Class: Ruby2D::Triangle
- Inherits:
-
Object
- Object
- Ruby2D::Triangle
- Includes:
- Renderable
- Defined in:
- lib/ruby2d/triangle.rb
Overview
A triangle
Constant Summary
Constants included from Interactive
Interactive::OBJECT_EVENTS, Interactive::OBJECT_EVENT_FILTER_PREDICATES
Instance Attribute Summary collapse
-
#color ⇒ Object
Returns the value of attribute color.
-
#fill ⇒ Object
Returns the value of attribute fill.
-
#rotate ⇒ Object
Returns the value of attribute rotate.
-
#stroke_color ⇒ Object
(also: #stroke_colour)
Returns the value of attribute stroke_color.
-
#stroke_width ⇒ Object
Returns the value of attribute stroke_width.
-
#x1 ⇒ Object
Returns the value of attribute x1.
-
#x2 ⇒ Object
Returns the value of attribute x2.
-
#x3 ⇒ Object
Returns the value of attribute x3.
-
#y1 ⇒ Object
Returns the value of attribute y1.
-
#y2 ⇒ Object
Returns the value of attribute y2.
-
#y3 ⇒ Object
Returns the value of attribute y3.
Attributes included from Renderable
#padding_bottom, #padding_left, #padding_right, #padding_top, #visible, #x_align, #y_align, #z
Class Method Summary collapse
-
.render(x1: 50, y1: 0, x2: 100, y2: 100, x3: 0, y3: 100, points: nil, rotate: 0, rx: nil, ry: nil, color: nil, colour: nil, opacity: nil, fill: true, stroke_width: 0, stroke_color: nil, stroke_colour: nil) ⇒ Object
Render a triangle without creating an instance.
Instance Method Summary collapse
-
#contains?(x, y) ⇒ Boolean
Check if the triangle contains the given point (inside the rendered fill).
- #height ⇒ Object
-
#initialize(x1: 50, y1: 0, x2: 100, y2: 100, x3: 0, y3: 100, points: nil, z: 0, rotate: 0, rx: nil, ry: nil, color: nil, colour: nil, opacity: nil, fill: true, stroke_width: 0, stroke_color: nil, stroke_colour: nil, add: true, visible: true) ⇒ Triangle
constructor
Create a triangle.
-
#rx ⇒ Object
Get the rotation center x coordinate.
-
#rx=(val) ⇒ Object
Set the rotation center x coordinate.
-
#ry ⇒ Object
Get the rotation center y coordinate.
-
#ry=(val) ⇒ Object
Set the rotation center y coordinate.
-
#width ⇒ Object
Bounding-box width and height (extent across the three vertices).
-
#x ⇒ Object
The x coordinate of the centroid.
-
#x=(new_x) ⇒ Object
Set the x coordinate of the centroid, translating all vertices.
-
#y ⇒ Object
The y coordinate of the centroid.
-
#y=(new_y) ⇒ Object
Set the y coordinate of the centroid, translating all vertices.
Methods included from Renderable
#_alignment_anchor_dx, #_alignment_anchor_dy, #_apply_padding, #_extract_alignment, #_point_in_polygon?, #_point_on_segment?, #_require_numeric_position, #_resolve_alignment, #_unrotate, #_validate_dimensions, #add, #colour=, flatten_color, flatten_per_vertex, flatten_points, flatten_resolved_color, #hide, #opacity, #opacity=, #padding=, #remove, resolve_color_or_default, resolve_single_color, #show
Methods included from Interactive
#_fire_event, #interactive?, #off, #on
Constructor Details
#initialize(x1: 50, y1: 0, x2: 100, y2: 100, x3: 0, y3: 100, points: nil, z: 0, rotate: 0, rx: nil, ry: nil, color: nil, colour: nil, opacity: nil, fill: true, stroke_width: 0, stroke_color: nil, stroke_colour: nil, add: true, visible: true) ⇒ Triangle
Create a triangle. Specify vertices via points: or via x1:/y1:/...
points: takes precedence if both are given.
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# File 'lib/ruby2d/triangle.rb', line 57 def initialize(x1: 50, y1: 0, x2: 100, y2: 100, x3: 0, y3: 100, points: nil, z: 0, rotate: 0, rx: nil, ry: nil, color: nil, colour: nil, opacity: nil, fill: true, stroke_width: 0, stroke_color: nil, stroke_colour: nil, add: true, visible: true) if points Triangle.send(:validate_points, points) x1, y1 = points[0] x2, y2 = points[1] x3, y3 = points[2] end @x1 = x1 @y1 = y1 @x2 = x2 @y2 = y2 @x3 = x3 @y3 = y3 @z = z @rotate = rotate @_user_rx = rx @_user_ry = ry self.color = color || colour || 'white' self.opacity = opacity unless opacity.nil? @fill = fill @stroke_width = stroke_width self.stroke_color = stroke_color || stroke_colour || (color || colour) self.stroke_color.opacity = opacity unless opacity.nil? @visible = visible self.add if add end |
Instance Attribute Details
#color ⇒ Object
Returns the value of attribute color.
