mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 07:32:35 +00:00
Refactored GameObject to Entity, replaced @x,@y,@z with @position, added @velocity vector to Entity, bricked Player terrain interaction while authoring Axis Aligned Bounding Box Tree for CollisionManager to handle all collision interaction. Added PhysicsManager stub.
This commit is contained in:
20
i-mic-fps.rb
20
i-mic-fps.rb
@@ -61,9 +61,13 @@ end
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$debug = ARGV.join.include?("--debug") ? true : false
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require_relative "lib/common_methods"
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require_relative "lib/math/vertex"
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require_relative "lib/trees/aabb_tree"
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require_relative "lib/managers/input_mapper"
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require_relative "lib/managers/shader_manager"
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require_relative "lib/managers/object_manager"
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require_relative "lib/managers/entity_manager"
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require_relative "lib/managers/light_manager"
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require_relative "lib/managers/network_manager"
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require_relative "lib/managers/collision_manager"
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@@ -81,16 +85,16 @@ require_relative "lib/states/menus/main_menu"
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require_relative "lib/objects/text"
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require_relative "lib/objects/multi_line_text"
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require_relative "lib/objects/game_object"
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require_relative "lib/objects/entity"
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require_relative "lib/objects/model_loader"
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require_relative "lib/objects/light"
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require_relative "lib/objects/game_objects/camera"
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require_relative "lib/objects/game_objects/player"
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require_relative "lib/objects/game_objects/tree"
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require_relative "lib/objects/game_objects/skydome"
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require_relative "lib/objects/game_objects/test_object"
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require_relative "lib/objects/game_objects/terrain"
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require_relative "lib/objects/entities/camera"
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require_relative "lib/objects/entities/player"
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require_relative "lib/objects/entities/tree"
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require_relative "lib/objects/entities/skydome"
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require_relative "lib/objects/entities/test_object"
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require_relative "lib/objects/entities/terrain"
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require_relative "lib/wavefront/model"
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@@ -2,25 +2,33 @@ class IMICFPS
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class CollisionManager
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def initialize(game_state:)
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@game_state = game_state
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# @aabb_tree = AABBTree.new
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@aabb_tree = AABBTree.new
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end
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def add(entity)
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@aabb_tree.add(entity.normalized_bounding_box, entity)
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end
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def remove(entity)
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@aabb_tree.remove(entity)
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end
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def lazy_check_collisions
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# Expensive AABB collision detection
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@game_state.game_objects.each do |object|
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@game_state.game_objects.each do |b|
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next if object == b
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next if object.is_a?(Terrain) || b.is_a?(Terrain)
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@game_state.entities.each do |entity|
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@game_state.entities.each do |other|
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next if entity == other
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next if entity.is_a?(Terrain) || other.is_a?(Terrain)
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if object.intersect(object, b)
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object.debug_color = Color.new(1.0,0.0,0.0)
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b.debug_color = Color.new(1.0,0.0,0.0)
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if entity.intersect(other)
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entity.debug_color = Color.new(1.0,0.0,0.0)
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other.debug_color = Color.new(1.0,0.0,0.0)
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# @game_state.game_objects.delete(object) unless object.is_a?(Player)
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# puts "#{object} is intersecting #{b}" if object.is_a?(Player)
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# @game_state.entities.delete(entity) unless entity.is_a?(Player)
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# puts "#{entity} is intersecting #{b}" if entity.is_a?(Player)
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else
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object.debug_color = Color.new(0,1,0)
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b.debug_color = Color.new(0,1,0)
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entity.debug_color = Color.new(0,1,0)
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other.debug_color = Color.new(0,1,0)
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end
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end
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end
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28
lib/managers/entity_manager.rb
Normal file
28
lib/managers/entity_manager.rb
Normal file
@@ -0,0 +1,28 @@
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class IMICFPS
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TextureCoordinate = Struct.new(:u, :v, :weight)
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Point = Struct.new(:x, :y)
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Color = Struct.new(:red, :green, :blue, :alpha)
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module EntityManager # Get included into GameState context
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def add_entity(entity)
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@collision_manager.add(entity) if entity.collidable?
