Nothing
#' Convert a table into a 'brickr' 3D object
#'
#' Create a 3D brick object from a data frame. Left-most column is level/height/z dimension, with rows as Y axis and columns as X axis.
#'
#' @param matrix_table A data frame of a 3D brick model design. Left-most column is level/height/z dimension, with rows as Y axis and columns as X axis. See example. Use \code{\link[tibble]{tribble}} for ease.
#' @param color_guide A data frame linking numeric \code{.value} in \code{matrix_table} to official LEGO color names. Defaults to data frame 'lego_colors'.
#' @param piece_matrix A data frame in same shape as \code{matrix_table} with piece shape IDs.
#' @param use_bricks Array of brick sizes to use in mosaic. Defaults to \code{c('4x2', '2x2', '3x1', '2x1', '1x1')}`. '1x1' will always be considered.
#' @param .re_level Logical to reassign the Level/z dimension to layers in alphanumeric order. Set to FALSE to explicitly provide levels.
#' @param increment_level Default '0'. Use in animations. Shift Level/z dimension by an integer.
#' @param min_level Default '1'. Use in animations. Any Level/z values below this value will be cut off.
#' @param max_level Default 'Inf'. Use in animations. Any Level/z values above this value will be cut off.
#' @param increment_x Default '0'. Use in animations. Shift x dimension by an integer.
#' @param max_x Default 'Inf'. Use in animations. Any x values above this value will be cut off.
#' @param increment_y Default '0'. Use in animations. Shift y dimension by an integer.
#' @param max_y Default 'Inf'. Use in animations. Any y values above this value will be cut off.
#' @param exclude_color Numeric array of color ID numbers to exclude.
#' @param exclude_level Numeric array of Level/z dimensions to exclude.
#' @return A list with elements \code{Img_lego} to pass to \code{\link{build_bricks}}.
#' @family 3D Models
#' @export
#' @examples
#' #This is a 4x2 brick. One level high, 2 x-values (columns), 4 y-values (rows).
#'brick <- data.frame(
#' Level="A",
#' X1 = rep(3,4), #The number 3 is the brickrID for 'bright red'
#' X2 = rep(3,4)
#')
#'
#'brick %>%
#' bricks_from_table() %>%
#' build_bricks()
#'
#' rgl::clear3d()
#'
#'#Build on top of each other by changing the Level value.
#'#This example builds a blue 2x2 brick on top of a red 2x2
#'brick <- data.frame(
#' Level=c("A", "A", "B", "B"),
#' X1 = c(3, 3, 4, 4), #3 is red, 4 is blue
#' X2 = c(3, 3, 4, 4)
#')
#'
#'brick %>%
#' bricks_from_table() %>%
#' build_bricks()
#'
#' rgl::clear3d()
#'
#' #Provide an additional piece_matrix argument to change the default brick shape.
#' pieces <- data.frame(
#' Level=c("A", "A", "B", "B"),
#' X1 = c("b", "b", "p", "p"), #b is brick (default), p is plate
#' X2 = c("b", "b", "p", "p")
#')
#'
#'\donttest{
#'brick %>%
#' bricks_from_table(piece_matrix=pieces) %>%
#' build_bricks()
#'
#' rgl::clear3d()
#' }
#'
#' #Provide a custom table of colors
#' custom_colors <- data.frame(
#' .value = c(3, 4),
#' Color = c("Bright orange", "Dark green")
#' )
#'
#' \donttest{
#'brick %>%
#' bricks_from_table(color_guide = custom_colors) %>%
#' build_bricks()
#'
#' rgl::clear3d()
#' }
#'
#'#Limit the size of bricks used in the model with use_bricks
#'\donttest{
#'brick %>%
#' bricks_from_table(use_bricks = "2x1") %>% #Only use 2x1 bricks.
