Sets the number of frame repetitions (default: 10). | `repeats`: Number of repetitions (int) |
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+
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+ ## Development
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+
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+ After checking out the repo, run `bin/setup` to install dependencies. Then, run `rake test` to run the tests. You can also run `bin/console` for an interactive prompt that will allow you to experiment.
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+
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+ To install this gem onto your local machine, run `bundle exec rake install`. To release a new version, update the version number in `version.rb`, and then run `bundle exec rake release`, which will create a git tag for the version, push git commits and the created tag, and push the `.gem` file to [rubygems.org](https://rubygems.org).
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+
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+ ## Contributing
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+
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+ Bug reports and pull requests are welcome on GitHub at https://github.com/creativival/voxelamming_ruby_gem. This project is intended to be a safe, welcoming space for collaboration, and contributors are expected to adhere to the [code of conduct](https://github.com/[USERNAME]/voxelamming_gem/blob/master/CODE_OF_CONDUCT.md).
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+
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+ ## License
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+
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+ The gem is available as open source under the terms of the [MIT License](https://opensource.org/licenses/MIT).
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+
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+ ## Code of Conduct
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+
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+ Everyone interacting in the VoxelammingGem project's codebases, issue trackers, chat rooms and mailing lists is expected to follow the [code of conduct](https://github.com/[USERNAME]/voxelamming_gem/blob/master/CODE_OF_CONDUCT.md).
data/Rakefile ADDED
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+ # frozen_string_literal: true
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+
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+ require "bundler/gem_tasks"
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+ require "minitest/test_task"
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+
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+ Minitest::TestTask.create
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+
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+ task default: :test
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+ <!DOCTYPE html>
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+ <html>
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+ <head>
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+ <meta charset="UTF-8">
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+ <title>VoxelammingGem</title>
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+ <style>
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+ body {
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+ font-family: sans-serif;
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+ line-height: 1.6;
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+ margin: 2rem auto;
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+ max-width: 800px;
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+ padding: 0 1rem;
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+ }
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+ h1, h2, h3 {
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+ margin-top: 1.5rem;
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+ }
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+
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+ a {
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+ color: #0645ad;
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+ text-decoration: none;
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+ }
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+
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+ a:hover {
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+ text-decoration: underline;
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+ }
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+
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+ img {
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+ max-width: 100%;
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+ height: auto;
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+ }
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+
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+ pre {
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+ background-color: #f5f5f5;
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+ border: 1px solid #ccc;
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+ overflow-x: auto;
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+ padding: 1rem;
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+ }
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+
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+ code {
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+ font-family: monospace;
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+ }
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+
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+ table {
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+ border-collapse: collapse;
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+ width: 100%;
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+ }
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+ th, td {
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+ border: 1px solid #ccc;
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+ padding: 0.5rem;
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+ }
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+
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+ th {
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+ background-color: #f0f0f0;
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+ font-weight: bold;
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+ }
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+ </style>
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+ </head>
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+ <body>
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+ <h1><a href="#voxelamminggem" id="voxelamminggem"></a>VoxelammingGem</h1>