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@entities << entity
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end
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def find_entity(entity)
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@entities.detect {|entity| entity == entity}
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end
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def remove_entity(entity)
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ent = @entities.detect {|entity| entity == entity}
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if ent
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@collision_manager.remove(entity)
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@entities.delete(ent)
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end
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end
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def entities
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@entities
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end
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end
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end
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@@ -1,22 +0,0 @@
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class IMICFPS
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TextureCoordinate = Struct.new(:u, :v, :weight)
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Vertex = Struct.new(:x, :y, :z, :weight)
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Point = Struct.new(:x, :y)
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Color = Struct.new(:red, :green, :blue, :alpha)
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module ObjectManager # Get included into GameState context
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def add_object(model)
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@game_objects << model
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end
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def find_object()
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end
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def remove_object()
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end
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def game_objects
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@game_objects
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end
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end
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end
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4
lib/managers/physics_manager.rb
Normal file
4
lib/managers/physics_manager.rb
Normal file
@@ -0,0 +1,4 @@
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class IMICFPS
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class PhysicsManager
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end
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end
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3
lib/math/vertex.rb
Normal file
3
lib/math/vertex.rb
Normal file
@@ -0,0 +1,3 @@
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class IMICFPS
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Vector = Struct.new(:x, :y, :z, :weight)
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end
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@@ -4,10 +4,10 @@ class IMICFPS
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include OpenGL
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include GLU
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attr_accessor :x,:y,:z, :field_of_view, :pitch, :yaw, :roll, :mouse_sensitivity
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attr_reader :game_object, :broken_mouse_centering
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attr_accessor :field_of_view, :pitch, :yaw, :roll, :mouse_sensitivity
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attr_reader :entity, :position
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def initialize(x: 0, y: 0, z: 0, fov: 70.0, view_distance: 100.0)
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@x,@y,@z = x,y,z
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@position = Vector.new(x,y,z)
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@pitch = 0.0
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@yaw = 0.0
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@roll = 0.0
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@@ -15,7 +15,7 @@ class IMICFPS
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@view_distance = view_distance
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@constant_pitch = 20.0
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@game_object = nil
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@entity = nil
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@distance = 4
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@origin_distance = @distance
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@@ -29,6 +29,7 @@ class IMICFPS
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InputMapper.set(:camera, :descend, [Gosu::KbLeftControl, Gosu::KbRightControl])
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InputMapper.set(:camera, :release_mouse, [Gosu::KbLeftAlt, Gosu::KbRightAlt])
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InputMapper.set(:camera, :capture_mouse, Gosu::MsLeft)
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InputMapper.set(:camera, :turn_180, Gosu::KbX)
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InputMapper.set(:camera, :increase_mouse_sensitivity, Gosu::KB_NUMPAD_PLUS)
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InputMapper.set(:camera, :decrease_mouse_sensitivity, Gosu::KB_NUMPAD_MINUS)
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InputMapper.set(:camera, :reset_mouse_sensitivity, Gosu::KB_NUMPAD_MULTIPLY)
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@@ -36,13 +37,13 @@ class IMICFPS
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InputMapper.set(:camera, :decrease_view_distance, Gosu::MsWheelDown)
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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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def attach_to(entity)
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raise "Not a game object!" unless entity.is_a?(Entity)
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@entity = entity
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end
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def detach
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@game_object = nil
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@entity = nil
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end
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def distance_from_object
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@@ -58,23 +59,23 @@ class IMICFPS
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end
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def position_camera
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if defined?(@game_object.first_person_view)
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if @game_object.first_person_view
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if defined?(@entity.first_person_view)
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if @entity.first_person_view
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@distance = 0
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else
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@distance = @origin_distance
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end
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end
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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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x_offset = horizontal_distance_from_object * Math.sin(@entity.rotation.y.degrees_to_radians)
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z_offset = horizontal_distance_from_object * Math.cos(@entity.rotation.y.degrees_to_radians)
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# p @entity.x, @entity.z;exit
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@position.x = @entity.position.x - x_offset
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@position.y = @entity.position.y + 2
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@position.z = @entity.position.z - z_offset
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# @yaw = 180 - @game_object.y_rotation
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@game_object.y_rotation = -@yaw + 180
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# @yaw = 180 - @entity.y_rotation
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@entity.rotation.y = -@yaw + 180
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end
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def draw
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@@ -86,22 +87,22 @@ class IMICFPS
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
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glRotatef(@pitch,1,0,0)
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glRotatef(@yaw,0,1,0)
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glTranslatef(-@x, -@y, -@z)
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glTranslatef(-@position.x, -@position.y, -@position.z)
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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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# if $debug && @game_object
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# if $debug && @entity
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# glBegin(GL_LINES)
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# glColor3f(1,0,0)
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# glVertex3f(@x, @y, @z)
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# glVertex3f(@game_object.x, @game_object.y, @game_object.z)
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# glVector3f(@x, @y, @z)
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# glVector3f(@entity.x, @entity.y, @entity.z)
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# glEnd
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# end
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end
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def update
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if @mouse_captured
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position_camera if @game_object
