mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-16 08:02:36 +00:00
added width,height and depth vars to GameObjects, randomly position 25 trees about the terrain.
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@@ -8,8 +8,8 @@ class IMICFPS
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attr_accessor :x, :y, :z, :scale
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attr_accessor :x, :y, :z, :scale
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attr_accessor :visible, :renderable, :backface_culling
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attr_accessor :visible, :renderable, :backface_culling
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attr_accessor :x_rotation, :y_rotation, :z_rotation
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attr_accessor :x_rotation, :y_rotation, :z_rotation
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attr_reader :model, :name, :debug_color
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attr_reader :model, :name, :debug_color, :terrain, :width, :height, :depth
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def initialize(x: 0, y: 0, z: 0, bound_model: nil, scale: MODEL_METER_SCALE, backface_culling: true, auto_manage: true)
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def initialize(x: 0, y: 0, z: 0, bound_model: nil, scale: MODEL_METER_SCALE, backface_culling: true, auto_manage: true, terrain: nil)
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@x,@y,@z,@scale = x,y,z,scale
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@x,@y,@z,@scale = x,y,z,scale
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@bound_model = bound_model
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@bound_model = bound_model
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@backface_culling = backface_culling
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@backface_culling = backface_culling
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@@ -17,16 +17,29 @@ class IMICFPS
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@renderable = true
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@renderable = true
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@x_rotation,@y_rotation,@z_rotation = 0,0,0
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@x_rotation,@y_rotation,@z_rotation = 0,0,0
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@debug_color = Color.new(0.0, 1.0, 0.0)
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@debug_color = Color.new(0.0, 1.0, 0.0)
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@terrain = terrain
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@width, @height, @depth = 0,0,0
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ObjectManager.add_object(self) if auto_manage
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ObjectManager.add_object(self) if auto_manage
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setup
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setup
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if @bound_model
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box = normalize_bounding_box(@bound_model.model.bounding_box)
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@width = box.max_x-box.min_x
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@height = box.max_y-box.min_y
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@depth = box.max_z-box.min_z
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end
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return self
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return self
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end
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end
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def bind_model(model)
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def bind_model(model)
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raise "model isn't a model!" unless model.is_a?(ModelLoader)
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raise "model isn't a model!" unless model.is_a?(ModelLoader)
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@bound_model = model
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@bound_model = model
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box = normalize_bounding_box(@bound_model.model.bounding_box)
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@width = box.max_x-box.min_x
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@height = box.max_y-box.min_y
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@depth = box.max_z-box.min_z
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end
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end
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def model
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def model
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@@ -5,10 +5,7 @@ class IMICFPS
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attr_accessor :speed
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attr_accessor :speed
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attr_reader :name, :bound_model, :first_person_view
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attr_reader :name, :bound_model, :first_person_view
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def initialize(x: 0, y: 0, z: 0, bound_model: nil, scale: MODEL_METER_SCALE, backface_culling: true, auto_manage: true, terrain: nil)
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@terrain = terrain
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super(x: x, y: y, z: z, bound_model: model, scale: scale, backface_culling: backface_culling, auto_manage: auto_manage)
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end
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def setup
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def setup
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bind_model(ModelLoader.new(type: :obj, file_path: "objects/biped.obj", game_object: self))
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bind_model(ModelLoader.new(type: :obj, file_path: "objects/biped.obj", game_object: self))
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@speed = 2.5 # meter's per second
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@speed = 2.5 # meter's per second
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@@ -29,7 +29,7 @@ class IMICFPS
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end
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end
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def find_nearest_vertex(vertex)
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def find_nearest_vertex(vertex)
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_canidate_for_floor = nil
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nearest = nil
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smaller_list = []
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smaller_list = []
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smaller_list << @nearest_vertex_lookup.dig(vertex.x.round-1, vertex.y.round-1)
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smaller_list << @nearest_vertex_lookup.dig(vertex.x.round-1, vertex.y.round-1)
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smaller_list << @nearest_vertex_lookup.dig(vertex.x.round, vertex.y.round)
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smaller_list << @nearest_vertex_lookup.dig(vertex.x.round, vertex.y.round)
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@@ -38,16 +38,16 @@ class IMICFPS
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smaller_list.each do |vert|
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smaller_list.each do |vert|
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next if vert.nil?
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next if vert.nil?
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if _canidate_for_floor
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if nearest
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if Gosu.distance(vertex.x, vertex.z, vert.x, vert.z) < Gosu.distance(_canidate_for_floor.x, _canidate_for_floor.z, vert.x, vert.z)
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if Gosu.distance(vertex.x, vertex.z, vert.x, vert.z) < Gosu.distance(nearest.x, nearest.z, vert.x, vert.z)
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_canidate_for_floor = vert
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nearest = vert
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end
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end
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end
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end
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_canidate_for_floor = vert unless _canidate_for_floor
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nearest = vert unless nearest
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end
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end
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return _canidate_for_floor
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return nearest
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end
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end
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end
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end
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end
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end
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@@ -2,6 +2,7 @@ class IMICFPS
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class Tree < GameObject
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class Tree < GameObject
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def setup
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def setup
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bind_model(ModelLoader.new(type: :obj, file_path: "objects/tree.obj", game_object: self))
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bind_model(ModelLoader.new(type: :obj, file_path: "objects/tree.obj", game_object: self))
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self.y = @terrain.height_at(self)
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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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@@ -17,20 +17,25 @@ class IMICFPS
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end
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end
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$window = self
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$window = self
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@needs_cursor = false
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@needs_cursor = false
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@number_of_faces = 0
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@delta_time = Gosu.milliseconds
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@delta_time = Gosu.milliseconds
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@number_of_faces = 0
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@terrain = Terrain.new#(size: 170, height: 0)
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@draw_skydome = true
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@draw_skydome = true
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@skydome = Skydome.new(scale: 0.08, backface_culling: false, auto_manage: false)
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@skydome = Skydome.new(scale: 0.08, backface_culling: false, auto_manage: false)
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Tree.new(x: 1, y: 0, z: -5)
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Tree.new(x: 5, y: 0, z: 5)
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25.times do
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Tree.new(x: -5, y: 0, z: 1)
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p @terrain.width
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Tree.new(x: rand(@terrain.width)-(@terrain.width/2.0), z: rand(@terrain.depth)-(@terrain.depth/2.0), terrain: @terrain)
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end
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# Tree.new(x: 1, z: -5, terrain: @terrain)
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# Tree.new(x: 5, z: 5, terrain: @terrain)
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# TestObject.new(scale: 1)
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# TestObject.new(scale: 1)
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p ObjectManager.objects.map {|o| o.name}
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p ObjectManager.objects.map {|o| o.name}
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# Model.new(type: :obj, file_path: "objects/tree.obj", z: -5)
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# Model.new(type: :obj, file_path: "objects/tree.obj", z: -5)
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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/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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# Model.new(type: :obj, file_path: "objects/sponza.obj", scale: 1, y: -0.2)
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@terrain = Terrain.new#(size: 170, height: 0)
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@player = Player.new(x: 1, y: 0, z: -1, terrain: @terrain)
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@player = Player.new(x: 1, y: 0, z: -1, terrain: @terrain)
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@camera = Camera.new(x: 0, y: -2, z: 1)
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@camera = Camera.new(x: 0, y: -2, z: 1)
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