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+ <p>This Ruby package converts Python code into JSON format and sends it to the Voxelamming app using WebSockets, allowing users to create 3D voxel models by writing Ruby scripts.</p>
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+ <h2><a href="#whats-voxelamming" id="whats-voxelamming"></a>What's Voxelamming?</h2>
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+ <p align="center"><img src="https://creativival.github.io/voxelamming/image/voxelamming_icon.png" alt="Voxelamming Logo" width="200"/></p>
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+ <p>Voxelamming is an AR programming learning app. Even programming beginners can learn programming visually and enjoyably. Voxelamming supports iPhones and iPads with iOS 16 or later, and Apple Vision Pro.</p>
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+ <h2><a href="#resources" id="resources"></a>Resources</h2>
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+ <ul>
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+ <li><strong>Homepage:</strong> <a href="https://creativival.github.io/voxelamming/index.en">https://creativival.github.io/voxelamming/index.en</a></li>
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+ <li><strong>Samples:</strong> <a href="https://github.com/creativival/voxelamming/tree/main/sample/ruby">https://github.com/creativival/voxelamming/tree/main/sample/ruby</a></li>
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+ </ul>
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+ <h2><a href="#installation" id="installation"></a>Installation</h2>
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+ <pre><code class="bash">gem install voxelamming
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+ </code></pre>
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+ <h2><a href="#usage" id="usage"></a>Usage</h2>
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+ <pre><code class="ruby">require 'voxelamming'
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+
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+ room_name = '1000'
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+ build_box = Voxelamming::BuildBox.new(room_name)
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+
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+ build_box.set_box_size(0.5)
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+ build_box.set_build_interval(0.01)
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+
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+ for i in 0...100
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+ build_box.create_box(-1, i, 0, r: 0, g: 1, b: 1)
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+ build_box.create_box(0, i, 0, r: 1, g: 0, b: 0)
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+ build_box.create_box(1, i, 0, r: 1, g: 1, b: 0)
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+ build_box.create_box(2, i, 0, r: 0, g: 1, b: 1)
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+ end
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+
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+ for i in 0...50
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+ build_box.remove_box(0, i * 2, 0)
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+ build_box.remove_box(1, i * 2 + 1, 0)
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+ end
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+
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+ build_box.send_data
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+ </code></pre>
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+ <p>This code snippet demonstrates a simple example where a red voxel is created at a specific location. You can use various functions provided by the <code>BuildBox</code> class to build more complex models.</p>
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+ <h4><a href="#method-description" id="method-description"></a>Method description</h4>
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+ <table>
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+ <thead>
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+ <tr><th> Method name </th><th> Description </th><th> Arguments </th></tr>
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+ </thead>
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+ <tbody>
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+ <tr><td> <code>set_room_name(room_name)</code> </td><td> Sets the room name for communicating with the device. </td><td> <code>room_name</code>: Room name (string) </td></tr>
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+ <tr><td> <code>set_box_size(size)</code> </td><td> Sets the size of the voxel (default: 1.0). </td><td> <code>size</code>: Size (float) </td></tr>
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+ <tr><td> <code>set_build_interval(interval)</code> </td><td> Sets the placement interval of the voxels (default: 0.01 seconds). </td><td> <code>interval</code>: Interval (float) </td></tr>
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+ <tr><td> <code>change_shape(shape)</code> </td><td> Changes the shape of the voxel. </td><td> <code>shape</code>: Shape ("box", "square", "plane") </td></tr>
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+ <tr><td> <code>change_material(is_metallic, roughness)</code> </td><td> Changes the material of the voxel. </td><td> <code>is_metallic</code>: Whether to make it metallic (boolean), <code>roughness</code>: Roughness (float) </td></tr>
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+ <tr><td> <code>create_box(x, y, z, r, g, b, alpha)</code> </td><td> Places a voxel. </td><td> <code>x</code>, <code>y</code>, <code>z</code>: Position (float), <code>r</code>, <code>g</code>, <code>b</code>, <code>alpha</code>: Color (float, 0-1) </td></tr>
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+ <tr><td> <code>create_box(x, y, z, texture)</code> </td><td> Places a voxel with texture. </td><td> <code>x</code>, <code>y</code>, <code>z</code>: Position (float), <code>texture</code>: Texture name (string) </td></tr>
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+ <tr><td> <code>remove_box(x, y, z)</code> </td><td> Removes a voxel. </td><td> <code>x</code>, <code>y</code>, <code>z</code>: Position (float) </td></tr>
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+ <tr><td> <code>write_sentence(sentence, x, y, z, r, g, b, alpha)</code> </td><td> Draws a string with voxels. </td><td> <code>sentence</code>: String (string), <code>x</code>, <code>y</code>, <code>z</code>: Position (float), <code>r</code>, <code>g</code>, <code>b</code>, <code>alpha</code>: Color (float, 0-1) </td></tr>
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+ <tr><td> <code>set_light(x, y, z, r, g, b, alpha, intensity, interval, light_type)</code> </td><td> Places a light. </td><td> <code>x</code>, <code>y</code>, <code>z</code>: Position (float), <code>r</code>, <code>g</code>, <code>b</code>, <code>alpha</code>: Color (float, 0-1), <code>intensity</code>: Intensity (float), <code>interval</code>: Blinking interval (float), <code>light_type</code>: Type of light ("point", "spot", "directional") </td></tr>
