We can now attach an object to the camera- bit buggy atm.

This commit is contained in:
2018-03-23 15:34:03 -05:00
parent 021805cd96
commit 28acb12efc
2 changed files with 52 additions and 13 deletions

View File

@@ -27,8 +27,9 @@ class IMICFPS
# Model.new(type: :obj, file_path: "objects/sponza.obj", scale: 1, y: -0.2)
@terrain = Terrain.new(size: 20, height: 0)
@camera = Camera.new(x: 0, y: -2, z: 1)
@player = Player.new(x: 1, y: 0, z: -10)
@camera = Camera.new(x: 0, y: -2, z: 1)
@camera.attach_to(@player)
@crosshair_size = 10
@crosshair_thickness = 3
@@ -81,9 +82,9 @@ class IMICFPS
OpenGL Version: #{glGetString(GL_VERSION)}~
OpenGL Shader Language Version: #{glGetString(GL_SHADING_LANGUAGE_VERSION)}~
~
Vertical Angle: #{@camera.vertical_angle.round(2)} Horizontal Angle: #{@camera.horizontal_angle.round(2)} ~
Camera pitch: #{@camera.pitch.round(2)} Yaw: #{@camera.yaw.round(2)} Roll #{@camera.roll.round(2)} ~
Camera X:#{@camera.x.round(2)} Y:#{@camera.y.round(2)} Z:#{@camera.z.round(2)} ~
#{if @camera.bound_model then "Actor X:#{@camera.bound_model.x.round(2)} Y:#{@camera.bound_model.y.round(2)} Z:#{@camera.bound_model.z.round(2)}";end} ~
#{if @camera.game_object then "Actor X:#{@camera.game_object.x.round(2)} Y:#{@camera.game_object.y.round(2)} Z:#{@camera.game_object.z.round(2)}";end} ~
Field Of View: #{@camera.field_of_view} ~
Mouse Sesitivity: #{@camera.mouse_sensitivity} ~
Faces: #{@number_of_faces} ~