#' build_bricks()
#'
#' rgl::clear3d()
#' }
bricks_from_table <- function(matrix_table, color_guide = brickr::lego_colors,
piece_matrix = NULL,
use_bricks = NULL,
.re_level = TRUE,
increment_level = 0, min_level = 1, max_level = Inf,
increment_x = 0, max_x = Inf,
increment_y = 0, max_y = Inf,
exclude_color = NULL, exclude_level = NULL){
#Reformat input table to consistent format
bricks_raw <- matrix_table
names(bricks_raw)[1] <- "Level"
if(names(bricks_raw)[2] %in% c("mid_level")){
excl_name = -1:-2
} else{
excl_name = -1
}
names(bricks_raw)[excl_name] <- paste0("X", seq_along(names(bricks_raw)[excl_name]))
#Add mid_level if not in there
if(!(names(bricks_raw)[2] %in% c("mid_level"))){
bricks_raw <- bricks_raw %>%
dplyr::mutate(mid_level = 0) %>%
dplyr::select(Level, mid_level, dplyr::everything())
}
if(!is.null(piece_matrix)){
pieces_raw <- piece_matrix
names(pieces_raw)[1] <- "Level"
names(pieces_raw)[excl_name] <- paste0("X", seq_along(names(pieces_raw)[excl_name]))
#Add mid_level if not in there
if(!(names(pieces_raw)[2] %in% c("mid_level"))){
pieces_raw <- pieces_raw %>%
dplyr::mutate(mid_level = 0) %>%
dplyr::select(Level, mid_level, dplyr::everything())
}
}
#Color mapping
color_guide_error_msg <- "Color guide should be a data frame with at least 2 columns: `.value` and `Color`.
`Color` should match official LEGO names in the data frame `lego_colors`."
if(identical(color_guide, brickr::lego_colors)){
color_map <- brickr::lego_colors %>%
dplyr::rename(.value = brickrID)
} else if(is.data.frame(color_guide)){
if(ncol(color_guide) < 2){stop(color_guide_error_msg)}
if(!(".value" %in% names(color_guide)) | !("Color" %in% names(color_guide))){stop(color_guide_error_msg)}
# if(!all(color_guide$Color %in% build_colors(.names_only = TRUE))){
# stop(paste("At least one color name supplied does not match allowed brick color names. See build_colors().\n\n",
# paste(color_guide$Color[!(color_guide$Color %in% build_colors(.names_only = TRUE))],collapse = ", ")
# ))
#
# }
color_map <- color_guide %>%
dplyr::mutate(Color = as.character(Color)) %>%
dplyr::left_join(lego_colors, by = "Color")
} else{
stop(color_guide_error_msg)
}
#Literal levels or names
# This does not apply to mid_level, which can only be 0, 1, or 2 for now
if(.re_level){
bricks_raw <- bricks_raw %>%
dplyr::mutate(Level = as.numeric(as.factor(as.character(Level))))
if(!is.null(piece_matrix)){
pieces_raw <- pieces_raw %>%
dplyr::mutate(Level = as.numeric(as.factor(as.character(Level))))
}
}
#Clean up increments
incr_level <- as.numeric(increment_level)[1]
if(is.na(incr_level)){incr_level <- 0}
incr_x <- as.numeric(increment_x)[1]
if(is.na(incr_x)){incr_x <- 0}
incr_y <- as.numeric(increment_y)[1]
if(is.na(incr_y)){incr_y < -0}
brick_set <- bricks_raw %>%
dplyr::mutate_all(list(~ifelse(is.na(.), 0, .))) %>%
dplyr::group_by(Level, mid_level) %>%
dplyr::mutate(y = dplyr::n() - dplyr::row_number() + 1) %>%
dplyr::ungroup() %>%
dplyr::select(Level, mid_level, y, dplyr::everything()) %>%
tidyr::gather(x, .value, dplyr::starts_with("X")) %>%
dplyr::mutate(x = as.numeric(substr(x, 2, 20))) %>%
dplyr::arrange(Level, x, dplyr::desc(y)) %>%
tidyr::drop_na(.value) %>%
dplyr::left_join(color_map, by = ".value") %>%
dplyr::mutate_at(dplyr::vars(dplyr::contains("_lego")), list(~ifelse(is.na(.), 0, .))) %>%
dplyr::mutate(Lego_color = grDevices::rgb(R_lego, G_lego, B_lego)) %>%
dplyr::mutate(Lego_color = ifelse(is.na(Color), NA, Lego_color)) %>%
dplyr::rename(Lego_name = Color) %>%
dplyr::arrange(Level) %>%
#Exclusions
dplyr::filter(!(.value %in% exclude_color)) %>%
