Class: Engine::Components::PerspectiveCamera
Instance Attribute Summary collapse
#game_object
Instance Method Summary
collapse
#look_at, #ortho, #perspective
#_erase!, #destroy!, #destroyed?, destroyed_components, erase_destroyed_components, method_added, #renderer?, #set_game_object, #start, #ui_renderer?
allowed_class?, get_class, included, register_class, #uuid
Instance Attribute Details
#far ⇒ Object
Returns the value of attribute far.
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# File 'lib/engine/components/perspective_camera.rb', line 9
def far
@far
end
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#near ⇒ Object
Returns the value of attribute near.
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# File 'lib/engine/components/perspective_camera.rb', line 9
def near
@near
end
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Instance Method Details
#awake ⇒ Object
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# File 'lib/engine/components/perspective_camera.rb', line 11
def awake
Engine::Camera.instance = self
end
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#destroy ⇒ Object
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# File 'lib/engine/components/perspective_camera.rb', line 15
def destroy
Engine::Camera.instance = nil if Engine::Camera.instance == self
end
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#inverse_vp_matrix ⇒ Object
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# File 'lib/engine/components/perspective_camera.rb', line 37
def inverse_vp_matrix
@inverse_vp_matrix ||= matrix.inverse
end
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#matrix ⇒ Object
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# File 'lib/engine/components/perspective_camera.rb', line 19
def matrix
@matrix ||=
begin
right = game_object.right
up = game_object.up
forward = game_object.forward
transformation_matrix = Matrix[
[right[0], right[1], right[2], -right.dot(game_object.pos)],
[up[0], up[1], up[2], -up.dot(game_object.pos)],
[forward[0], forward[1], forward[2], -forward.dot(game_object.pos)],
[0, 0, 0, 1]
]
(projection * transformation_matrix).transpose
end
end
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#position ⇒ Object
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# File 'lib/engine/components/perspective_camera.rb', line 43
def position
game_object.pos
end
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#projection ⇒ Object
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# File 'lib/engine/components/perspective_camera.rb', line 47
def projection
fov_radians = @fov * Math::PI / 180.0
perspective(fov_radians, @aspect, @near, @far)
end
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#update(delta_time) ⇒ Object
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# File 'lib/engine/components/perspective_camera.rb', line 66
def update(delta_time)
if game_object.rotation != @rotation || game_object.pos != @pos || game_object.scale != @scale
@matrix = nil
@inverse_vp_matrix = nil
end
@rotation = game_object.rotation.dup
@pos = game_object.pos.dup
@scale = game_object.scale.dup
end
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#view_matrix ⇒ Object
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# File 'lib/engine/components/perspective_camera.rb', line 52
def view_matrix
right = game_object.right
up = game_object.up
forward = game_object.forward
pos = game_object.pos
Matrix[
[right[0], right[1], right[2], -right.dot(pos)],
[up[0], up[1], up[2], -up.dot(pos)],
[forward[0], forward[1], forward[2], -forward.dot(pos)],
[0, 0, 0, 1]
].transpose
end
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