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position_camera if @entity
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delta = Float(@true_mouse.x-self.mouse_x)/(@mouse_sensitivity*@field_of_view)*70
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@yaw -= delta
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@@ -110,8 +111,8 @@ class IMICFPS
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@pitch -= Float(@true_mouse.y-self.mouse_y)/(@mouse_sensitivity*@field_of_view)*70
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@pitch = @pitch.clamp(-90.0, 90.0)
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@game_object.y_rotation += delta if @game_object
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free_move unless @game_object
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@entity.rotation.y += delta if @entity
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free_move unless @entity
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self.mouse_x = $window.width/2 if self.mouse_x <= 1 || $window.mouse_x >= $window.width-1
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self.mouse_y = $window.height/2 if self.mouse_y <= 1 || $window.mouse_y >= $window.height-1
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@@ -176,6 +177,9 @@ class IMICFPS
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# @field_of_view = @field_of_view.clamp(1, 100)
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@view_distance -= 1
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@view_distance = @view_distance.clamp(1, 1000)
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elsif InputMapper.is?(:camera, :turn_180, id)
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@rotation.y = @rotation.y+180
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@rotation.y %= 360
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end
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end
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end
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@@ -1,7 +1,7 @@
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require "etc"
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class IMICFPS
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class Player < GameObject
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class Player < Entity
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attr_accessor :speed
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attr_reader :name, :bound_model, :first_person_view
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@@ -17,14 +17,12 @@ class IMICFPS
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InputMapper.set(:character, :jump, Gosu::KbSpace)
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InputMapper.set(:character, :sprint, [Gosu::KbLeftControl])
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InputMapper.set(:character, :turn_180, Gosu::KbX)
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InputMapper.set(:character, :toggle_first_person_view, Gosu::KbF)
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@speed = 2.5 # meter's per second
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@running_speed = 6.8 # meter's per second
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@old_speed = @speed
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@mass = 72 # kg
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@y_velocity = 0
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@floor = 0
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@first_person_view = true
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@@ -99,8 +97,6 @@ class IMICFPS
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end
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def update
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@floor = @terrain.height_at(self, 4.5)
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relative_speed = @speed
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if InputMapper.down?(:character, :sprint)
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relative_speed = (@running_speed)*(delta_time)
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@@ -108,73 +104,64 @@ class IMICFPS
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relative_speed = @speed*(delta_time)
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end
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relative_y_rotation = @y_rotation*-1
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relative_y_rotation = @rotation.y*-1
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if InputMapper.down?(:character, :forward)
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@z+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
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@x-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
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@position.z+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
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@position.x-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
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end
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if InputMapper.down?(:character, :backward)
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@z-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
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@x+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
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@position.z-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
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@position.x+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
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end
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if InputMapper.down?(:character, :strife_left)
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@z+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
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@x+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
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@position.z+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
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@position.x+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
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end
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if InputMapper.down?(:character, :strife_right)
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@z-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
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@x-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
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@position.z-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
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@position.x-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
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end
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if InputMapper.down?(:character, :turn_left)
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@y_rotation+=(relative_speed*1000)*delta_time
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@rotation.y+=(relative_speed*1000)*delta_time
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end
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if InputMapper.down?(:character, :turn_right)
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@y_rotation-=(relative_speed*1000)*delta_time
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@rotation.y-=(relative_speed*1000)*delta_time
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end
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if @_time_in_air
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air_time = ((Gosu.milliseconds-@_time_in_air)/1000.0)
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@y_velocity-=(IMICFPS::GRAVITY*air_time)*delta_time
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@velocity.y-=(IMICFPS::GRAVITY*air_time)*delta_time
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end
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if InputMapper.down?(:character, :jump) && !@jumping
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@jumping = true
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@_time_in_air = Gosu.milliseconds
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elsif !@jumping && @y > @floor
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elsif !@jumping && @position.y > @floor
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@falling = true
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@_time_in_air ||= Gosu.milliseconds # FIXME
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else
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if @jumping
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if @y <= @floor
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@falling = false; @jumping = false; @y_velocity = 0
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if @position.y <= @floor
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@falling = false; @jumping = false; @velocity.y = 0; @position.y = @floor
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end
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end
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end
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if @jumping && !@falling
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if InputMapper.down?(:character, :jump)
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@y_velocity = 1.5
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@velocity.y = 1.5
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@falling = true
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end
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end
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@y+=@y_velocity*delta_time
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@y = @floor if @y < @floor
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# distance = 2.0
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# x_offset = distance * Math.cos(@bound_model.y_rotation)
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# z_offset = distance * Math.sin(@bound_model.y_rotation)
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@position.y+=@velocity.y*delta_time if @position.y >= @floor # TEMP fix to prevent falling forever, collision/physics managers should fix this in time.
