Class: Ruby2D::Quad
- Inherits:
-
Object
- Object
- Ruby2D::Quad
- Includes:
- Renderable
- Defined in:
- lib/ruby2d/quad.rb,
ext/ruby2d/ruby2d-opal.rb
Direct Known Subclasses
Instance Attribute Summary collapse
-
#c1 ⇒ Object
Coordinates in clockwise order, starting at top left: x1,y1 == top left x2,y2 == top right x3,y3 == bottom right x4,y4 == bottom left.
-
#c2 ⇒ Object
Coordinates in clockwise order, starting at top left: x1,y1 == top left x2,y2 == top right x3,y3 == bottom right x4,y4 == bottom left.
-
#c3 ⇒ Object
Coordinates in clockwise order, starting at top left: x1,y1 == top left x2,y2 == top right x3,y3 == bottom right x4,y4 == bottom left.
-
#c4 ⇒ Object
Coordinates in clockwise order, starting at top left: x1,y1 == top left x2,y2 == top right x3,y3 == bottom right x4,y4 == bottom left.
-
#color ⇒ Object
Returns the value of attribute color.
-
#x1 ⇒ Object
Coordinates in clockwise order, starting at top left: x1,y1 == top left x2,y2 == top right x3,y3 == bottom right x4,y4 == bottom left.
-
#x2 ⇒ Object
Coordinates in clockwise order, starting at top left: x1,y1 == top left x2,y2 == top right x3,y3 == bottom right x4,y4 == bottom left.
-
#x3 ⇒ Object
Coordinates in clockwise order, starting at top left: x1,y1 == top left x2,y2 == top right x3,y3 == bottom right x4,y4 == bottom left.
-
#x4 ⇒ Object
Coordinates in clockwise order, starting at top left: x1,y1 == top left x2,y2 == top right x3,y3 == bottom right x4,y4 == bottom left.
-
#y1 ⇒ Object
Coordinates in clockwise order, starting at top left: x1,y1 == top left x2,y2 == top right x3,y3 == bottom right x4,y4 == bottom left.
-
#y2 ⇒ Object
Coordinates in clockwise order, starting at top left: x1,y1 == top left x2,y2 == top right x3,y3 == bottom right x4,y4 == bottom left.
-
#y3 ⇒ Object
Coordinates in clockwise order, starting at top left: x1,y1 == top left x2,y2 == top right x3,y3 == bottom right x4,y4 == bottom left.
-
#y4 ⇒ Object
Coordinates in clockwise order, starting at top left: x1,y1 == top left x2,y2 == top right x3,y3 == bottom right x4,y4 == bottom left.
Attributes included from Renderable
Instance Method Summary collapse
-
#contains?(x, y) ⇒ Boolean
The logic is the same as for a triangle See triangle.rb for reference.
- #ext_render ⇒ Object
-
#initialize(opts = {}) ⇒ Quad
constructor
A new instance of Quad.
Methods included from Renderable
#add, #opacity, #opacity=, #remove
Constructor Details
#initialize(opts = {}) ⇒ Quad
Returns a new instance of Quad.
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# File 'lib/ruby2d/quad.rb', line 18 def initialize(opts = {}) @x1 = opts[:x1] || 0 @y1 = opts[:y1] || 0 @x2 = opts[:x2] || 100 @y2 = opts[:y2] || 0 @x3 = opts[:x3] || 100 @y3 = opts[:y3] || 100 @x4 = opts[:x4] || 0 @y4 = opts[:y4] || 100 @z = opts[:z] || 0 self.color = opts[:color] || 'white' add end |
Instance Attribute Details
#c1 ⇒ Object
Coordinates in clockwise order, starting at top left: x1,y1 == top left x2,y2 == top right x3,y3 == bottom right x4,y4 == bottom left
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# File 'lib/ruby2d/quad.rb', line 11 def c1 @c1 end |
#c2 ⇒ Object
Coordinates in clockwise order, starting at top left: x1,y1 == top left x2,y2 == top right x3,y3 == bottom right x4,y4 == bottom left
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# File 'lib/ruby2d/quad.rb', line 11 def c2 @c2 end |
#c3 ⇒ Object
Coordinates in clockwise order, starting at top left: x1,y1 == top left x2,y2 == top right x3,y3 == bottom right x4,y4 == bottom left
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# File 'lib/ruby2d/quad.rb', line 11 def c3 @c3 end |
#c4 ⇒ Object
Coordinates in clockwise order, starting at top left: x1,y1 == top left x2,y2 == top right x3,y3 == bottom right x4,y4 == bottom left
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# File 'lib/ruby2d/quad.rb', line 11 def c4 @c4 end |
#color ⇒ Object
Returns the value of attribute color.
