Class: Ray::Drawable

Inherits:
Object
  • Object
show all
Includes:
PP
Defined in:
ext/drawable.c,
lib/ray/drawable.rb,
ext/drawable.c

Overview

A drawable object represents anything that can be rendered on a target. This class allows to define transformations for any drawable and to set states to create your own drawable.

A subclass of Ray::Drawable must implement “render“ to draw the object, using OpenGL calls:

# vertex_id is the index of the first vertex of this object; index_id is
# the index of the first index of this object in the element buffer. One
# of those variables at least will be ignored in the implementation
def render(vertex_id, index_id)
  # do work
end

Also, it will often use Ray’s system to store vertices and sometimes indices:

def fill_vertices
  # returns an array of vertices
end

Same with indices:

def fill_indices(vertex_id)
  # returns a Ray::GL::IntArray
end

Instance Attribute Summary collapse

Transformations collapse

Instance Method Summary collapse

Methods included from PP

#pretty_print_attributes

Constructor Details

#initialize(vertex_class = Ray::Vertex) ⇒ Object

Parameters:

  • vertex_class (Class) (defaults to: Ray::Vertex)

    Class of the vertices.



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# File 'ext/drawable.c', line 138

static
VALUE ray_drawable_init(int argc, VALUE *argv, VALUE self) {
  if (rb_obj_is_kind_of(self, rb_path2class("Ray::Text"))   ||
      rb_obj_is_kind_of(self, rb_path2class("Ray::Sprite")) ||
      rb_obj_is_kind_of(self, rb_path2class("Ray::Polygon"))) {
    rb_raise(rb_eTypeError, "can't get drawable pointer from %s",
             RAY_OBJ_CLASSNAME(self));
  }

  ray_drawable *obj = NULL;
  Data_Get_Struct(self, ray_drawable, obj);

  VALUE arg = Qnil;
  rb_scan_args(argc, argv, "01", &arg);

  size_t id = NIL_P(arg) ? 0 : ray_get_vtype(arg);

  obj->drawable = say_drawable_create(id);
  say_drawable_set_custom_data(obj->drawable, obj);
  say_drawable_set_other_data(obj->drawable, (void*)self);
  say_drawable_set_fill_proc(obj->drawable, ray_drawable_fill_proc);
  say_drawable_set_shader_proc(obj->drawable, ray_drawable_shader_proc);
  say_drawable_set_render_proc(obj->drawable, ray_drawable_render_proc);
  say_drawable_set_index_fill_proc(obj->drawable,
                                   ray_drawable_indices_fill_proc);
  say_drawable_set_changed(obj->drawable);

  rb_iv_set(self, "@vertex_type_class", NIL_P(arg) ?
            rb_path2class("Ray::Vertex") : arg);

  obj->vsize = say_vertex_type_get_size(say_get_vertex_type(id));

  return self;
}

Instance Attribute Details

#shader_attributesHash?

Returns Attributes passed to the shader when the object is drawn.

Returns:

  • (Hash, nil)

    Attributes passed to the shader when the object is drawn.



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# File 'lib/ray/drawable.rb', line 56

def shader_attributes
  @shader_attributes
end

Instance Method Details

#angleFloat

Angle is a rotation applied to a drawable. It is expressed in degrees, in the counter-clockwise direction.

Returns:

  • (Float)

    The rotation applied to the drawable



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# File 'ext/drawable.c', line 308

static
VALUE ray_drawable_angle(VALUE self) {
  return rb_float_new(say_drawable_get_angle(ray_rb2drawable(self)));
}

#angle=(val) ⇒ Object

Sets the rotation applied to the drawable.

Parameters:

  • val (Float)

    The rotation applied to the drawable.

See Also:



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# File 'ext/drawable.c', line 319

static
VALUE ray_drawable_set_angle(VALUE self, VALUE val) {
  say_drawable_set_angle(ray_rb2drawable(self), NUM2DBL(val));
  return val;
}

#blend_modeObject

See Also:



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# File 'ext/drawable.c', line 524

static
VALUE ray_drawable_blend_mode(VALUE self) {
  say_blend_mode mode = say_drawable_get_blend_mode(ray_rb2drawable(self));

  switch (mode) {
  case SAY_BLEND_NO: return RAY_SYM("none");
  case SAY_BLEND_ALPHA: return RAY_SYM("alpha");
  case SAY_BLEND_ADD: return RAY_SYM("add");
  case SAY_BLEND_MULTIPLY: return RAY_SYM("multiply");
  }

  return Qnil; /* should never happen */
}

#blend_mode=(mode) ⇒ Object

Sets blend mode

Ray supports 3 differents blend mode: :add, :multiply, and :alpha (also the default). Blending can also be disabled using :none.

