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https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 15:42:35 +00:00
Moved camera into its own class, added CommonMethods for gosu methods outside of window.
This commit is contained in:
102
lib/window.rb
102
lib/window.rb
@@ -26,17 +26,7 @@ class IMICFPS
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# Model.new(type: :obj, file_path: "objects/tree.obj", x: -2, z: -6)
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# Model.new(type: :obj, file_path: "objects/sponza.obj", scale: 1, y: -0.2)
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@camera = Vertex.new(0,-1,0)
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@camera_target = Vertex.new(0,-1,0)
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@speed = 0.05
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@old_speed = @speed
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@vertical_angle = 0.0 # |
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@horizontal_angle = 0.0 # _
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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_checked = 0
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@mouse_sesitivity = 20.0
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@initial_fov = 70.0
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@camera = Camera.new
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@crosshair_size = 10
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@crosshair_thickness = 3
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@@ -68,22 +58,9 @@ class IMICFPS
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glClearColor(0,0.2,0.5,1) # skyish blue
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # clear the screen and the depth buffer
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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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glLoadIdentity # Resets current modelview matrix
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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(@initial_fov, width / height, 0.1, 1000.0)
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
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glMatrixMode(GL_MODELVIEW) # The modelview matrix is where object information is stored.
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glLoadIdentity
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glEnable(GL_DEPTH_TEST)
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@camera.draw
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@camera_light.draw
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glRotatef(@vertical_angle,1,0,0)
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glRotatef(@horizontal_angle,0,1,0)
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glTranslatef(@camera.x, @camera.y, @camera.z)
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# gluLookAt(@camera.x,@camera.y,@camera.z, @horizontal_angle,@vertical_angle,0, 0,1,0)
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ObjectManager.objects.each do |object|
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@@ -107,10 +84,10 @@ class IMICFPS
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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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~
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Vertical Angle: #{@vertical_angle.round(2)} Horizontal Angle: #{@horizontal_angle.round(2)} ~
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Vertical Angle: #{@camera.vertical_angle.round(2)} Horizontal Angle: #{@camera.horizontal_angle.round(2)} ~
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X:#{@camera.x.round(2)} Y:#{@camera.y.round(2)} Z:#{@camera.z.round(2)} ~
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FOV: #{@initial_fov} ~
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Mouse Sesitivity: #{@mouse_sesitivity} ~
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FOV: #{@camera.field_of_view} ~
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Mouse Sesitivity: #{@camera.mouse_sensitivity} ~
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Faces: #{@number_of_faces} ~
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Last Frame: #{delta_time}ms (#{Gosu.fps} fps)~
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~
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@@ -121,54 +98,7 @@ class IMICFPS
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object.update
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end
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if @true_mouse_checked > 2
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@horizontal_angle-=Float(@true_mouse.x-self.mouse_x)/(@mouse_sesitivity*@initial_fov)*70
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@vertical_angle-=Float(@true_mouse.y-self.mouse_y)/(@mouse_sesitivity*@initial_fov)*70
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@horizontal_angle %= 360.0
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@vertical_angle = @vertical_angle.clamp(-90.0, 90.0)
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else
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@true_mouse_checked+=1
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@true_mouse.x = self.mouse_x
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@true_mouse.y = self.mouse_y
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end
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self.mouse_x, self.mouse_y = Gosu.screen_width/2.0, Gosu.screen_height/2.0
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@true_mouse_checked = 0 if (button_down?(Gosu::KbLeftAlt) && (button_down?(Gosu::KbEnter) || button_down?(Gosu::KbReturn)))
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@true_mouse_checked = 0 if (button_down?(Gosu::KbRightAlt) && (button_down?(Gosu::KbEnter) || button_down?(Gosu::KbReturn)))
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relative_speed = @speed
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if button_down?(Gosu::KbLeftControl)
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relative_speed = (@speed*10.0)*(delta_time/60.0)
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else
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relative_speed = @speed*(delta_time/60.0)
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end
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if button_down?(Gosu::KbUp) || button_down?(Gosu::KbW)
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@camera.z+=Math.cos(@horizontal_angle * Math::PI / 180)*relative_speed
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@camera.x-=Math.sin(@horizontal_angle * Math::PI / 180)*relative_speed
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end
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if button_down?(Gosu::KbDown) || button_down?(Gosu::KbS)
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@camera.z-=Math.cos(@horizontal_angle * Math::PI / 180)*relative_speed
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@camera.x+=Math.sin(@horizontal_angle * Math::PI / 180)*relative_speed
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end
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if button_down?(Gosu::KbA)
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@camera.z+=Math.sin(@horizontal_angle * Math::PI / 180)*relative_speed
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@camera.x+=Math.cos(@horizontal_angle * Math::PI / 180)*relative_speed
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end
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if button_down?(Gosu::KbD)
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@camera.z-=Math.sin(@horizontal_angle * Math::PI / 180)*relative_speed
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@camera.x-=Math.cos(@horizontal_angle * Math::PI / 180)*relative_speed
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end
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if button_down?(Gosu::KbLeft)
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@horizontal_angle-=relative_speed*100
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end
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if button_down?(Gosu::KbRight)
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@horizontal_angle+=relative_speed*100
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end
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@camera.y+=relative_speed if $window.button_down?(Gosu::KbC) || $window.button_down?(Gosu::KbLeftShift)
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@camera.y-=relative_speed if $window.button_down?(Gosu::KbSpace)
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@camera.update
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$window.close if $window.button_down?(Gosu::KbEscape)
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@number_of_faces = 0
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@@ -176,26 +106,18 @@ class IMICFPS
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end
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def button_up(id)
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ObjectManager.objects.each do |object|
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object.button_up(id) if defined?(object.button_up)
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end
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@camera.button_up(id)
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case id
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when Gosu::KbZ
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@draw_skydome = !@draw_skydome
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@skydome.renderable = @draw_skydome
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when Gosu::KB_NUMPAD_PLUS
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@mouse_sesitivity+=1
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@mouse_sesitivity = @mouse_sesitivity.clamp(1.0, 100.0)
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when Gosu::KbMinus, Gosu::KB_NUMPAD_MINUS
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@mouse_sesitivity-=1
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@mouse_sesitivity = @mouse_sesitivity.clamp(1.0, 100.0)
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when Gosu::KB_NUMPAD_MULTIPLY
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@mouse_sesitivity = 20.0
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when Gosu::KbBacktick
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$debug = !$debug
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when Gosu::MsWheelUp
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@initial_fov += 1
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@initial_fov = @initial_fov.clamp(1, 179)
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when Gosu::MsWheelDown
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@initial_fov -= 1
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@initial_fov = @initial_fov.clamp(1, 179)
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end
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end
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