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+ <tr><td> <code>set_command(command)</code> </td><td> Executes a command. </td><td> <code>command</code>: Command ("axis", "japaneseCastle", "float", "liteRender") </td></tr>
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+ <tr><td> <code>draw_line(x1, y1, z1, x2, y2, z2, r, g, b, alpha)</code> </td><td> Draws a line between two points. </td><td> <code>x1</code>, <code>y1</code>, <code>z1</code>: Starting point (float), <code>x2</code>, <code>y2</code>, <code>z2</code>: Ending point (float), <code>r</code>, <code>g</code>, <code>b</code>, <code>alpha</code>: Color (float, 0-1) </td></tr>
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+ <tr><td> <code>send_data(name)</code> </td><td> Sends voxel data to the device; if the name argument is set, the voxel data can be stored and reproduced as history. </td><td> </td></tr>
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+ <tr><td> <code>clear_data()</code> </td><td> Initializes voxel data. </td><td> </td></tr>
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+ <tr><td> <code>transform(x, y, z, pitch, yaw, roll)</code> </td><td> Moves and rotates the coordinate system of the voxel. </td><td> <code>x</code>, <code>y</code>, <code>z</code>: Translation amount (float), <code>pitch</code>, <code>yaw</code>, <code>roll</code>: Rotation amount (float) </td></tr>
119
+ <tr><td> <code>animate(x, y, z, pitch, yaw, roll, scale, interval)</code> </td><td> Animates a voxel. </td><td> <code>x</code>, <code>y</code>, <code>z</code>: Translation amount (float), <code>pitch</code>, <code>yaw</code>, <code>roll</code>: Rotation amount (float), <code>scale</code>: Scale (float), <code>interval</code>: Interval (float) </td></tr>
120
+ <tr><td> <code>animate_global(x, y, z, pitch, yaw, roll, scale, interval)</code> </td><td> Animates all voxels. </td><td> <code>x</code>, <code>y</code>, <code>z</code>: Translation amount (float), <code>pitch</code>, <code>yaw</code>, <code>roll</code>: Rotation amount (float), <code>scale</code>: Scale (float), <code>interval</code>: Interval (float) </td></tr>
121
+ <tr><td> <code>push_matrix()</code> </td><td> Saves the current coordinate system to the stack. </td><td> </td></tr>
122
+ <tr><td> <code>pop_matrix()</code> </td><td> Restores the coordinate system from the stack. </td><td> </td></tr>
123
+ <tr><td> <code>frame_in()</code> </td><td> Starts recording a frame. </td><td> </td></tr>
124
+ <tr><td> <code>frame_out()</code> </td><td> Ends recording a frame. </td><td> </td></tr>
125
+ <tr><td> <code>set_frame_fps(fps)</code> </td><td> Sets the frame rate (default: 2). </td><td> <code>fps</code>: Frame rate (int) </td></tr>
126
+ <tr><td> <code>set_frame_repeats(repeats)</code> </td><td> Sets the number of frame repetitions (default: 10). </td><td> <code>repeats</code>: Number of repetitions (int) </td></tr>
127
+ </tbody>
128
+ </table>
129
+ <h2><a href="#development" id="development"></a>Development</h2>
130
+ <p>After checking out the repo, run <code>bin/setup</code> to install dependencies. Then, run <code>rake test</code> to run the tests. You can also run <code>bin/console</code> for an interactive prompt that will allow you to experiment.</p>
131
+ <p>To install this gem onto your local machine, run <code>bundle exec rake install</code>. To release a new version, update the version number in <code>version.rb</code>, and then run <code>bundle exec rake release</code>, which will create a git tag for the version, push git commits and the created tag, and push the <code>.gem</code> file to <a href="https://rubygems.org">rubygems.org</a>.</p>
132
+ <h2><a href="#contributing" id="contributing"></a>Contributing</h2>
133
+ <p>Bug reports and pull requests are welcome on GitHub at <a href="https://github.com/[USERNAME]/voxelamming_gem">https://github.com/[USERNAME]/voxelamming_gem</a>. This project is intended to be a safe, welcoming space for collaboration, and contributors are expected to adhere to the <a href="https://github.com/[USERNAME]/voxelamming_gem/blob/master/CODE_OF_CONDUCT.md">code of conduct</a>.</p>
134
+ <h2><a href="#license" id="license"></a>License</h2>
135
+ <p>The gem is available as open source under the terms of the <a href="https://opensource.org/licenses/MIT">MIT License</a>.</p>
136
+ <h2><a href="#code-of-conduct" id="code-of-conduct"></a>Code of Conduct</h2>
137
+ <p>Everyone interacting in the VoxelammingGem project's codebases, issue trackers, chat rooms and mailing lists is expected to follow the <a href="https://github.com/[USERNAME]/voxelamming_gem/blob/master/CODE_OF_CONDUCT.md">code of conduct</a>.</p>
138
+ </body>
139
+ </html>
@@ -0,0 +1,65 @@
1
+ include Math
2
+
3
+ def get_rotation_matrix(pitch, yaw, roll)
4
+ pitch, yaw, roll = [pitch, yaw, roll].map { |angle| degrees_to_radians(angle) }
5
+ # Pitch (Rotation around X-axis)
6
+ rx = [
7
+ [1, 0, 0],
8
+ [0, cos(pitch), -sin(pitch)],
9
+ [0, sin(pitch), cos(pitch)]
10
+ ]
11
+
12
+ # Yaw (Rotation around Y-axis)
13
+ ry = [
14
+ [cos(yaw), 0, sin(yaw)],
15
+ [0, 1, 0],
16
+ [-sin(yaw), 0, cos(yaw)]
17
+ ]
18
+
19
+ # Roll (Rotation around Z-axis)
20
+ rz = [
21
+ [cos(roll), -sin(roll), 0],
22
+ [sin(roll), cos(roll), 0],
23
+ [0, 0, 1]
24
+ ]
25
+
26
+ # Multiplication of matrices in the order Rx * Rz * Ry
27
+ r = matrix_multiply(rx, matrix_multiply(rz, ry))
28
+ return r
29
+ end
30
+
31
+ def matrix_multiply(a, b)
32
+ result = Array.new(3) { Array.new(3, 0) }
33
+ for i in 0...3
34
+ for j in 0...3
35
+ for k in 0...3
36
+ result[i][j] += a[i][k] * b[k][j]
37
+ end
38
+ end
39
+ end
40
+ return result
41
+ end
42
+
43
+ def transform_point_by_rotation_matrix(point, r)
44
+ x, y, z = point
45
+ x_new = r[0][0] * x + r[0][1] * y + r[0][2] * z
46
+ y_new = r[1][0] * x + r[1][1] * y + r[1][2] * z
47
+ z_new = r[2][0] * x + r[2][1] * y + r[2][2] * z
48
+ return [x_new, y_new, z_new]
49
+ end
50
+
51
+ def add_vectors(vector1, vector2)
52
+ vector1.zip(vector2).map { |v1, v2| v1 + v2 }
53
+ end
54
+
55
+ def transpose_3x3(matrix)
56
+ return [
57
+ [matrix[0][0], matrix[1][0], matrix[2][0]],
58
+ [matrix[0][1], matrix[1][1], matrix[2][1]],
59
+ [matrix[0][2], matrix[1][2], matrix[2][2]]
60
+ ]
61
+ end
62
+
63
+ def degrees_to_radians(degrees)
64
+ degrees * Math::PI / 180.0
65
+ end
@@ -0,0 +1,5 @@
1
+ # frozen_string_literal: true
2
+
3
+ module Voxelamming
4
+ VERSION = "0.2.0"
5
+ end
@@ -0,0 +1,549 @@
1
+ # frozen_string_literal: true
2
+
3
+ require_relative "voxelamming/version"
4
+ require 'json'
5
+ require 'faye/websocket'
6
+ require 'eventmachine'
7
+ require 'date'
8
+ require_relative 'matrix_util'
9
+ require 'csv'
10
+
11
+ module Voxelamming
12
+ class Error < StandardError; end
13
+
14
+ # test
15
+ def self.greet(name)
16
+ puts "Hello, #{name}! I'm Ruby!"