Parameters:

  • mode (Symbol)

    New blend mode



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# File 'ext/drawable.c', line 509

static
VALUE ray_drawable_set_blend_mode(VALUE self, VALUE mode) {
  say_blend_mode c_mode = SAY_BLEND_NO;
  if (mode == RAY_SYM("alpha"))
    c_mode = SAY_BLEND_ALPHA;
  else if (mode == RAY_SYM("add"))
    c_mode = SAY_BLEND_ADD;
  else if (mode == RAY_SYM("multiply"))
    c_mode = SAY_BLEND_MULTIPLY;

  say_drawable_set_blend_mode(ray_rb2drawable(self), c_mode);
  return mode;
}

#changed!Object

Marks the object as changed, meaning vertices must be updated.



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# File 'ext/drawable.c', line 481

static
VALUE ray_drawable_set_changed(VALUE self) {
  say_drawable_set_changed(ray_rb2drawable(self));
  return self;
}

#changed?true, flase

Returns true if the drawable has changed, and vertices must be updated.

Returns:

  • (true, flase)

    true if the drawable has changed, and vertices must be updated.



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# File 'ext/drawable.c', line 475

static
VALUE ray_drawable_has_changed(VALUE self) {
  return say_drawable_has_changed(ray_rb2drawable(self)) ? Qtrue : Qfalse;
}

#default_matrixRay::Matrix

Default transformation matrix

This is useful when matrix is set to a custom matrix or matrix_proc is non-nil. It allows to retrieve the matrix that would be used otherwise, for instance to multiply it by another matrix to apply more transformations.

Returns:



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# File 'ext/drawable.c', line 404

static
VALUE ray_drawable_default_matrix(VALUE self) {
  say_matrix *mat = say_drawable_get_default_matrix(ray_rb2drawable(self));
  return Data_Wrap_Struct(rb_path2class("Ray::Matrix"), NULL, say_matrix_free,
                          mat);
}

#index_countInteger

Returns Amount of indices used by this drawable.

Returns:

  • (Integer)

    Amount of indices used by this drawable



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# File 'ext/drawable.c', line 465

static
VALUE ray_drawable_index_count(VALUE self) {
  say_drawable *drawable = ray_rb2drawable(self);
  size_t count = say_drawable_get_index_count(drawable);
  return ULONG2NUM(count);
}

#index_count=(val) ⇒ Object



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# File 'ext/drawable.c', line 457

static
VALUE ray_drawable_set_index_count(VALUE self, VALUE val) {
  ray_drawable *drawable = ray_rb2full_drawable(self);
  say_drawable_set_index_count(drawable->drawable, NUM2ULONG(val));
  return val;
}

#initialize_copy(orig) ⇒ Object



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# File 'ext/drawable.c', line 179

static
VALUE ray_drawable_init_copy(VALUE self, VALUE orig) {
  if (rb_obj_is_kind_of(self, rb_path2class("Ray::Text"))   ||
      rb_obj_is_kind_of(self, rb_path2class("Ray::Sprite")) ||
      rb_obj_is_kind_of(self, rb_path2class("Ray::Polygon"))) {
    rb_raise(rb_eTypeError, "can't get drawable pointer from %s",
             RAY_OBJ_CLASSNAME(self));
  }

  ray_drawable *obj = NULL;
  Data_Get_Struct(self, ray_drawable, obj);

  ray_drawable *other = ray_rb2full_drawable(orig);

  size_t vid = say_drawable_get_vertex_type(other->drawable);
  obj->drawable = say_drawable_create(vid);
  say_drawable_set_custom_data(obj->drawable, obj);
  say_drawable_set_other_data(obj->drawable, (void*)self);
  say_drawable_copy(obj->drawable, other->drawable);
  say_drawable_set_changed(obj->drawable);

  rb_iv_set(self, "@vertex_type_class", rb_iv_get(orig, "@vertex_type_class"));
  obj->vsize = other->vsize;

  ray_drawable_copy_attr(self, orig);

  return self;
}

#matrixRay::Matrix

Returns The transformation matrix used by this object.

Returns:

  • (Ray::Matrix)

    The transformation matrix used by this object.