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super
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end
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def button_up(id)
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if InputMapper.is?(:character, :turn_180, id)
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@y_rotation = @y_rotation+180
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@y_rotation %= 360
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elsif InputMapper.is?(:character, :toggle_first_person_view, id)
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if InputMapper.is?(:character, :toggle_first_person_view, id)
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@first_person_view = !@first_person_view
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puts "First Person? #{@first_person_view}"
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end
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@@ -1,5 +1,5 @@
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class IMICFPS
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class Skydome < GameObject
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class Skydome < Entity
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def setup
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bind_model("base", "skydome")
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end
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@@ -11,8 +11,8 @@ class IMICFPS
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end
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||||
def update
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@y_rotation+=0.01
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@y_rotation%=360
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@rotation.y += 0.01
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@rotation.y %= 360
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super
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end
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end
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7
lib/objects/entities/terrain.rb
Normal file
7
lib/objects/entities/terrain.rb
Normal file
@@ -0,0 +1,7 @@
|
||||
class IMICFPS
|
||||
class Terrain < Entity
|
||||
def setup
|
||||
bind_model("base", "randomish_terrain")
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -1,5 +1,5 @@
|
||||
class IMICFPS
|
||||
class TestObject < GameObject
|
||||
class TestObject < Entity
|
||||
def setup
|
||||
bind_model("base", "war_factory")
|
||||
end
|
||||
7
lib/objects/entities/tree.rb
Normal file
7
lib/objects/entities/tree.rb
Normal file
@@ -0,0 +1,7 @@
|
||||
class IMICFPS
|
||||
class Tree < Entity
|
||||
def setup
|
||||
bind_model("base", "tree")
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -2,39 +2,43 @@ class IMICFPS
|
||||
|
||||
|
||||
# A game object is any renderable thing
|
||||
class GameObject
|
||||
class Entity
|
||||
include OpenGL
|
||||
include GLU
|
||||
include CommonMethods
|
||||
attr_accessor :x, :y, :z, :scale
|
||||
attr_accessor :scale
|
||||
attr_accessor :visible, :renderable, :backface_culling
|
||||
attr_accessor :x_rotation, :y_rotation, :z_rotation
|
||||
attr_reader :model, :name, :debug_color, :terrain, :width, :height, :depth, :last_x, :last_y, :last_z, :normalized_bounding_box
|
||||
def initialize(x: 0, y: 0, z: 0, bound_model: nil, scale: MODEL_METER_SCALE, backface_culling: true, auto_manage: true, terrain: nil, game_state: nil)
