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affiner

I have not heard of a finer package --Typical R developer when asked what they have heard about {affiner}.

Table of Contents

Overview

{affiner} is an extraction and improvement of the low-level geometric and R 4.2 affine transformation feature functionality used in {piecepackr} to render board game pieces in {grid} using a 3D oblique projection.

The current goals are to:

  1. Make it easier for {piecepackr} users to use this low-level geometric functionality without exporting it in {piecepackr} (which already has a large API) in case they want to do things like implement custom polyhedral dice.
  2. Make it easier for other R developers to support fancier 3D renderings in their packages using {grid} (and perhaps {ggplot2}).
  3. Refactor and improve this code base.

Some particular intended strengths compared to other R geometry packages:

  1. Focus on reducing pain points in rendering "illustrated" (game) pieces in a 3D parallel projections in {grid} (e.g. oblique projections and isometric projections).
  2. Helpers for using the R 4.2 affine transformation feature to render "illustrated" 3D faces in {grid}. The affine_settings() function which reverse engineers useGrob()'s vp and transformation arguments is even available as a "standalone" file that can be copied over into other R packages under the permissive Unlicense.
  3. Functions to convert between axis-angle representation and rotation matrix.
  4. Allows users to use whichever angular unit is most convenient for them including degrees, radians, turns, half-turns aka (multiples-of-)pi-radians, and gradians.
  5. Light dependencies: only non-base R package dependency is {R6} which is a pure R package with no other dependencies.

Installation

remotes::install_github("trevorld/affiner")

Examples

Isometric-cube hex logo

  • The three visible faces of an isometrically projected cube are parallelograms. Additionally each projected vertex will match one of the six vertices of a regular hexagon or its center.
  • The as_coord2d() method for angle() objects lets you compute the regular polygon vertices and center using polar coordinates
  • Use affine_settings() and affineGrob() or grid.affine() to render arbitrary "illustrated" grobs within each of these parallelograms.
library("affiner")
library("grid")

xy <- as_coord2d(angle(seq(90, 360 + 90, by = 60), "degrees"),
                 radius = c(rep(0.488, 6), 0))
xy$translate(x = 0.5, y = 0.5)
l_xy <- list()
l_xy$top <- xy[c(1, 2, 7, 6)]
l_xy$right <- xy[c(7, 4, 5, 6)]
l_xy$left <- xy[c(2, 3, 4, 7)]

gp_border <- gpar(fill = NA, col = "black", lwd = 12)
vp_define <- viewport(width = unit(3, "inches"), height = unit(3, "inches"))

colors <- c("#D55E00", "#56B4E9", "#009E73")
spacings <- c(0.25, 0.25, 0.2)
texts <- c("pkgname", "right\nface", "left\nface")
rots <- c(45, 0, 0)
fontsizes <- c(52, 80, 80)
sides <- c("top", "right", "left")
types <- gridpattern::names_polygon_tiling[c(5, 9, 7)]
l_grobs <- list()
grid.newpage()
for (i in 1:3) {
    side <- sides[i]
    xy_side <- l_xy[[side]]
    if (requireNamespace("gridpattern", quietly = TRUE)) {
        bg <- gridpattern::grid.pattern_polygon_tiling(
                   colour = "grey80",
                   fill = c(colors[i], "white"),
                   type = types[i],
                   spacing = spacings[i],
                   draw = FALSE)
    } else {
        bg <- rectGrob(gp = gpar(col = NA, fill = colors[i]))
    }
    text <- textGrob(texts[i], rot = rots[i],
                     gp = gpar(fontsize = fontsizes[i]))
    settings <- affine_settings(xy_side, unit = "snpc")
    grob <- l_grobs[[side]] <- grobTree(bg, text)
    grid.affine(grob,
                vp_define = vp_define,
                transform = settings$transform,
                vp_use = settings$vp)
    grid.polygon(xy_side$x, xy_side$y, gp = gp_border)
}

isocubeGrob() / grid.isocube() provides a convenience wrapper around affineGrob() / grid.affine() for the isometric cube case:

grid.newpage()
grid.isocube(top = l_grobs$top, 
             right = l_grobs$right,
             left = l_grobs$left)

Render an "illustrated" d6 dice using oblique and isometric projections

Our high-level strategy for rendering 3D objects is as follows:

  • Figure out the "physical" 3D coordinates of the cube face vertices in "inches". These cube faces will correspond to target "3D viewports" we'll want to render the illustrated cube face grobs into.