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# File 'lib/ruby2d/triangle.rb', line 13 def color @color end |
#fill ⇒ Object
Returns the value of attribute fill.
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# File 'lib/ruby2d/triangle.rb', line 8 def fill @fill end |
#rotate ⇒ Object
Returns the value of attribute rotate.
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# File 'lib/ruby2d/triangle.rb', line 8 def rotate @rotate end |
#stroke_color ⇒ Object Also known as: stroke_colour
Returns the value of attribute stroke_color.
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# File 'lib/ruby2d/triangle.rb', line 13 def stroke_color @stroke_color end |
#stroke_width ⇒ Object
Returns the value of attribute stroke_width.
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# File 'lib/ruby2d/triangle.rb', line 8 def stroke_width @stroke_width end |
#x1 ⇒ Object
Returns the value of attribute x1.
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# File 'lib/ruby2d/triangle.rb', line 8 def x1 @x1 end |
#x2 ⇒ Object
Returns the value of attribute x2.
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# File 'lib/ruby2d/triangle.rb', line 8 def x2 @x2 end |
#x3 ⇒ Object
Returns the value of attribute x3.
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# File 'lib/ruby2d/triangle.rb', line 8 def x3 @x3 end |
#y1 ⇒ Object
Returns the value of attribute y1.
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# File 'lib/ruby2d/triangle.rb', line 8 def y1 @y1 end |
#y2 ⇒ Object
Returns the value of attribute y2.
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# File 'lib/ruby2d/triangle.rb', line 8 def y2 @y2 end |
#y3 ⇒ Object
Returns the value of attribute y3.
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# File 'lib/ruby2d/triangle.rb', line 8 def y3 @y3 end |
Class Method Details
.render(x1: 50, y1: 0, x2: 100, y2: 100, x3: 0, y3: 100, points: nil, rotate: 0, rx: nil, ry: nil, color: nil, colour: nil, opacity: nil, fill: true, stroke_width: 0, stroke_color: nil, stroke_colour: nil) ⇒ Object
Render a triangle without creating an instance
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# File 'lib/ruby2d/triangle.rb', line 146 def self.render(x1: 50, y1: 0, x2: 100, y2: 100, x3: 0, y3: 100, points: nil, rotate: 0, rx: nil, ry: nil, color: nil, colour: nil, opacity: nil, fill: true, stroke_width: 0, stroke_color: nil, stroke_colour: nil) Window.render_ready_check if points validate_points(points) x1, y1 = points[0] x2, y2 = points[1] x3, y3 = points[2] end fill_input = color || colour # Resolve the fill color once. A single Color (not a per-vertex Set) with # scalar opacity is uniform across all three vertices and draws via the # compact `draw_triangle_uniform`; otherwise build the per-vertex color # array from the already-resolved color (no second parse). # A per-vertex color flattens straight to floats, skipping the # `Color::Set` the general path builds — that allocates and parses one # `Color` per vertex on every call. `resolved` stays nil in that case # and the stroke below resolves for itself if it ends up needing one. # The `is_a?(Array)` guard is inline so the common single-color call # doesn't pay for a method call that would only decline. c = fill_input.is_a?(Array) ? Renderable.flatten_per_vertex(fill_input, 3, opacity) : nil if c resolved = nil uniform = false else resolved = Color.for_render(fill_input.nil? ? 'white' : fill_input) uniform = !resolved.is_a?(Color::Set) && !opacity.is_a?