|
||||
@x,@y,@z,@scale = x,y,z,scale
|
||||
attr_reader :position, :rotation, :velocity
|
||||
attr_reader :model, :name, :debug_color, :width, :height, :depth, :last_x, :last_y, :last_z, :normalized_bounding_box
|
||||
def initialize(x: 0, y: 0, z: 0, bound_model: nil, scale: MODEL_METER_SCALE, backface_culling: true, auto_manage: true, manifest_file: nil)
|
||||
@position = Vector.new(x, y, z)
|
||||
@scale = scale
|
||||
@bound_model = bound_model
|
||||
@backface_culling = backface_culling
|
||||
@visible = true
|
||||
@renderable = true
|
||||
@x_rotation,@y_rotation,@z_rotation = 0,0,0
|
||||
@debug_color = Color.new(0.0, 1.0, 0.0)
|
||||
@terrain = terrain
|
||||
@rotation = Vector.new(0, 0, 0)
|
||||
@velocity = Vector.new(0, 0, 0)
|
||||
|
||||
@game_state = game_state
|
||||
@debug_color = Color.new(0.0, 1.0, 0.0)
|
||||
|
||||
@collidable = [:static, :dynamic]
|
||||
@collision = :static # :dynamic, moves in response, :static, does not move ever, :none, entities can pass through
|
||||
@physics = false
|
||||
@mass = 100 # kg
|
||||
|
||||
@width, @height, @depth = 0,0,0
|
||||
@delta_time = Gosu.milliseconds
|
||||
@last_x, @last_y, @last_z = @x, @y, @z
|
||||
@last_position = Vector.new(@position.x, @position.y, @position.z)
|
||||
|
||||
game_state.add_object(self) if auto_manage && game_state
|
||||
setup
|
||||
|
||||
if @bound_model
|
||||
@bound_model.model.game_object = self
|
||||
@bound_model.model.entity = self
|
||||
@bound_model.model.objects.each {|o| o.scale = self.scale}
|
||||
@normalized_bounding_box = normalize_bounding_box_with_offset(model.bounding_box)
|
||||
@normalized_bounding_box = normalize_bounding_box_with_offset
|
||||
|
||||
box = normalize_bounding_box(@bound_model.model.bounding_box)
|
||||
box = normalize_bounding_box
|
||||
@width = box.max_x-box.min_x
|
||||
@height = box.max_y-box.min_y
|
||||
@depth = box.max_z-box.min_z
|
||||
@@ -43,16 +47,20 @@ class IMICFPS
|
||||
return self
|
||||
end
|
||||
|
||||
def collidable?
|
||||
@collidable.include?(@collision)
|
||||
end
|
||||
|
||||
def bind_model(package, name)
|
||||
model = ModelLoader.new(manifest_file: IMICFPS.assets_path + "/#{package}/#{name}/#{name}.yaml", game_object: @dummy_game_object)
|
||||
model = ModelLoader.new(manifest_file: IMICFPS.assets_path + "/#{package}/#{name}/#{name}.yaml", entity: @dummy_entity)
|
||||
|
||||
raise "model isn't a model!" unless model.is_a?(ModelLoader)
|
||||
@bound_model = model
|
||||
@bound_model.model.game_object = self
|
||||
@bound_model.model.entity = self
|
||||
@bound_model.model.objects.each {|o| o.scale = self.scale}
|
||||
@normalized_bounding_box = normalize_bounding_box_with_offset(@bound_model.model.bounding_box)
|
||||
@normalized_bounding_box = normalize_bounding_box_with_offset
|
||||
|
||||
box = normalize_bounding_box(@bound_model.model.bounding_box)
|
||||
box = normalize_bounding_box
|
||||
@width = box.max_x-box.min_x
|
||||
@height = box.max_y-box.min_y
|
||||
@depth = box.max_z-box.min_z
|
||||
@@ -79,7 +87,7 @@ class IMICFPS
|
||||
@delta_time = Gosu.milliseconds
|
||||
|
||||
unless at_same_position?
|
||||
@normalized_bounding_box = normalize_bounding_box_with_offset(@bound_model.model.bounding_box) if model
|
||||
@normalized_bounding_box = normalize_bounding_box_with_offset if model
|
||||
end
|
||||
|
||||
@last_x, @last_y, @last_z = @x, @y, @z
|
||||
@@ -90,27 +98,31 @@ class IMICFPS
|
||||
end
|
||||
|
||||
def at_same_position?