17
+ end
18
+
19
+ # Main process
20
+ class BuildBox
21
+ @@texture_names = ["grass", "stone", "dirt", "planks", "bricks"]
22
+ @@model_names = ["Mercury", "Venus", "Earth", "Mars", "Jupiter", "Saturn", "Uranus", "Neptune", "Pluto", "Sun",
23
+ "Moon", "ToyBiplane", "ToyCar", "Drummer", "Robot", "ToyRocket", "RocketToy1", "RocketToy2", "Skull"]
24
+
25
+ def initialize(room_name)
26
+ @room_name = room_name
27
+ @is_allowed_matrix = 0
28
+ @saved_matrices = []
29
+ @node_transform = [0, 0, 0, 0, 0, 0]
30
+ @matrix_transform = [0, 0, 0, 0, 0, 0]
31
+ @frame_transforms = []
32
+ @global_animation = [0, 0, 0, 0, 0, 0, 1, 0]
33
+ @animation = [0, 0, 0, 0, 0, 0, 1, 0]
34
+ @boxes = []
35
+ @frames = []
36
+ @sentence = []
37
+ @lights = []
38
+ @commands = []
39
+ @models = []
40
+ @model_moves = []
41
+ @size = 1
42
+ @shape = 'box'
43
+ @is_metallic = 0
44
+ @roughness = 0.5
45
+ @is_allowed_float = 0
46
+ @build_interval = 0.01
47
+ @is_framing = false
48
+ @frame_id = 0
49
+ end
50
+
51
+ def clear_data
52
+ @is_allowed_matrix = 0
53
+ @saved_matrices = []
54
+ @node_transform = [0, 0, 0, 0, 0, 0]
55
+ @matrix_transform = [0, 0, 0, 0, 0, 0]
56
+ @frame_transforms = []
57
+ @global_animation = [0, 0, 0, 0, 0, 0, 1, 0]
58
+ @animation = [0, 0, 0, 0, 0, 0, 1, 0]
59
+ @boxes = []
60
+ @frames = []
61
+ @sentence = []
62
+ @lights = []
63
+ @commands = []
64
+ @models = []
65
+ @model_moves = []
66
+ @size = 1
67
+ @shape = 'box'
68
+ @is_metallic = 0
69
+ @roughness = 0.5
70
+ @is_allowed_float = 0
71
+ @build_interval = 0.01
72
+ @is_framing = false
73
+ @frame_id = 0
74
+ end
75
+
76
+ def set_frame_fps(fps = 2)
77
+ @commands << "fps #{fps}"
78
+ end
79
+
80
+ def set_frame_repeats(repeats = 10)
81
+ @commands << "repeats #{repeats}"
82
+ end
83
+
84
+ def frame_in
85
+ @is_framing = true
86
+ end
87
+
88
+ def frame_out
89
+ @is_framing = false
90
+ @frame_id += 1
91
+ end
92
+
93
+ def push_matrix
94
+ @is_allowed_matrix += 1
95
+ @saved_matrices.push(@matrix_transform)
96
+ end
97
+
98
+ def pop_matrix
99
+ @is_allowed_matrix -= 1
100
+ @matrix_transform = @saved_matrices.pop
101
+ end
102
+
103
+ def transform(x, y, z, pitch: 0, yaw: 0, roll: 0)
104
+ if @is_allowed_matrix > 0
105
+ # 移動用のマトリックスを計算する
106
+ matrix = @saved_matrices.last
107
+ puts "before matrix: #{matrix}"
108
+ base_position = matrix[0..2]
109
+
110
+ if matrix.length == 6
111
+ base_rotation_matrix = get_rotation_matrix(matrix[3], matrix[4], matrix[5])
112
+ else
113
+ base_rotation_matrix = [matrix[3..5], matrix[6..8], matrix[9..11]]
114
+ end
115
+
116
+ # Compute the new position after transform
117
+ add_x, add_y, add_z = transform_point_by_rotation_matrix([x, y, z], transpose_3x3(base_rotation_matrix))
118
+ x, y, z = add_vectors(base_position, [add_x, add_y, add_z])
119
+ x, y, z = round_numbers([x, y, z])
120
+
121
+ # Compute the rotation after transform
122
+ translate_rotation_matrix = get_rotation_matrix(-pitch, -yaw, -roll)
123
+ rotate_matrix = matrix_multiply(translate_rotation_matrix, base_rotation_matrix)
124
+ @matrix_transform = [x, y, z, *rotate_matrix[0], *rotate_matrix[1], *rotate_matrix[2]]
125
+ else
126
+ x, y, z = round_numbers([x, y, z])
127
+
128
+ if @is_framing
129
+ @frame_transforms.append([x, y, z, pitch, yaw, roll, @frame_id])
130
+ else
131
+ @node_transform = [x, y, z, pitch, yaw, roll]
132
+ end
133
+ end
134
+ end
135
+
136
+ def create_box(x, y, z, r: 1, g: 1, b: 1, alpha: 1, texture: '')
137
+ if @is_allowed_matrix > 0
138
+ # 移動用のマトリックスにより位置を計算する
139
+ matrix = @matrix_transform
140
+ base_position = matrix[0..2]