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# File 'ext/drawable.c', line 367

static
VALUE ray_drawable_matrix(VALUE self) {
  return ray_matrix2rb(say_drawable_get_matrix(ray_rb2drawable(self)));
}

#matrix=(val) ⇒ Object

Sets the current matrix to a custom one, making Ray ignore attributes setting that change the transformation matrix.

Setting this to nil will cause Ray to start using the actual transformation matrix.

Parameters:



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# File 'ext/drawable.c', line 382

static
VALUE ray_drawable_set_matrix(VALUE self, VALUE val) {
  say_drawable *drawable = ray_rb2drawable(self);

  if (NIL_P(val))
    say_drawable_set_matrix(drawable, NULL);
  else
    say_drawable_set_matrix(drawable, ray_rb2matrix(val));

  return val;
}

#matrix_changed!Object

Marks the drawable’s matrix as changed. This is meant to be called when you want your matrix proc to be called the next time the matrix is accessed.



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# File 'ext/drawable.c', line 358

static
VALUE ray_drawable_matrix_changed(VALUE self) {
  say_drawable_set_matrix_changed(ray_rb2drawable(self));
  return self;
}

#matrix_procProc?

Returns Proc used to generate matrices, if any.

Returns:

  • (Proc, nil)

    Proc used to generate matrices, if any.



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# File 'ext/drawable.c', line 328

static
VALUE ray_drawable_matrix_proc(VALUE self) {
  return rb_iv_get(self, "@matrix_proc");
}

#matrix_proc=(val) ⇒ Object

Sets the proc used to generate matrices. When set to nil, disables custom proc. The proc is called with the drawable to generate a matrix for, and should return that matrix.

Parameters:

  • val (Proc, nil)


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# File 'ext/drawable.c', line 341

static
VALUE ray_drawable_set_matrix_proc(VALUE self, VALUE val) {
  say_drawable *drawable = ray_rb2drawable(self);

  if (NIL_P(val))
    say_drawable_set_matrix_proc(drawable, NULL);
  else
    say_drawable_set_matrix_proc(drawable, ray_drawable_actual_matrix_proc);

  rb_iv_set(self, "@matrix_proc", val);
  return val;
}

#originRay::Vector2

The origin is used as the origin for translations, rotations, and scalings.

Returns:



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# File 'ext/drawable.c', line 214

static
VALUE ray_drawable_origin(VALUE self) {
  return ray_vector2_to_rb(say_drawable_get_origin(ray_rb2drawable(self)));
}

#origin=(val) ⇒ Object

Sets the origin of the drawable.

Parameters:

See Also:



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# File 'ext/drawable.c', line 225

static
VALUE ray_drawable_set_origin(VALUE self, VALUE val) {
  say_drawable_set_origin(ray_rb2drawable(self), ray_convert_to_vector2(val));
  return val;
}

#posRay::Vector2 Also known as: position

Position of the drawable. This is thus the translation applied to it.

Returns:



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# File 'ext/drawable.c', line 258

static
VALUE ray_drawable_pos(VALUE self) {
  return ray_vector2_to_rb(say_drawable_get_pos(ray_rb2drawable(self)));
}

#pos=(val) ⇒ Object Also known as: position=

Sets the position of the drawable.

Parameters:

See Also:



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# File 'ext/drawable.c', line 269

static
VALUE ray_drawable_set_pos(VALUE self, VALUE val) {
  say_drawable_set_pos(ray_rb2drawable(self), ray_convert_to_vector2(val));
  return val;
}

#pretty_print(q, other_attributes = []) ⇒ Object



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# File 'lib/ray/drawable.rb', line 41

def pretty_print(q, other_attributes = [])
  # Note: This doesn't use %w[...] arrays because YARD can't parse them
  attributes = [
                "origin", "pos", "z", "scale", "angle",
                "matrix", "matrix_proc",
                "shader", "shader_attributes",
                "vertex_count", "index_count", "changed?", "textured?",
                "blend_mode"
               ]

  pretty_print_attributes q, attributes + other_attributes
end

#scaleRay::Vector2 Also known as: zoom

The scaling factor multiplies the size of the object. If it is set to (3,0.5), then te object is 3 times wider and 2 times shorter.

Returns:



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# File 'ext/drawable.c', line 237

static
VALUE ray_drawable_scale(VALUE self) {
  return ray_vector2_to_rb(say_drawable_get_scale(ray_rb2drawable(self)));
}

#scale=(val) ⇒ Object Also known as: zoom=

Sets the scaling factor of the drawable.