|
||||
@x == @last_x &&
|
||||
@y == @last_y &&
|
||||
@z == @last_z
|
||||
@position == @last_position
|
||||
end
|
||||
|
||||
# Do two Axis Aligned Bounding Boxes intersect?
|
||||
def intersect(a, b)
|
||||
a = a.normalized_bounding_box
|
||||
b = b.normalized_bounding_box
|
||||
def intersect(other)
|
||||
me = normalized_bounding_box
|
||||
other = other.normalized_bounding_box
|
||||
|
||||
# puts "bounding boxes match!" if a == b
|
||||
if (a.min_x <= b.max_x && a.max_x >= b.min_x) &&
|
||||
(a.min_y <= b.max_y && a.max_y >= b.min_y) &&
|
||||
(a.min_z <= b.max_z && a.max_z >= b.min_z)
|
||||
if (me.min_x <= other.max_x && me.max_x >= other.min_x) &&
|
||||
(me.min_y <= other.max_y && me.max_y >= other.min_y) &&
|
||||
(me.min_z <= other.max_z && me.max_z >= other.min_z)
|
||||
return true
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
def normalize_bounding_box(box)
|
||||
def distance(vertex, other)
|
||||
return Math.sqrt((vertex.x-other.x)**2 + (vertex.y-other.y)**2 + (vertex.z-other.z)**2)
|
||||
end
|
||||
|
||||
def normalize_bounding_box
|
||||
box = @bound_model.model.bounding_box
|
||||
|
||||
temp = BoundingBox.new
|
||||
temp.min_x = box.min_x.to_f*scale
|
||||
temp.min_y = box.min_y.to_f*scale
|
||||
@@ -123,15 +135,17 @@ class IMICFPS
|
||||
return temp
|
||||
end
|
||||
|
||||
def normalize_bounding_box_with_offset(box)
|
||||
temp = BoundingBox.new
|
||||
temp.min_x = box.min_x.to_f*scale+x
|
||||
temp.min_y = box.min_y.to_f*scale+y
|
||||
temp.min_z = box.min_z.to_f*scale+z
|
||||
def normalize_bounding_box_with_offset
|
||||
box = @bound_model.model.bounding_box
|
||||
|
||||
temp.max_x = box.max_x.to_f*scale+x
|
||||
temp.max_y = box.max_y.to_f*scale+y
|
||||
temp.max_z = box.max_z.to_f*scale+z
|
||||
temp = BoundingBox.new
|
||||
temp.min_x = box.min_x.to_f*scale+@position.x
|
||||
temp.min_y = box.min_y.to_f*scale+@position.y
|
||||
temp.min_z = box.min_z.to_f*scale+@position.z
|
||||
|
||||
temp.max_x = box.max_x.to_f*scale+@position.x
|
||||
temp.max_y = box.max_y.to_f*scale+@position.y
|
||||
temp.max_z = box.max_z.to_f*scale+@position.z
|
||||
|
||||
return temp
|
||||
end
|
||||
@@ -1,172 +0,0 @@
|
||||
class IMICFPS
|
||||
class Terrain < GameObject
|
||||
def setup
|
||||
bind_model("base", "randomish_terrain")
|
||||
# bind_model(ModelLoader.new(type: :obj, file_path: "/home/cyberarm/Documents/blends/untitled.obj", game_object: self))
|
||||
self.scale = 1
|
||||
@nearest_vertex_lookup = {}
|
||||
|
||||
generate_optimized_lists
|
||||
end
|
||||
|
||||
def generate_optimized_lists
|
||||
x_slot,y_slot = 0,0
|
||||
model.vertices.each do |vert|
|
||||
x_slot = vert.x.round
|
||||
y_slot = vert.y.round
|
||||
|
||||
@nearest_vertex_lookup[x_slot] = {} unless @nearest_vertex_lookup[x_slot]
|
||||
@nearest_vertex_lookup[x_slot][y_slot] = [] unless @nearest_vertex_lookup[x_slot][y_slot]
|
||||
@nearest_vertex_lookup[x_slot][y_slot] << vert
|
||||
end
|
||||
end
|
||||
|
||||
def height_at(vertex, max_distance = Float::INFINITY)
|
||||
if vert = find_nearest_vertex(vertex, max_distance)
|
||||
return vert.y
|
||||
else
|
||||
-1
|
||||
end
|
||||
end
|
||||
|
||||
def find_nearest_vertex(vertex, max_distance)
|
||||
nearest = nil
|
||||
smaller_list = []
|
||||
smaller_list << @nearest_vertex_lookup.dig(vertex.x.round-1, vertex.y.round-1)
|
||||
smaller_list << @nearest_vertex_lookup.dig(vertex.x.round, vertex.y.round)
|
||||
smaller_list << @nearest_vertex_lookup.dig(vertex.x.round+1, vertex.y.round+1)
|
||||
smaller_list.flatten!
|
||||
|
||||
smaller_list.each do |vert|
|
||||
next if vert.nil?