141
+
142
+ if matrix.length == 6
143
+ base_rotation_matrix = get_rotation_matrix(matrix[3], matrix[4], matrix[5])
144
+ else
145
+ base_rotation_matrix = [matrix[3..5], matrix[6..8], matrix[9..11]]
146
+ end
147
+
148
+ # Compute the new position after transform
149
+ add_x, add_y, add_z = transform_point_by_rotation_matrix([x, y, z], transpose_3x3(base_rotation_matrix))
150
+ x, y, z = add_vectors(base_position, [add_x, add_y, add_z])
151
+ end
152
+
153
+ x, y, z = round_numbers([x, y, z])
154
+ r, g, b, alpha = round_two_decimals([r, g, b, alpha])
155
+
156
+ # 重ねておくことを防止
157
+ remove_box(x, y, z)
158
+ if !@@texture_names.include?(texture)
159
+ texture_id = -1
160
+ else
161
+ texture_id = @@texture_names.index(texture)
162
+ end
163
+
164
+ if @is_framing
165
+ @frames.append([x, y, z, r, g, b, alpha, texture_id, @frame_id])
166
+ else
167
+ @boxes.append([x, y, z, r, g, b, alpha, texture_id])
168
+ end
169
+ end
170
+
171
+ def remove_box(x, y, z)
172
+ x, y, z = round_numbers([x, y, z])
173
+
174
+ if @is_framing
175
+ @frames.reject! { |frame| frame[0] == x && frame[1] == y && frame[2] == z && frame[8] == @frame_id }
176
+ else
177
+ @boxes.reject! { |box| box[0] == x && box[1] == y && box[2] == z }
178
+ end
179
+ end
180
+
181
+ def animate_global(x, y, z, pitch: 0, yaw: 0, roll: 0, scale: 1, interval: 10)
182
+ x, y, z = round_numbers([x, y, z])
183
+ @global_animation = [x, y, z, pitch, yaw, roll, scale, interval]
184
+ end
185
+
186
+ def animate(x, y, z, pitch: 0, yaw: 0, roll: 0, scale: 1, interval: 10)
187
+ x, y, z = round_numbers([x, y, z])
188
+ @animation = [x, y, z, pitch, yaw, roll, scale, interval]
189
+ end
190
+
191
+ def set_box_size(box_size)
192
+ @size = box_size
193
+ end
194
+
195
+ def set_build_interval(interval)
196
+ @build_interval = interval
197
+ end
198
+
199
+ def write_sentence(sentence, x, y, z, r: 1, g: 1, b: 1, alpha: 1)
200
+ x, y, z = round_numbers([x, y, z]).map(&:to_s)
201
+ r, g, b, alpha = round_two_decimals([r, g, b, alpha])
202
+ r, g, b, alpha = [r, g, b, alpha].map(&:floor).map(&:to_s)
203
+ @sentence = [sentence, x, y, z, r, g, b, alpha]
204
+ end
205
+
206
+ def set_light(x, y, z, r: 1, g: 1, b: 1, alpha: 1, intensity: 1000, interval: 1, light_type: 'point')
207
+ x, y, z = round_numbers([x, y, z])
208
+ r, g, b, alpha = round_two_decimals([r, g, b, alpha])
209
+
210
+ if light_type == 'point'
211
+ light_type = 1
212
+ elsif light_type == 'spot'
213
+ light_type = 2
214
+ elsif light_type == 'directional'
215
+ light_type = 3
216
+ else
217
+ light_type = 1
218
+ end
219
+ @lights << [x, y, z, r, g, b, alpha, intensity, interval, light_type]
220
+ end
221
+
222
+ def set_command(command)
223
+ @commands << command
224
+
225
+ if command == 'float'
226
+ @is_allowed_float = 1
227
+ end
228
+ end
229
+
230
+ def draw_line(x1, y1, z1, x2, y2, z2, r: 1, g: 1, b: 1, alpha: 1)
231
+ x1, y1, z1, x2, y2, z2 = [x1, y1, z1, x2, y2, z2].map(&:floor)
232
+ diff_x = x2 - x1
233
+ diff_y = y2 - y1
234
+ diff_z = z2 - z1
235
+ max_length = [diff_x.abs, diff_y.abs, diff_z.abs].max
236
+
237
+ return false if diff_x == 0 && diff_y == 0 && diff_z == 0
238
+
239
+ if diff_x.abs == max_length
240
+ if x2 > x1
241
+ (x1..x2).each do |x|
242
+ y = y1 + (x - x1) * diff_y.to_f / diff_x
243
+ z = z1 + (x - x1) * diff_z.to_f / diff_x
244
+ create_box(x, y, z, r: r, g: g, b: b, alpha: alpha)
245
+ end
246
+ else
247
+ x1.downto(x2 + 1) do |x|
248
+ y = y1 + (x - x1) * diff_y.to_f / diff_x
249
+ z = z1 + (x - x1) * diff_z.to_f / diff_x
250