dplyr::filter(!(Level %in% exclude_level)) %>%
#Increment coordinates
dplyr::mutate(Level = Level + incr_level,
x = x + incr_x, y = y + incr_y) %>%
dplyr::filter(Level >= min_level & Level <= max_level,
x >= 1, x <= max_x,
y >= 1, y <= max_y) %>%
#In the end, drop empty levels
dplyr::group_by(Level, mid_level) %>%
dplyr::filter(!all(is.na(Lego_color))) %>%
dplyr::ungroup() %>%
tidyr::drop_na(Lego_color)
#Piece tables
if(is.null(piece_matrix)){
brick_set <- brick_set %>%
dplyr::mutate(piece_type = "b")
} else {
pieces_set <- pieces_raw %>%
dplyr::mutate_at(dplyr::vars(-Level, -mid_level), as.character) %>%
dplyr::mutate_at(dplyr::vars(-Level, -mid_level), list(~ifelse(is.na(.), "b", .))) %>%
dplyr::mutate_at(dplyr::vars( Level, mid_level), list(~ifelse(is.na(.), 0, .))) %>%
dplyr::group_by(Level, mid_level) %>%
dplyr::mutate(y = dplyr::n() - dplyr::row_number() + 1) %>%
dplyr::ungroup() %>%
dplyr::select(Level, mid_level, y, dplyr::everything()) %>%
tidyr::gather(x, piece_type, dplyr::starts_with("X")) %>%
dplyr::mutate(x = as.numeric(substr(x, 2, 20))) %>%
dplyr::arrange(Level, x, dplyr::desc(y)) %>%
tidyr::drop_na(piece_type) %>%
dplyr::filter(piece_type != "0") %>%
#Exclusions
dplyr::filter(!(Level %in% exclude_level)) %>%
#Increment coordinates
dplyr::mutate(Level = Level + incr_level,
x = x + incr_x, y = y + incr_y) %>%
dplyr::filter(Level >= min_level & Level <= max_level,
x >= 1, x <= max_x,
y >= 1, y <= max_y)
brick_set <- brick_set %>%
dplyr::left_join(pieces_set, by = c("Level", "mid_level", "y", "x"))
}
#Return an object from collect_bricks()
return(
list(Img_lego = brick_set,
brickr_object = "3dmodel") %>% collect_bricks(use_bricks = use_bricks)
)
}
#' Convert an Excel 'brickr' template into a 3D object
#'
#' Build a 3D model from an Excel template. A single data frame includes both the instructions and the color guides.
#'
#' @param excel_table Sheet imported from a brickr Excel template to build model.
#' This differs slightly from \code{\link{bricks_from_table}} because a single data frame has both the brick coordinates and color table.
#' @param piece_table Sheet identical in shape to \code{excel_table} with piece shape IDs.
#' @param use_bricks Array of brick sizes to use in mosaic. Defaults to \code{c('4x2', '3x2', '2x2', '3x1', '2x1', '1x1')}`.
#' @param repeat_levels How many times to repeat a level. Can save time in model planning. Default is 1.
#' @inheritParams bricks_from_table
#' @return A list with elements \code{Img_lego} to pass to \code{\link{build_bricks}}.
#' @family 3D Models
#' @export
#' @examples
#' #This creates a 1x3 red brick.
#'demo_excel <- tibble::tribble(
#' ~Level, ~"1", ~"2", ~"3", ~user_color, ~LEGO_color,
#' "A", 1, 1, 1, 1, "Bright red"
#' )
#'
#'demo_excel %>%
#' bricks_from_excel() %>%
#' build_bricks()
#'
#' rgl::clear3d()
#'
#' #To change the pieces, import a second table in the same shape, but with piece IDs.
#' demo_pieces <- tibble::tribble(
#' ~Level, ~"1", ~"2", ~"3",
#' "A", "w4", "c1", "w2"
#' )
#'
#'demo_excel %>%
#' bricks_from_excel(piece_table = demo_pieces) %>%
#' build_bricks()
#'
#' rgl::clear3d()
#'
bricks_from_excel <- function(excel_table,
piece_table = NULL,
use_bricks = NULL,
repeat_levels = 1,
increment_level = 0, min_level = 1, max_level = Inf,
increment_x = 0, max_x = Inf,
increment_y = 0, max_y = Inf,
exclude_color = NULL, exclude_level = NULL){
columns_meta_start <- max(which(grepl("^\\d", names(excel_table))))
#Set Instructions
instructions <- excel_table[1:columns_meta_start] %>%
dplyr::rename(Level = 1) %>%
dplyr::filter(!(Level %in% c("Level")))
#Repeat levels.