    • For my piecepack diagrams I make with {piecepackr} I figuratively think as my graphics device as a piece of paper (bottom left corner is the origin) and calculate the 3D coordinates in inches as if my board game pieces were physically sitting on top of the graphics device (since piecepack tiles are 2 inches by 2 inches this is usually a straightforward calculation).
  • Project these 3D coordinates onto a "physical" xy-plane (corresponding to our graphics device) in "inches" using a parallel projection (in this example we'll do a couple oblique projections and an isometric projection). Note since all parallel projections are affine transformations we know the projected vertices of a square "3D viewport" will project to the 2D coordinates of a "parallelogram viewport".

  • (If they don't already do so) translate these parallelograms so they lie within the graphics device view (i.e. the "parallelogram viewport" vertices are all in the upper right quadrant of the xy-plane).

    • If you use an oblique projection to the xy-plane with an alpha angle between 0 and 90 degrees then any flat faces lying directly on the xy-plane will stay where they are and any flat faces on a parallel higher plane will only be shifted up/right. So in this case one usually doesn't need to such a translation assuming all your "objects" were placed in the upper quadrant of the xy-plane to begin with.
  • Use affine_settings() and grid.affine() / affineGrob() to render the illustrated cube face "grobs" within these affine transformed "parallelogram viewports". The order these are drawn is important but in this example we manually sorted them ahead of time in an order that worked for our target projections.

library("affiner")
library("grid")
xyz_face <- as_coord3d(x = c(0, 0, 1, 1) - 0.5, y = c(1, 0, 0, 1) - 0.5, z = 0.5)
l_faces <- list() # order faces for our target projections
l_faces$bottom <- xyz_face$clone()$
                    rotate("z-axis", angle(180, "degrees"))$
                    rotate("y-axis", angle(180, "degrees"))
l_faces$north <- xyz_face$clone()$
                    rotate("z-axis", angle(90, "degrees"))$
                    rotate("x-axis", angle(-90, "degrees"))
l_faces$east <- xyz_face$clone()$
                    rotate("z-axis", angle(90, "degrees"))$
                    rotate("y-axis", angle(90, "degrees"))
l_faces$west <- xyz_face$clone()$
                    rotate("y-axis", angle(-90, "degrees"))
l_faces$south <- xyz_face$clone()$
                    rotate("z-axis", angle(180, "degrees"))$
                    rotate("x-axis", angle(90, "degrees"))
l_faces$top <- xyz_face$clone()$
                    rotate("z-axis", angle(-90, "degrees"))

colors <- c("#D55E00", "#009E73", "#56B4E9", "#E69F00", "#CC79A7", "#0072B2")
spacings <- c(0.25, 0.2, 0.25, 0.25, 0.25, 0.25)
die_face_grob <- function(digit) {
    if (requireNamespace("gridpattern", quietly = TRUE)) {
        bg <- gridpattern::grid.pattern_polygon_tiling(
                   colour = "grey80",
                   fill = c(colors[digit], "white"),
                   type = gridpattern::names_polygon_tiling[digit],
                   spacing = spacings[digit],
                   draw = FALSE)
    } else {
        bg <- rectGrob(gp = gpar(col = NA, fill = colors[digit]))
    }
    digit <- textGrob(digit, gp = gpar(fontsize = 72))
    grobTree(bg, digit)
}
l_face_grobs <- lapply(1:6, function(i) die_face_grob(i))
grid.newpage()
for (i in 1:6) {
    vp <- viewport(x = unit((i - 1) %% 3 + 1, "inches"),
                   y = unit(3 - ((i - 1) %/% 3 + 1), "inches"),
                   width = unit(1, "inches"), height = unit(1, "inches"))
    pushViewport(vp)
    grid.draw(l_face_grobs[[i]])
    popViewport()
    grid.text("The six die faces", y = 0.9, 
              gp = gpar(fontsize = 18, face = "bold"))
}
# re-order face grobs for our target projections
# bottom = 6, north = 4, east = 5, west = 2, south = 3, top = 1
l_face_grobs <- l_face_grobs[c(6, 4, 5, 2, 3, 1)]
draw_die <- function(l_xy, l_face_grobs) {
    min_x <- min(vapply(l_xy, function(x) min(x$x), numeric(1)))
    min_y <- min(vapply(l_xy, function(x) min(x$y), numeric(1)))
    l_xy <- lapply(l_xy, function(xy) {
        xy$translate(x = -min_x + 0.5, y = -min_y + 0.5)
    })
    grid.newpage()
    vp_define <- viewport(width = unit(1, "inches"), height = unit(1, "inches"))
    gp_border <- gpar(col = "black", lwd = 4, fill = NA)
    for (i in 1:6) {
        xy <- l_xy[[i]]
        settings <- affine_settings(xy, unit = "inches")
        grid.affine(l_face_grobs[[i]],
                    vp_define = vp_define,
                    transform = settings$transform,
                    vp_use = settings$vp)
        grid.polygon(xy$x, xy$y, default.units = "inches", gp = gp_border)
    }
}
# oblique projection of dice onto xy-plane
l_xy_oblique1 <- lapply(l_faces, function(xyz) {
    xyz$clone() |>
        as_coord2d(scale = 0.5)
})
draw_die(l_xy_oblique1, l_face_grobs)
grid.text("Oblique projection\n(onto xy-plane)", y = 0.9,
          gp = gpar(fontsize = 18, face = "bold"))
# oblique projection of dice on xz-plane
l_xy_oblique2 <- lapply(l_faces, function(xyz) {
    xyz$clone()$
        permute("xzy") |>
        as_coord2d(scale = 0.5, alpha = angle(135, "degrees"))
})
draw_die(l_xy_oblique2, l_face_grobs)
grid.text("Oblique projection\n(onto xz-plane)", y = 0.9,
          gp = gpar(fontsize = 18, face = "bold"))
# isometric projection
l_xy_isometric <- lapply(l_faces, function(xyz) {
    xyz$clone()$
        rotate("z-axis", angle(45, "degrees"))$
        rotate("x-axis", angle(-(90 - 35.264), "degrees")) |>
        as_coord2d()
})