+ create_box(x, y, z, r: r, g: g, b: b, alpha: alpha)
251
+ end
252
+ end
253
+ elsif diff_y.abs == max_length
254
+ if y2 > y1
255
+ (y1..y2).each do |y|
256
+ x = x1 + (y - y1) * diff_x.to_f / diff_y
257
+ z = z1 + (y - y1) * diff_z.to_f / diff_y
258
+ create_box(x, y, z, r: r, g: g, b: b, alpha: alpha)
259
+ end
260
+ else
261
+ y1.downto(y2 + 1) do |y|
262
+ x = x1 + (y - y1) * diff_x.to_f / diff_y
263
+ z = z1 + (y - y1) * diff_z.to_f / diff_y
264
+ create_box(x, y, z, r: r, g: g, b: b, alpha: alpha)
265
+ end
266
+ end
267
+ elsif diff_z.abs == max_length
268
+ if z2 > z1
269
+ (z1..z2).each do |z|
270
+ x = x1 + (z - z1) * diff_x.to_f / diff_z
271
+ y = y1 + (z - z1) * diff_y.to_f / diff_z
272
+ create_box(x, y, z, r: r, g: g, b: b, alpha: alpha)
273
+ end
274
+ else
275
+ z1.downto(z2 + 1) do |z|
276
+ x = x1 + (z - z1) * diff_x.to_f / diff_z
277
+ y = y1 + (z - z1) * diff_y.to_f / diff_z
278
+ create_box(x, y, z, r: r, g: g, b: b, alpha: alpha)
279
+ end
280
+ end
281
+ end
282
+ end
283
+
284
+ def change_shape(shape)
285
+ @shape = shape
286
+ end
287
+
288
+ def change_material(is_metallic: false, roughness: 0.5)
289
+ @is_metallic = is_metallic ? 1 : 0
290
+ @roughness = roughness
291
+ end
292
+
293
+ def create_model(model_name, x: 0, y: 0, z: 0, pitch: 0, yaw: 0, roll: 0, scale: 1, entity_name: '')
294
+ if @@model_names.include?(model_name)
295
+ x, y, z, pitch, yaw, roll, scale = round_two_decimals([x, y, z, pitch, yaw, roll, scale])
296
+ x, y, z, pitch, yaw, roll, scale = [x, y, z, pitch, yaw, roll, scale].map(&:to_s)
297
+
298
+ @models << [model_name, x, y, z, pitch, yaw, roll, scale, entity_name]
299
+ else
300
+ puts "No model name: #{model_name}"
301
+ end
302
+ end
303
+
304
+ def move_model(entity_name, x: 0, y: 0, z: 0, pitch: 0, yaw: 0, roll: 0, scale: 1)
305
+ x, y, z, pitch, yaw, roll, scale = round_two_decimals([x, y, z, pitch, yaw, roll, scale])
306
+ x, y, z, pitch, yaw, roll, scale = [x, y, z, pitch, yaw, roll, scale].map(&:to_s)
307
+
308
+ @model_moves << [entity_name, x, y, z, pitch, yaw, roll, scale]
309
+ end
310
+
311
+
312
+ def send_data(name: '')
313
+ puts 'send_data'
314
+ now = DateTime.now
315
+ data_to_send = {
316
+ "nodeTransform": @node_transform,
317
+ "frameTransforms": @frame_transforms,
318
+ "globalAnimation": @global_animation,
319
+ "animation": @animation,
320
+ "boxes": @boxes,
321
+ "frames": @frames,
322
+ "sentence": @sentence,
323
+ "lights": @lights,
324
+ "commands": @commands,
325
+ "models": @models,
326
+ "modelMoves": @model_moves,
327
+ "size": @size,
328
+ "shape": @shape,
329
+ "interval": @build_interval,
330
+ "isMetallic": @is_metallic,
331
+ "roughness": @roughness,
332
+ "isAllowedFloat": @is_allowed_float,
333
+ "name": name,
334
+ "date": now.to_s
335
+ }.to_json
336
+
337
+ EM.run do
338
+ ws = Faye::WebSocket::Client.new('wss://websocket.voxelamming.com')
339
+
340
+ ws.on :open do |_event|
341
+ p [:open]
342
+ puts 'WebSocket connection open'
343
+ ws.send(@room_name)
344
+ puts "Joined room: #{@room_name}"
345
+ ws.send(data_to_send)
346
+ puts data_to_send
347
+ puts 'Sent data to server'
348
+
349
+ EM.add_timer(1) do
350
+ ws.close
351
+ EM.stop
352
+ end
353
+ end
354
+
355
+ ws.on :error do |event|
356
+ puts "WebSocket error: #{event.message}"
357
+ EM.stop
358
+ end
359
+
360
+ ws.on :close do |_event|
361
+ puts 'WebSocket connection closed'
362
+ EM.stop
363
+ end
364
+ end
365
+ end
366
+
367
+ def round_numbers(num_list)
368
+ if @is_allowed_float == 1
369
+ round_two_decimals(num_list)
370
+ else
371
+ num_list.map { |val| val.round(1).floor }