# Super niche case for lazy people, like me
if(is.numeric(repeat_levels)){
rep_levels <- max(round(repeat_levels), 1)
if(rep_levels == 1){instructions <- instructions}
else{
instructions <- 1:rep_levels %>%
purrr::map_df(
~dplyr::mutate(instructions, Level = paste0(Level, .x))
)
}
}
#Is 'mid_level' in instructions?
if(!("mid_level" %in% names(instructions))){
instructions <- instructions %>%
dplyr::mutate(mid_level = 0) %>%
dplyr::select(Level, mid_level, dplyr::everything())
} else {
instructions <- instructions %>%
dplyr::mutate(mid_level = as.numeric(mid_level))
}
if(!is.null(piece_table)){
#Set Instructions
instructions_p <- piece_table[1:columns_meta_start] %>%
dplyr::rename(Level = 1) %>%
dplyr::filter(Level != "Level") %>%
dplyr::mutate_at(dplyr::vars(dplyr::matches("^\\d")),
list(~ifelse(grepl("^[A-Za-z]", .)|is.na(.), ., "b")))
#Repeat levels.
if(is.numeric(repeat_levels)){
rep_levels <- max(round(repeat_levels), 1)
if(rep_levels == 1){instructions_p <- instructions_p}
else{
instructions_p <- 1:rep_levels %>%
purrr::map_df(
~dplyr::mutate(instructions_p, Level = paste0(Level, .x))
)
}
}
#Is 'mid_level' in instructions_p?
if(!("mid_level" %in% names(instructions_p))){
instructions_p <- instructions_p %>%
dplyr::mutate(mid_level = 0) %>%
dplyr::select(Level, mid_level, dplyr::everything())
} else{
instructions_p <- instructions_p %>%
dplyr::mutate(mid_level = as.numeric(mid_level))
}
} else{
instructions_p = NULL
}
#Color Instructions
colors_user <- excel_table %>%
dplyr::select(.value = user_color, Color = LEGO_color) %>%
tidyr::drop_na()
#Render as brickr output
brickr_out <- instructions %>%
bricks_from_table(color_guide = colors_user,
piece_matrix = instructions_p,
use_bricks = use_bricks,
.re_level = TRUE,
increment_level = increment_level,
min_level = min_level, max_level = max_level,
increment_x = increment_x, max_x = max_x,
increment_y = increment_y, max_y = max_y,
exclude_color = exclude_color, exclude_level = exclude_level)
return(brickr_out)
}
#' Create a 3D model object from a long coordinate data frame
#'
#' Convert a data frame with x, y, z & Color columns into a 3D object
#'
#' @param coord_table A data frame of a 3D brick model design. Contains 'x', 'y', and 'z' (vertical height) dimensions, as well as 'Color' from official LEGO color names.
#' See \code{\link{build_colors}}. Optional column 'piece_type' for shapes other than rectangular bricks.
#' Optional column ' mid_Level' with values 0, 1, or 2 (default 0) for 1-height placement of bricks.
#' @param use_bricks Array of brick sizes to use in mosaic. Defaults to \code{c('4x2', '3x2', '2x2', '3x1', '2x1', '1x1')}`.
#' @param increment_level Default '0'. Use in animations. Shift Level/z dimension by an integer.
#' @param min_level Default '1'. Use in animations. Any Level/z values below this value will be cut off.
#' @param max_level Default 'Inf'. Use in animations. Any Level/z values above this value will be cut off.
#' @param increment_x Default '0'. Use in animations. Shift x dimension by an integer.
#' @param max_x Default 'Inf'. Use in animations. Any x values above this value will be cut off.
#' @param increment_y Default '0'. Use in animations. Shift y dimension by an integer.
#' @param max_y Default 'Inf'. Use in animations. Any y values above this value will be cut off.
#' @param exclude_color Numeric array of color ID numbers to exclude.
#' @param exclude_level Numeric array of Level/z dimensions to exclude.
#' @return A list with elements \code{Img_lego} to pass to \code{\link{build_bricks}}.