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# File 'lib/ruby2d/quad.rb', line 16 def color @color end |
#x1 ⇒ Object
Coordinates in clockwise order, starting at top left: x1,y1 == top left x2,y2 == top right x3,y3 == bottom right x4,y4 == bottom left
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# File 'lib/ruby2d/quad.rb', line 11 def x1 @x1 end |
#x2 ⇒ Object
Coordinates in clockwise order, starting at top left: x1,y1 == top left x2,y2 == top right x3,y3 == bottom right x4,y4 == bottom left
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# File 'lib/ruby2d/quad.rb', line 11 def x2 @x2 end |
#x3 ⇒ Object
Coordinates in clockwise order, starting at top left: x1,y1 == top left x2,y2 == top right x3,y3 == bottom right x4,y4 == bottom left
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# File 'lib/ruby2d/quad.rb', line 11 def x3 @x3 end |
#x4 ⇒ Object
Coordinates in clockwise order, starting at top left: x1,y1 == top left x2,y2 == top right x3,y3 == bottom right x4,y4 == bottom left
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# File 'lib/ruby2d/quad.rb', line 11 def x4 @x4 end |
#y1 ⇒ Object
Coordinates in clockwise order, starting at top left: x1,y1 == top left x2,y2 == top right x3,y3 == bottom right x4,y4 == bottom left
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# File 'lib/ruby2d/quad.rb', line 11 def y1 @y1 end |
#y2 ⇒ Object
Coordinates in clockwise order, starting at top left: x1,y1 == top left x2,y2 == top right x3,y3 == bottom right x4,y4 == bottom left
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# File 'lib/ruby2d/quad.rb', line 11 def y2 @y2 end |
#y3 ⇒ Object
Coordinates in clockwise order, starting at top left: x1,y1 == top left x2,y2 == top right x3,y3 == bottom right x4,y4 == bottom left
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# File 'lib/ruby2d/quad.rb', line 11 def y3 @y3 end |
#y4 ⇒ Object
Coordinates in clockwise order, starting at top left: x1,y1 == top left x2,y2 == top right x3,y3 == bottom right x4,y4 == bottom left
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# File 'lib/ruby2d/quad.rb', line 11 def y4 @y4 end |
Instance Method Details
#contains?(x, y) ⇒ Boolean
The logic is the same as for a triangle See triangle.rb for reference
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# File 'lib/ruby2d/quad.rb', line 41 def contains?(x, y) self_area = triangle_area(@x1, @y1, @x2, @y2, @x3, @y3) + triangle_area(@x1, @y1, @x3, @y3, @x4, @y4) questioned_area = triangle_area(@x1, @y1, @x2, @y2, x, y) + triangle_area(@x2, @y2, @x3, @y3, x, y) + triangle_area(@x3, @y3, @x4, @y4, x, y) + triangle_area(@x4, @y4, @x1, @y1, x, y) questioned_area <= self_area end |
#ext_render ⇒ Object
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# File 'ext/ruby2d/ruby2d-opal.rb', line 117 def ext_render `S2D.DrawQuad( #{self}.x1, #{self}.y1, #{self}.c1.r, #{self}.c1.g, #{self}.c1.b, #{self}.c1.a, #{self}.x2, #{self}.y2, #{self}.c2.r, #{self}.c2.g, #{self}.c2.b, #{self}.c2.a, #{self}.x3, #{self}.y3, #{self}.c3.r, #{self}.c3.g, #{self}.c3.b, #{self}.c3.a, #{self}.x4, #{self}.y4, #{self}.c4.r, #{self}.c4.g, #{self}.c4.b, #{self}.c4.a );` end |