372
+ end
373
+ end
374
+
375
+ def round_two_decimals(num_list)
376
+ num_list.map { |val| val.round(2) }
377
+ end
378
+ end
379
+
380
+ # Turtle graphics
381
+ class Turtle
382
+ include Math
383
+
384
+ def initialize(build_box)
385
+ @build_box = build_box
386
+ @x = 0
387
+ @y = 0
388
+ @z = 0
389
+ @polar_theta = 90
390
+ @polar_phi = 0
391
+ @drawable = true
392
+ @color = [0, 0, 0, 1]
393
+ @size = 1
394
+ end
395
+
396
+ def forward(length)
397
+ z = @z + length * sin(radians(@polar_theta)) * cos(radians(@polar_phi))
398
+ x = @x + length * sin(radians(@polar_theta)) * sin(radians(@polar_phi))
399
+ y = @y + length * cos(radians(@polar_theta))
400
+ x, y, z = x.round(3), y.round(3), z.round(3)
401
+
402
+ if @drawable
403
+ @build_box.draw_line(@x, @y, @z, x, y, z, r: @color[0], g: @color[1], b: @color[2])
404
+ end
405
+
406
+ @x = x
407
+ @y = y
408
+ @z = z
409
+ end
410
+
411
+ def backward(length)
412
+ forward(-length)
413
+ end
414
+
415
+ def up(degree)
416
+ @polar_theta -= degree
417
+ end
418
+
419
+ def down(degree)
420
+ @polar_theta += degree
421
+ end
422
+
423
+ def right(degree)
424
+ @polar_phi -= degree
425
+ end
426
+
427
+ def left(degree)
428
+ @polar_phi += degree
429
+ end
430
+
431
+ def set_color(r, g, b, alpha = 1)
432
+ @color = [r, g, b, alpha]
433
+ end
434
+
435
+ def pen_down
436
+ @drawable = true
437
+ end
438
+
439
+ def pen_up
440
+ @drawable = false
441
+ end
442
+
443
+ def set_pos(x, y, z)
444
+ @x = x
445
+ @y = y
446
+ @z = z
447
+ end
448
+
449
+ def reset
450
+ @x = 0
451
+ @y = 0
452
+ @z = 0
453
+ @polar_theta = 90
454
+ @polar_phi = 0
455
+ @drawable = true
456
+ @color = [0, 0, 0, 1]
457
+ @size = 1
458
+ end
459
+
460
+ private
461
+
462
+ def radians(degrees)
463
+ degrees * Math::PI / 180
464
+ end
465
+ end
466
+
467
+ # Make model
468
+ def self.get_boxes_from_ply(ply_file)
469
+ box_positions = Set.new
470
+ File.open(ply_file, 'r') do |f|
471
+ lines = f.read
472
+ lines = lines.gsub("\r\n", "\n")
473
+ lines = lines.strip
474
+ positions = lines.split("\n").select { |ln| self.is_included_six_numbers(ln) }.map { |ln| ln.split.map(&:to_f) }
475
+
476
+ number_of_faces = positions.length / 4
477
+ (0...number_of_faces).each do |i|
478
+ vertex1 = positions[i * 4]
479
+ vertex2 = positions[i * 4 + 1]
480
+ vertex3 = positions[i * 4 + 2]
481
+ vertex4 = positions[i * 4 + 3] # no need
482
+ x = [vertex1[0], vertex2[0], vertex3[0]].min
483
+ y = [vertex1[1], vertex2[1], vertex3[1]].min
484
+ z = [vertex1[2], vertex2[2], vertex3[2]].min
485
+ r = vertex1[3] / 255.0
486
+ g = vertex1[4] / 255.0
487
+ b = vertex1[5] / 255.0
488
+ alpha = 1
489
+
490
+ # ボックスを置く方向を解析
491
+ if vertex1[0] == vertex2[0] && vertex2[0] == vertex3[0] # y-z plane
492
+ step = [vertex1[1], vertex2[1], vertex3[1]].max - y
493
+ x -= step if vertex1[1] != vertex2[1]
494
+ elsif vertex1[1] == vertex2[1] && vertex2[1] == vertex3[1] # z-x plane
495
+ step = [vertex1[2], vertex2[2], vertex3[2]].max - z
496
+ y -= step if vertex1[2] != vertex2[2]
497
+ else # x-y plane
498
+ step = [vertex1[0], vertex2[0], vertex3[0]].max - x
499
+ z -= step if vertex1[0] != vertex2[0]
500
+ end
501
+
502
+ # minimum unit: 0.1
503
+ position_x = (x * 10.0 / step).round / 10.0
504
+ position_y = (y * 10.0 / step).round / 10.0
505
+ position_z = (z * 10.0 / step).round / 10.0
506
+ box_positions.add([position_x, position_z, -position_y, r, g, b, alpha])
507
+ end
508
+ end
509
+
510
+ box_positions
511
+ end
512
+
513
+ def self.is_included_six_numbers(line)
514
+ line_list = line.split
515