#' @family 3D Models
#' @export
#' @examples
#' #This is a 1x4 yellow brick
#' brick <- data.frame(
#' x = 1:4,
#' y = 1, z=1,
#' color = "Bright yellow",
#' stringsAsFactors=FALSE)
#'
#' brick %>%
#' bricks_from_coords() %>%
#' build_bricks()
#'
#' rgl::clear3d()
#'
#' #This is a lot of bricks
#' bricks <- expand.grid(
#' x = 1:4,
#' y = 1:2,
#' z = 1:3)
#'
#' #Color them in sets of these 3 options
#' bricks$color <- rep(rep(c("Bright yellow", "Bright red", "Tr. green"), each=4), 2)
#'
#' \donttest{
#' bricks %>%
#' bricks_from_coords() %>%
#' build_bricks()
#'
#' rgl::clear3d()
#' }
#'
#'#Use different brick shapes by added a 'piece_type' column
#'bricks$piece_type <- "c1" #Make all the pieces cylinders
#'
#'\donttest{
#'bricks %>%
#' bricks_from_coords() %>%
#' build_bricks()
#'
#' rgl::clear3d()
#' }
#'
bricks_from_coords <- function(coord_table,
use_bricks = NULL,
increment_level = 0, min_level = 1, max_level = Inf,
increment_x = 0, max_x = Inf,
increment_y = 0, max_y = Inf,
exclude_color = NULL, exclude_level = NULL){
#Reformat input table to consistent format
bricks_raw <- coord_table
#Check for x y z and Color columns
names(bricks_raw)[names(bricks_raw) %in% c("X", "Y", "Z")] <- tolower(names(bricks_raw)[names(bricks_raw) %in% c("X", "Y", "Z")])
names(bricks_raw)[tolower(names(bricks_raw)) == "color"] <- "Color"
if(!all(c("x", "y", "z", "Color") %in% names(bricks_raw))){
stop("Input 'coord_table' must include the columns x, y, z, and Color. z should be >1. Color uses offical brick color names. See build_colors().")
}
#Set mid_level = 0 if not in data
if(!("mid_level" %in% names(bricks_raw))){
bricks_raw <- bricks_raw %>%
dplyr::mutate(mid_level = 0)
}
if(!any(unique(bricks_raw$mid_level) %in% 0:2)){
stop("Column 'mid_level' must be equal to 0, 1, or 2. 0 is the default base level, 1 is the middle of the level, and 2 is the top of the level. Exclude column unless necessary.")
}
#x, y, z, must be whole numbers and unique
bricks_raw <- bricks_raw %>%
dplyr::mutate_at(dplyr::vars("x", "y", "z"), round) %>%
dplyr::group_by(x, y, z, mid_level) %>%
dplyr::filter(dplyr::row_number() == 1) %>%
dplyr::ungroup()
#Need to assume users might supply NA-supressed or non-cube data. But layer_from_brick() needs cubes.
bricks_full <- expand.grid(
x = min(bricks_raw$x):max(bricks_raw$x),
y = min(bricks_raw$y):max(bricks_raw$y),
z = min(bricks_raw$z):max(bricks_raw$z)
) %>%
dplyr::left_join(bricks_raw, by = c("x", "y", "z"))
#Clean up increments
incr_level <- as.numeric(increment_level)[1]
if(is.na(incr_level)){incr_level<-0}
incr_x <- as.numeric(increment_x)[1]
if(is.na(incr_x)){incr_x<-0}
incr_y <- as.numeric(increment_y)[1]
if(is.na(incr_y)){incr_y<-0}
brick_set <- bricks_full %>%
dplyr::rename(Level = z) %>%
dplyr::left_join(brickr::lego_colors %>% dplyr::select(Color, dplyr::contains("_lego")),
by = "Color") %>%
dplyr::mutate_at(dplyr::vars(dplyr::contains("_lego")), list(~ifelse(is.na(.), 0, .))) %>%
dplyr::mutate(Lego_color = grDevices::rgb(R_lego, G_lego, B_lego)) %>%
dplyr::mutate(Lego_color = ifelse(is.na(Color), NA, Lego_color)) %>%
dplyr::rename(Lego_name = Color) %>%
dplyr::arrange(Level) %>%
#Exclusions
dplyr::filter(!(Lego_name %in% exclude_color)) %>%
dplyr::filter(!(Level %in% exclude_level)) %>%
#Increment coordinates
dplyr::mutate(Level = Level + incr_level,
x = x + incr_x, y = y + incr_y) %>%
dplyr::filter(Level >= 1, Level <= max_level,
x >= 1, x <= max_x,
y >= 1, y <= max_y) %>%
#In the end, drop empty levels
dplyr::group_by(Level) %>%
dplyr::filter(!all(is.na(Lego_color))) %>%
dplyr::ungroup()
if(!("piece_type" %in% names(brick_set))){
brick_set <- brick_set %>%
dplyr::mutate(piece_type = "b")
}
#Return an object from collect_bricks()
return(
list(Img_lego = brick_set,
brickr_object = "3dmodel") %>% collect_bricks(use_bricks = use_bricks)
)
}
Any scripts or data that you put into this service are public.
Add the following code to your website.
For more information on customizing the embed code, read Embedding Snippets.