Fixed bounding box rendering! fixed AABB collision detection (was a bit weird), misc. tweaks and fixes.

This commit is contained in:
2018-12-09 21:17:12 -06:00
parent a5b2ab7992
commit 7271c0e4a1
9 changed files with 175 additions and 90 deletions

View File

@@ -3,9 +3,10 @@ class IMICFPS
include OpenGL
include GLU
attr_reader :bounding_boxes
attr_reader :bounding_boxes, :vertex_count
def initialize
@bounding_boxes = {normals: [], colors: [], vertices: []}
@bounding_boxes = {}
@vertex_count = 0
end
def handleGlError
@@ -16,15 +17,25 @@ class IMICFPS
end
end
def create_bounding_box(object, box, color = nil)
def create_bounding_box(object, box, color = nil, mesh_object_id)
color ||= object.debug_color
if @bounding_boxes[mesh_object_id]
if @bounding_boxes[mesh_object_id][:color] != color
update_mesh_colors(mesh_object_id, color)
return
else
return
end
end
@bounding_boxes[mesh_object_id] = {}
@bounding_boxes[mesh_object_id] = {object: object, box: box, color: color}
box = object.normalize_bounding_box(box)
@bounding_boxes[:normals] ||= []
@bounding_boxes[:colors] ||= []
@bounding_boxes[:vertices] ||= []
update_mesh_colors(mesh_object_id, color)
@bounding_boxes[:normals] << [
normals = [
0,1,0,
0,1,0,
0,1,0,
@@ -68,45 +79,7 @@ class IMICFPS
-1,0,0,
-1,0,0
]
@bounding_boxes[:colors] << [
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue
]
@bounding_boxes[:vertices] << [
vertices = [
box.min_x, box.max_y, box.max_z,
box.min_x, box.max_y, box.min_z,
box.max_x, box.max_y, box.min_z,
@@ -155,25 +128,83 @@ class IMICFPS
box.min_x, box.max_y, box.min_z,
box.max_x, box.max_y, box.min_z
]
@vertex_count+=vertices.size
@bounding_boxes[mesh_object_id][:vertices_size] = vertices.size
@bounding_boxes[mesh_object_id][:vertices] = vertices.pack("f*")
@bounding_boxes[mesh_object_id][:normals] = normals.pack("f*")
end
def update_mesh_colors(mesh_object_id, color)
@bounding_boxes[mesh_object_id][:colors] = [
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue
].pack("f*")
@bounding_boxes[mesh_object_id][:color] = color
end
def draw_bounding_boxes
@bounding_boxes.each do |key, bounding_box|
glPushMatrix
glTranslatef(bounding_box[:object].x, bounding_box[:object].y, bounding_box[:object].z)
draw_bounding_box(bounding_box)
glPopMatrix
found = ObjectManager.objects.detect { |o| o == bounding_box[:object] }
@bounding_boxes.delete(key) unless found
end
end
def draw_bounding_box(bounding_box)
glEnableClientState(GL_VERTEX_ARRAY)
glEnableClientState(GL_COLOR_ARRAY)
glEnableClientState(GL_NORMAL_ARRAY)
_normals = @bounding_boxes[:normals].flatten.pack("f*")
_colors = @bounding_boxes[:colors].flatten.pack("f*")
_vertices_size = @bounding_boxes[:vertices].size
_vertices = @bounding_boxes[:vertices].flatten.pack("f*")
glVertexPointer(3, GL_FLOAT, 0, _vertices)
glColorPointer(3, GL_FLOAT, 0, _colors)
glNormalPointer(GL_FLOAT, 0, _normals)
glVertexPointer(3, GL_FLOAT, 0, bounding_box[:vertices])
glColorPointer(3, GL_FLOAT, 0, bounding_box[:colors])
glNormalPointer(GL_FLOAT, 0, bounding_box[:normals])
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
glDisable(GL_LIGHTING)
glDrawArrays(GL_TRIANGLES, 0, _vertices_size/3)
glDrawArrays(GL_TRIANGLES, 0, bounding_box[:vertices_size]/3)
glEnable(GL_LIGHTING)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
@@ -182,4 +213,4 @@ class IMICFPS
glDisableClientState(GL_NORMAL_ARRAY)
end
end
end
end

View File

@@ -19,9 +19,6 @@ class IMICFPS
glEnable(GL_NORMALIZE)
glPushMatrix
# Render bounding boxes before transformation is applied
create_bounding_box(object, object.model.bounding_box) if $debug
object.model.objects.each {|o| create_bounding_box(object, o.bounding_box, o.debug_color)} if $debug
glTranslatef(object.x, object.y, object.z)
glRotatef(object.x_rotation,1.0, 0, 0)
@@ -59,9 +56,7 @@ class IMICFPS
glColorPointer(3, GL_FLOAT, 0, o.flattened_materials)
glNormalPointer(GL_FLOAT, 0, o.flattened_normals)
glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
if $debug
if $debug # This is kinda expensive
glDisable(GL_LIGHTING)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
glPolygonOffset(2, 0.5)
@@ -71,6 +66,9 @@ class IMICFPS
glPolygonOffset(0, 0)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
glEnable(GL_LIGHTING)
glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
else
glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
end
glDisableClientState(GL_VERTEX_ARRAY)

View File

@@ -11,16 +11,20 @@ class IMICFPS
end
def draw
@bounding_box_renderer.draw_bounding_boxes if $debug
$window.number_of_faces+=@bounding_box_renderer.bounding_boxes[:vertices].size/3 if $debug
@bounding_box_renderer.bounding_boxes.clear
ObjectManager.objects.each do |object|
if object.visible && object.renderable
# Render bounding boxes before transformation is applied
@bounding_box_renderer.create_bounding_box(object, object.model.bounding_box, object.debug_color, object.object_id) if $debug
object.model.objects.each {|o| @bounding_box_renderer.create_bounding_box(object, o.bounding_box, o.debug_color, o.object_id)} if $debug
@opengl_renderer.draw_object(object)
end
end
@bounding_box_renderer.draw_bounding_boxes if $debug
$window.number_of_faces+=$window.number_of_faces if $debug
$window.number_of_faces+=@bounding_box_renderer.vertex_count/3 if $debug
# @bounding_box_renderer.bounding_boxes.clear
end
def handleGlError
@@ -34,4 +38,4 @@ class IMICFPS
def finalize # cleanup
end
end
end
end