draw_die(l_xy_isometric, l_face_grobs)
grid.text("Isometric projection", y = 0.9,
          gp = gpar(fontsize = 18, face = "bold"))

Related software

Please feel free to open a pull request to add any missing relevant links.

Geometry in R

2D/3D geometry

Plane geometry

Spatial geometry

3D rendering in R

{graphics} and {grid} based

Other 3D rendering engines

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Version

Install

install.packages('affiner')

Monthly Downloads

274

Version

0.1.1

License

MIT + file LICENSE

Maintainer

Trevor L Davis

Last Published

October 14th, 2024

Functions in affiner (0.1.1)

affiner_options

Get affiner options
Plane3D

3D planes R6 Class
Point1D

1D points R6 Class
angle-methods

Implemented base methods for angle vectors
as_point1d

Cast to Point1D object
transform1d

1D affine transformation matrices
transform2d

2D affine transformation matrices
bounding_ranges

Compute axis-aligned ranges
as_transform1d

Cast to 1D affine transformation matrix
distance3d

3D Euclidean distances
graphics

Plot coordinates, points, lines, and planes
is_transform2d

Test if 2D affine transformation matrix
is_transform3d

Test if 3D affine transformation matrix
Coord3D

3D coordinate vector R6 Class
Line2D

2D lines R6 Class
Coord1D

1D coordinate vector R6 Class
angle

Angle vectors
is_coord2d

Test whether an object has a Coord2D class
isocubeGrob

Isometric cube grob
Coord2D

2D coordinate vector R6 Class
as_line2d

Cast to Line2D object
angular_unit

Get/set angular unit of angle vectors
affiner-package

affiner: A Finer Way to Render 3D Illustrated Objects in 'grid' Using Affine Transformations
affine_settings

Compute grid affine transformation feature viewports and transformation functions
as_transform2d

Cast to 2D affine transformation matrix
distance1d

1D Euclidean distances
as_coord2d

Cast to coord2d object
as_coord1d

Cast to coord1d object
normal2d

2D normal vectors
as_coord3d

Cast to coord3d object
distance2d

2D Euclidean distances
as_angle

Cast to angle vector
centroid

Compute centroids of coordinates
as_transform3d

Cast to 3D affine transformation matrix
as_plane3d

Cast to Plane3D object
is_coord3d

Test whether an object has a Coord3D class
convex_hull2d

Compute 2D convex hulls
is_congruent

Test whether two objects are congruent
cross_product3d

Compute 3D vector cross product
inverse-trigonometric-functions

Angle vector aware inverse trigonometric functions
is_coord1d

Test whether an object has a Coord1D class
is_line2d

Test whether an object has a Line2D class
is_transform1d

Test if 1D affine transformation matrix
is_plane3d

Test whether an object has a Plane3D class
is_angle

Test whether an object is an angle vector
normal3d

3D normal vectors
is_point1d

Test whether an object has a Point1D class
rotate3d_to_AA

Convert from 3D rotation matrix to axis-angle representation.
transform3d

3D affine transformation matrices
trigonometric-functions

Angle vector aware trigonometric functions
affineGrob

Affine transformation grob
abs.Coord1D

Compute Euclidean norm