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https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 15:42:35 +00:00
We can now attach an object to the camera- bit buggy atm.
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@@ -4,21 +4,57 @@ class IMICFPS
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include OpenGL
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include OpenGL
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include GLU
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include GLU
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attr_accessor :x,:y,:z, :field_of_view, :vertical_angle, :horizontal_angle, :mouse_sensitivity
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attr_accessor :x,:y,:z, :field_of_view, :pitch, :yaw, :roll, :mouse_sensitivity
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attr_reader :bound_model
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attr_reader :game_object
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def initialize(x: 0, y: 0, z: 0, fov: 70.0, distance: 100.0)
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def initialize(x: 0, y: 0, z: 0, fov: 70.0, distance: 100.0)
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@x,@y,@z = x,y,z
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@x,@y,@z = x,y,z
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@vertical_angle = 0.0
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@pitch = 0.0
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@horizontal_angle = 0.0
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@yaw = 0.0
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@roll = 0.0
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@field_of_view = fov
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@field_of_view = fov
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@view_distance = distance
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@view_distance = distance
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@game_object = nil
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@distance = 2
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self.mouse_x, self.mouse_y = Gosu.screen_width/2, Gosu.screen_height/2
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self.mouse_x, self.mouse_y = Gosu.screen_width/2, Gosu.screen_height/2
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@true_mouse = Point.new(Gosu.screen_width/2, Gosu.screen_height/2)
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@true_mouse = Point.new(Gosu.screen_width/2, Gosu.screen_height/2)
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@true_mouse_checked = 0
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@true_mouse_checked = 0
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@mouse_sensitivity = 20.0
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@mouse_sensitivity = 20.0
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end
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end
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def attach_to(game_object)
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raise "Not a game object!" unless game_object.is_a?(GameObject)
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@game_object = game_object
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end
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def detach
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@game_object = nil
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end
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def distance_from_object
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@distance
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end
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def horizontal_distance_from_object
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distance_from_object * Math.cos(@pitch)
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end
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def vertical_distance_from_object
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distance_from_object * Math.sin(@pitch)
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end
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def position_camera
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x_offset = horizontal_distance_from_object * Math.sin(@game_object.y_rotation.degrees_to_radians)
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z_offset = horizontal_distance_from_object * Math.cos(@game_object.y_rotation.degrees_to_radians)
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# p @game_object.x, @game_object.z;exit
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@x = @game_object.x - x_offset
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@y = @game_object.y - 2
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@z = @game_object.z - z_offset
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@yaw = 180 - @game_object.y_rotation
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end
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def draw
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def draw
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#glMatrixMode(matrix) indicates that following [matrix] is going to get used
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#glMatrixMode(matrix) indicates that following [matrix] is going to get used
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glMatrixMode(GL_PROJECTION) # The projection matrix is responsible for adding perspective to our scene.
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glMatrixMode(GL_PROJECTION) # The projection matrix is responsible for adding perspective to our scene.
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@@ -26,8 +62,8 @@ class IMICFPS
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# Calculates aspect ratio of the window. Gets perspective view. 45 is degree viewing angle, (0.1, 100) are ranges how deep can we draw into the screen
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# Calculates aspect ratio of the window. Gets perspective view. 45 is degree viewing angle, (0.1, 100) are ranges how deep can we draw into the screen
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gluPerspective(@field_of_view, $window.width / $window.height, 0.1, @view_distance)
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gluPerspective(@field_of_view, $window.width / $window.height, 0.1, @view_distance)
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
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glRotatef(@vertical_angle,1,0,0)
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glRotatef(@pitch,1,0,0)
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glRotatef(@horizontal_angle,0,1,0)
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glRotatef(@yaw,0,1,0)
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glTranslatef(@x, @y, @z)
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glTranslatef(@x, @y, @z)
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glMatrixMode(GL_MODELVIEW) # The modelview matrix is where object information is stored.
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glMatrixMode(GL_MODELVIEW) # The modelview matrix is where object information is stored.
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@@ -35,11 +71,13 @@ class IMICFPS
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end
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end
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def update
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def update
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position_camera if @game_object
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if @true_mouse_checked > 2
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if @true_mouse_checked > 2
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@horizontal_angle-=Float(@true_mouse.x-self.mouse_x)/(@mouse_sensitivity*@field_of_view)*70
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@yaw-=Float(@true_mouse.x-self.mouse_x)/(@mouse_sensitivity*@field_of_view)*70 unless @game_object
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@vertical_angle-=Float(@true_mouse.y-self.mouse_y)/(@mouse_sensitivity*@field_of_view)*70
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@pitch-=Float(@true_mouse.y-self.mouse_y)/(@mouse_sensitivity*@field_of_view)*70 unless @game_object
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@horizontal_angle %= 360.0
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@yaw %= 360.0
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@vertical_angle = @vertical_angle.clamp(-90.0, 90.0)
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@pitch = @pitch.clamp(-90.0, 90.0)
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else
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else
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@true_mouse_checked+=1
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@true_mouse_checked+=1
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@true_mouse.x = self.mouse_x
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@true_mouse.x = self.mouse_x
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@@ -27,8 +27,9 @@ class IMICFPS
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# Model.new(type: :obj, file_path: "objects/sponza.obj", scale: 1, y: -0.2)
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# Model.new(type: :obj, file_path: "objects/sponza.obj", scale: 1, y: -0.2)
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@terrain = Terrain.new(size: 20, height: 0)
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@terrain = Terrain.new(size: 20, height: 0)
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@camera = Camera.new(x: 0, y: -2, z: 1)
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@player = Player.new(x: 1, y: 0, z: -10)
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@player = Player.new(x: 1, y: 0, z: -10)
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@camera = Camera.new(x: 0, y: -2, z: 1)
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@camera.attach_to(@player)
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@crosshair_size = 10
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@crosshair_size = 10
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@crosshair_thickness = 3
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@crosshair_thickness = 3
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@@ -81,9 +82,9 @@ class IMICFPS
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OpenGL Version: #{glGetString(GL_VERSION)}~
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OpenGL Version: #{glGetString(GL_VERSION)}~
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OpenGL Shader Language Version: #{glGetString(GL_SHADING_LANGUAGE_VERSION)}~
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OpenGL Shader Language Version: #{glGetString(GL_SHADING_LANGUAGE_VERSION)}~
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~
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~
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Vertical Angle: #{@camera.vertical_angle.round(2)} Horizontal Angle: #{@camera.horizontal_angle.round(2)} ~
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Camera pitch: #{@camera.pitch.round(2)} Yaw: #{@camera.yaw.round(2)} Roll #{@camera.roll.round(2)} ~
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Camera X:#{@camera.x.round(2)} Y:#{@camera.y.round(2)} Z:#{@camera.z.round(2)} ~
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Camera X:#{@camera.x.round(2)} Y:#{@camera.y.round(2)} Z:#{@camera.z.round(2)} ~
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#{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} ~
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#{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} ~
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Field Of View: #{@camera.field_of_view} ~
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Field Of View: #{@camera.field_of_view} ~
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Mouse Sesitivity: #{@camera.mouse_sensitivity} ~
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Mouse Sesitivity: #{@camera.mouse_sensitivity} ~
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Faces: #{@number_of_faces} ~
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Faces: #{@number_of_faces} ~
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