Parameters:

See Also:



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# File 'ext/drawable.c', line 248

VALUE ray_drawable_set_scale(VALUE self, VALUE val) {
  say_drawable_set_scale(ray_rb2drawable(self), ray_convert_to_vector2(val));
  return val;
}

#scale_xObject



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# File 'lib/ray/drawable.rb', line 23

def scale_x
  scale.x
end

#scale_x=(val) ⇒ Object



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# File 'lib/ray/drawable.rb', line 31

def scale_x=(val)
  self.scale = [val, scale_y]
end

#scale_yObject



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# File 'lib/ray/drawable.rb', line 27

def scale_y
  scale.y
end

#scale_y=(val) ⇒ Object



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# File 'lib/ray/drawable.rb', line 35

def scale_y=(val)
  self.scale = [scale_x, val]
end

#shaderRay::Shader

Returns:



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# File 'ext/drawable.c', line 426

static
VALUE ray_drawable_shader(VALUE self) {
  return rb_iv_get(self, "@shader");
}

#shader=(val) ⇒ Object



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# File 'ext/drawable.c', line 431

static
VALUE ray_drawable_set_shader(VALUE self, VALUE val) {
  if (NIL_P(val))
    say_drawable_set_shader(ray_rb2drawable(self), NULL);
  else
    say_drawable_set_shader(ray_rb2drawable(self), ray_rb2shader(val));

  rb_iv_set(self, "@shader", val);
  return val;
}

#textured=(val) ⇒ Object

Marks the object as changed, meaning vertices must be updated.



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# File 'ext/drawable.c', line 494

static
VALUE ray_drawable_set_textured(VALUE self, VALUE val) {
  say_drawable_set_textured(ray_rb2drawable(self), RTEST(val));
  return self;
}

#textured?true, flase

Returns true if the drawable is textured.

Returns:

  • (true, flase)

    true if the drawable is textured



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# File 'ext/drawable.c', line 488

static
VALUE ray_drawable_is_textured(VALUE self) {
  return say_drawable_is_textured(ray_rb2drawable(self)) ? Qtrue : Qfalse;
}

#transform(point) ⇒ Ray::Vector3

Applies the transformations to a point

Parameters:

Returns:



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# File 'ext/drawable.c', line 418

static
VALUE ray_drawable_transform(VALUE self, VALUE point) {
  say_vector3 res = say_drawable_transform(ray_rb2drawable(self),
                                           ray_convert_to_vector3(point));
  return ray_vector3_to_rb(res);
}

#vertex_countInteger

Returns Amount of vertices used by this drawable.

Returns:

  • (Integer)

    Amount of vertices used by this drawable



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# File 'ext/drawable.c', line 450

static
VALUE ray_drawable_vertex_count(VALUE self) {
  say_drawable *drawable = ray_rb2drawable(self);
  size_t count = say_drawable_get_vertex_count(drawable);
  return ULONG2NUM(count);
}

#vertex_count=(val) ⇒ Object



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# File 'ext/drawable.c', line 442

static
VALUE ray_drawable_set_vertex_count(VALUE self, VALUE val) {
  ray_drawable *drawable = ray_rb2full_drawable(self);
  say_drawable_set_vertex_count(drawable->drawable, NUM2ULONG(val));
  return val;
}

#xObject



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# File 'lib/ray/drawable.rb', line 11

def x
  pos.x
end

#x=(val) ⇒ Object



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# File 'lib/ray/drawable.rb', line 19

def x=(val)
  self.pos = [val, y]
end

#yObject



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# File 'lib/ray/drawable.rb', line 7

def y
  pos.y
end

#y=(val) ⇒ Object



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# File 'lib/ray/drawable.rb', line 15

def y=(val)
  self.pos = [x, val]
end

#zFloat

The Z order is a number between 1 and -1. Numbers with a smaller Z order are drawn behind those with a higher one.

Notice that this is only true without transparency. When transparency is enabled, transparent parts of a drawable would hide what’s behind it if the scene isn’t drawn in pixel order.

Returns:

  • (Float)

    The z order.



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# File 'ext/drawable.c', line 285

static
VALUE ray_drawable_z(VALUE self) {
  return rb_float_new(say_drawable_get_z(ray_rb2drawable(self)));
}

#z=(val) ⇒ Object

Sets the z order.

Parameters:

  • val (Float)

    The z order.

See Also:



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# File 'ext/drawable.c', line 296

static
VALUE ray_drawable_set_z(VALUE self, VALUE val) {
  say_drawable_set_z(ray_rb2drawable(self), NUM2DBL(val));
  return val;
}