+ return false if line_list.length != 6
516
+
517
+ line_list.all? { |num| Float(num) rescue false }
518
+ end
519
+
520
+ # Map
521
+ def self.get_map_data_from_csv(csv_file, height_scale, column_num = 257, row_num = 257)
522
+ # csvファイルから地図データを読み込み
523
+ heights = []
524
+
525
+ CSV.foreach(csv_file) do |row|
526
+ for h in row
527
+ h = h.to_f
528
+ h = h != 0 ? (h * height_scale).floor : -1
529
+ heights << h
530
+ end
531
+ end
532
+ # puts "heights: #{heights}"
533
+
534
+ max_height = heights.max.floor
535
+ box_positions = (0...row_num).map { |i| heights[i * column_num, column_num] }
536
+ puts "max_height: #{max_height}"
537
+ # puts "box_positions: #{box_positions}"
538
+ { 'boxes' => box_positions, 'max_height' => max_height }
539
+ end
540
+
541
+ def self.get_box_color(height, max_height, high_color, low_color)
542
+ # 高さによって色を変える
543
+ r = (high_color[0] - low_color[0]) * height * 1.0 / max_height + low_color[0]
544
+ g = (high_color[1] - low_color[1]) * height * 1.0 / max_height + low_color[1]
545
+ b = (high_color[2] - low_color[2]) * height * 1.0 / max_height + low_color[2]
546
+
547
+ [r, g, b]
548
+ end
549
+ end
@@ -0,0 +1,4 @@
1
+ module Voxelamming
2
+ VERSION: String
3
+ # See the writing guide of rbs: https://github.com/ruby/rbs#guides
4
+ end
metadata ADDED
@@ -0,0 +1,74 @@
1
+ --- !ruby/object:Gem::Specification
2
+ name: voxelamming
3
+ version: !ruby/object:Gem::Version
4
+ version: 0.2.0
5
+ platform: ruby
6
+ authors:
7
+ - creativival
8
+ autorequire:
9
+ bindir: exe
10
+ cert_chain: []
11
+ date: 2024-08-10 00:00:00.000000000 Z
12
+ dependencies:
13
+ - !ruby/object:Gem::Dependency
14
+ name: faye-websocket
15
+ requirement: !ruby/object:Gem::Requirement
16
+ requirements:
17
+ - - "~>"
18
+ - !ruby/object:Gem::Version
19
+ version: 0.11.3
20
+ type: :runtime
21
+ prerelease: false
22
+ version_requirements: !ruby/object:Gem::Requirement
23
+ requirements:
24
+ - - "~>"
25
+ - !ruby/object:Gem::Version
26
+ version: 0.11.3
27
+ description: Voxelamming is an AR programming learning app. Even programming beginners
28
+ can learn programming visually and enjoyably. Voxelamming supports iPhones and iPads
29
+ with iOS 16 or later, and Apple Vision Pro.
30
+ email:
31
+ - creativival@gmail.com
32
+ executables: []
33
+ extensions: []
34
+ extra_rdoc_files: []
35
+ files:
36
+ - CODE_OF_CONDUCT.md
37
+ - LICENSE.txt
38
+ - README.md
39
+ - Rakefile
40
+ - index.html
41
+ - lib/matrix_util.rb
42
+ - lib/voxelamming.rb
43
+ - lib/voxelamming/version.rb
44
+ - sig/voxelamming.rbs
45
+ homepage: https://creativival.github.io/voxelamming
46
+ licenses:
47
+ - MIT
48
+ metadata:
49
+ allowed_push_host: https://rubygems.org
50
+ homepage_uri: https://creativival.github.io/voxelamming
51
+ source_code_uri: https://github.com/creativival/voxelamming_gem
52
+ changelog_uri: https://creativival.github.io/voxelamming_gem/CHANGELOG.md
53
+ post_install_message:
54
+ rdoc_options: []
55
+ require_paths:
56
+ - lib
57
+ required_ruby_version: !ruby/object:Gem::Requirement
58
+ requirements:
59
+ - - ">="
60
+ - !ruby/object:Gem::Version
61
+ version: 3.0.0
62
+ required_rubygems_version: !ruby/object:Gem::Requirement
63
+ requirements:
64
+ - - ">="
65
+ - !ruby/object:Gem::Version
66
+ version: '0'
67
+ requirements: []
68
+ rubygems_version: 3.5.16
69
+ signing_key:
70
+ specification_version: 4
71
+ summary: This Ruby package converts Ruby code into JSON format and sends it to the
72
+ Voxelamming app using WebSockets, allowing users to create 3D voxel models by writing
73
+ Ruby scripts..
74
+ test_files: []