(Array) c = uniform ? nil : Renderable.flatten_resolved_color(resolved, 3, opacity, label: self) end # Rotation is inlined into locals (as in `render` below and Line#render): # a helper returning the rotated points would allocate an array per # rotated shape per frame — measured 2.9µs vs 1.8µs per quad on wasm. if rotate != 0 cx = rx || ((x1 + x2 + x3) / 3.0) cy = ry || ((y1 + y2 + y3) / 3.0) rad = rotate * Math::PI / 180.0 sa = Math.sin(rad) ca = Math.cos(rad) dx = x1 - cx; dy = y1 - cy x1 = dx * ca - dy * sa + cx; y1 = dx * sa + dy * ca + cy dx = x2 - cx; dy = y2 - cy x2 = dx * ca - dy * sa + cx; y2 = dx * sa + dy * ca + cy dx = x3 - cx; dy = y3 - cy x3 = dx * ca - dy * sa + cx; y3 = dx * sa + dy * ca + cy end if fill if uniform a = opacity || resolved.a Ext.draw_triangle_uniform(x1, y1, x2, y2, x3, y3, resolved.r, resolved.g, resolved.b, a) else c1r, c1g, c1b, c1a, c2r, c2g, c2b, c2a, c3r, c3g, c3b, c3a = c Ext.draw_triangle( x1, y1, c1r, c1g, c1b, c1a, x2, y2, c2r, c2g, c2b, c2a, x3, y3, c3r, c3g, c3b, c3a ) end end # Resolve the stroke color only when actually stroking. A single stroke # color draws via the compact `stroke_triangle_uniform`; a per-vertex Set # keeps the splatting path. When no explicit stroke is given the stroke # reuses the already-resolved fill color. (An explicit stroke color is # still validated at stroke_width 0 below, matching the instance constructor.) if stroke_width > 0 stroke_input = stroke_color || stroke_colour || fill_input sresolved = if !stroke_input.equal?(fill_input) Color.for_render(stroke_input) else resolved || Color.for_render(fill_input.nil? ? 'white' : fill_input) end if !sresolved.is_a?(Color::Set) && !opacity.is_a?(Array) sa = opacity || sresolved.a Ext.stroke_triangle_uniform(x1, y1, x2, y2, x3, y3, stroke_width, sresolved.r, sresolved.g, sresolved.b, sa) else s1r, s1g, s1b, s1a, s2r, s2g, s2b, s2a, s3r, s3g, s3b, s3a = Renderable.flatten_resolved_color(sresolved, 3, opacity, label: self) Ext.stroke_triangle( x1, y1, x2, y2, x3, y3, stroke_width, s1r, s1g, s1b, s1a, s2r, s2g, s2b, s2a, s3r, s3g, s3b, s3a ) end elsif stroke_color || stroke_colour Renderable.flatten_color(stroke_color || stroke_colour, 3, opacity, label: self) end end |
Instance Method Details
#contains?(x, y) ⇒ Boolean
Check if the triangle contains the given point (inside the rendered fill)
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# File 'lib/ruby2d/triangle.rb', line 120 def contains?(x, y) x, y = _unrotate(x, y) _point_in_polygon?([@x1, @y1, @x2, @y2, @x3, @y3], x, y) end |
#height ⇒ Object
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# File 'lib/ruby2d/triangle.rb', line 50 def height ys = [@y1, @y2, @y3] ys.max - ys.min end |
#rx ⇒ Object
Get the rotation center x coordinate
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# File 'lib/ruby2d/triangle.rb', line 126 def rx @_user_rx.nil? ? x : @_user_rx end |
#rx=(val) ⇒ Object
Set the rotation center x coordinate
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# File 'lib/ruby2d/triangle.rb', line 136 def rx=(val) @_user_rx = val end |
#ry ⇒ Object
Get the rotation center y coordinate
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# File 'lib/ruby2d/triangle.rb', line 131 def ry @_user_ry.nil? ? y : @_user_ry end |
#ry=(val) ⇒ Object
Set the rotation center y coordinate
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# File 'lib/ruby2d/triangle.rb', line 141 def ry=(val) @_user_ry = val end |
#width ⇒ Object
Bounding-box width and height (extent across the three vertices)
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# File 'lib/ruby2d/triangle.rb', line 45 def width xs = [@x1, @x2, @x3] xs.max - xs.min end |
#x ⇒ Object
The x coordinate of the centroid
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# File 'lib/ruby2d/triangle.rb', line 17 def x (@x1 + @x2 + @x3) / 3.0 end |
#x=(new_x) ⇒ Object
Set the x coordinate of the centroid, translating all vertices
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# File 'lib/ruby2d/triangle.rb', line 27 def x=(new_x) _require_numeric_position(:x, new_x) dx = new_x - x @x1 += dx @x2 += dx @x3 += dx end |
#y ⇒ Object
The y coordinate of the centroid
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# File 'lib/ruby2d/triangle.rb', line 22 def y (@y1 + @y2 + @y3) / 3.0 end |
#y=(new_y) ⇒ Object
Set the y coordinate of the centroid, translating all vertices
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# File 'lib/ruby2d/triangle.rb', line 36 def y=(new_y) _require_numeric_position(:y, new_y) dy = new_y - y @y1 += dy @y2 += dy @y3 += dy end |