|
||||
if nearest
|
||||
if distance(vert, vertex) < distance(vert, nearest) && distance(vert, vertex) <= max_distance
|
||||
nearest = vert
|
||||
end
|
||||
end
|
||||
|
||||
nearest = vert unless nearest && distance(vert, vertex) > max_distance
|
||||
end
|
||||
|
||||
return nearest
|
||||
end
|
||||
|
||||
def distance(vertex, other)
|
||||
return Math.sqrt((vertex.x-other.x)**2 + (vertex.y-other.y)**2 + (vertex.z-other.z)**2)
|
||||
end
|
||||
end
|
||||
end
|
||||
# class IMICFPS
|
||||
# class Terrain
|
||||
# TILE_SIZE = 0.5
|
||||
# include OpenGL
|
||||
# def initialize(size:, height: nil, width: nil, length: nil, heightmap: nil)
|
||||
# @size = size
|
||||
# @heightmap = heightmap
|
||||
# @map = []
|
||||
|
||||
# @height = height ? height : 1
|
||||
# @width = width ? width : @size
|
||||
# @length = length ? length : @size
|
||||
|
||||
# @vertices = []
|
||||
# @normals = []
|
||||
# @colors = []
|
||||
# generate
|
||||
# end
|
||||
|
||||
# def generate
|
||||
# #@width.times do |x|
|
||||
# # @length.times do |z|
|
||||
# # # TRIANGLE STRIP (BROKEN)
|
||||
# # @map << Vertex.new((x+1)-@width.to_f/2, 0, z-@legth.to_f/2)
|
||||
# # @map << Vertex.new(x-@width.to_f/2, 0, (z+1)-@length.to_f/2)
|
||||
# # end
|
||||
# #end
|
||||
# @width.times do |x|
|
||||
# @length.times do |z|
|
||||
# # WORKING TRIANGLES
|
||||
# @map << Vertex.new(x-@width.to_f/2, @height, z-@length.to_f/2)
|
||||
# @map << Vertex.new((x+1)-@width.to_f/2, @height, z-@length.to_f/2)
|
||||
# @map << Vertex.new(x-@width.to_f/2, @height, (z+1)-@length.to_f/2)
|
||||
# #
|
||||
# @map << Vertex.new(x-@width.to_f/2, @height, (z+1)-@length.to_f/2)
|
||||
# @map << Vertex.new((x+1)-@width.to_f/2, @height, z-@length.to_f/2)
|
||||
# @map << Vertex.new((x+1)-@width.to_f/2, @height, (z+1)-@length.to_f/2)
|
||||
# end
|
||||
# end
|
||||
|
||||
# @map.size.times do |i|
|
||||
# @vertices << @map[i].x
|
||||
# @vertices << @map[i].y
|
||||
# @vertices << @map[i].z
|
||||
# normal = Vertex.new(0,1,0)
|
||||
# @normals << normal.x
|
||||
# @normals << normal.y
|
||||
# @normals << normal.z
|
||||
# color = Color.new(rand(0.10..0.30),0,0)
|
||||
# @colors << color.red
|
||||
# @colors << color.green
|
||||
# @colors << color.blue
|
||||
# end
|
||||
|
||||
# @vertices_packed = @vertices.pack("f*")
|
||||
# @normals_packed = @normals.pack("f*")
|
||||
# @colors_packed = @colors.pack("f*")
|
||||
# end
|
||||
|
||||
# def draw
|
||||
# new_draw
|
||||
# # old_draw
|
||||
# end
|
||||
|
||||
# def old_draw
|
||||
# glEnable(GL_COLOR_MATERIAL)
|
||||
|
||||
# # glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
|
||||
# glPointSize(5)
|
||||
# # glBegin(GL_LINES)
|
||||
# # glBegin(GL_POINTS)
|
||||
# glBegin(GL_TRIANGLES)
|
||||
# @map.each_with_index do |vertex, index|
|
||||
# glNormal3f(0,1,0)
|
||||
# glColor3f(0.0, 0.5, 0) if index.even?
|
||||
# glColor3f(0, 1.0, 0) if index.odd?
|
||||
# glVertex3f(vertex.x, vertex.y, vertex.z)
|
||||
# end
|
||||
# glEnd
|
||||
|
||||
# glDisable(GL_COLOR_MATERIAL)
|
||||
# glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
|
||||
# end
|
||||
|
||||
# def new_draw
|
||||
# glEnable(GL_NORMALIZE)
|
||||
# glPushMatrix
|
||||
|
||||
# glEnable(GL_COLOR_MATERIAL)
|
||||
# glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
|
||||
# glShadeModel(GL_FLAT)
|
||||
# glEnableClientState(GL_VERTEX_ARRAY)
|
||||
# glEnableClientState(GL_NORMAL_ARRAY)
|
||||
# glEnableClientState(GL_COLOR_ARRAY)
|
||||
|
||||
# glVertexPointer(3, GL_FLOAT, 0, @vertices_packed)
|
||||
# glNormalPointer(GL_FLOAT, 0, @normals_packed)
|
||||
# glColorPointer(3, GL_FLOAT, 0, @colors_packed)
|
||||
|
||||
# glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
|
||||
# glDrawArrays(GL_TRIANGLES, 0, @vertices.size/3)
|
||||
# glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
|
||||
|
||||
# # glDrawArrays(GL_TRIANGLE_STRIP, 0, @vertices.size/3)
|
||||
# $window.number_of_faces+=@vertices.size/3
|
||||
|
||||
# glDisableClientState(GL_VERTEX_ARRAY)
|
||||
# glDisableClientState(GL_NORMAL_ARRAY)
|
||||
# glDisableClientState(GL_COLOR_ARRAY)
|
||||
|
||||
# glPopMatrix
|
||||
# end
|
||||
# end
|
||||
# end
|
||||
@@ -1,20 +0,0 @@
|
||||
class IMICFPS
|
||||
class Tree < GameObject
|
||||
def setup
|
||||
bind_model("base", "tree")
|
||||
vert = @terrain.find_nearest_vertex(self, 4.5)
|
||||
if vert
|
||||
self.x = vert.x
|
||||
self.y = vert.y
|
||||
self.z = vert.z
|
||||
end
|
||||
|
||||
# @y_rotation += rand(1..100)
|
||||
end
|
||||
|
||||
# def update
|
||||
# super
|
||||
# @y_rotation+=0.005
|
||||
# end
|
||||
end
|
||||
end
|
||||
@@ -4,9 +4,9 @@ class IMICFPS
|
||||
attr_reader :ambient, :diffuse, :specular, :position, :light_id
|
||||
attr_accessor :x, :y, :z, :intensity
|
||||
def initialize(x:,y:,z:, game_state:,
|
||||
ambient: Vertex.new(0.5, 0.5, 0.5, 1),
|
||||
diffuse: Vertex.new(1, 0.5, 0, 1), specular: Vertex.new(0.2, 0.2, 0.2, 1),
|
||||
position: Vertex.new(x, y, z, 0), intensity: 1)
|
||||
ambient: Vector.new(0.5, 0.5, 0.5, 1),
|
||||
diffuse: Vector.new(1, 0.5, 0, 1), specular: Vector.new(0.2, 0.2, 0.2, 1),
|
||||
position: Vector.new(x, y, z, 0), intensity: 1)
|
||||
@x,@y,@z = x,y,z
|
||||
@game_state = game_state
|
||||
@intensity = intensity
|
||||
|
||||
@@ -8,7 +8,7 @@ class IMICFPS
|
||||
|
||||
attr_reader :model, :name, :debug_color
|
||||
|
||||
def initialize(manifest_file:, game_object: nil)
|
||||
def initialize(manifest_file:, entity: nil)
|
||||
@manifest = YAML.load(File.read(manifest_file))
|
||||
# pp @manifest
|
||||
@file_path = File.expand_path("./../model/", manifest_file) + "/#{@manifest["model"]}"
|
||||
@@ -23,7 +23,7 @@ class IMICFPS
|
||||
unless load_model_from_cache
|
||||
case @type
|
||||
when :obj
|
||||
@model = Wavefront::Model.new(file_path: @file_path, game_object: game_object)
|
||||
@model = Wavefront::Model.new(file_path: @file_path, entity: entity)
|
||||
else
|
||||
raise "Unsupported model type, supported models are: #{@supported_models.join(', ')}"
|
||||
end
|
||||
|
||||
@@ -35,7 +35,7 @@ class IMICFPS
|
||||
@bounding_boxes[mesh_object_id] = {}
|
||||
@bounding_boxes[mesh_object_id] = {object: object, box: box, color: color, objects: []}
|
||||
|
||||
box = object.normalize_bounding_box(box)
|
||||
box = object.normalize_bounding_box
|
||||
|
||||
normals = mesh_normals
|
||||
colors = mesh_colors(color)
|
||||
@@ -50,7 +50,7 @@ class IMICFPS
|
||||
|
||||
object.model.objects.each do |mesh|
|
||||
data = {}
|
||||
box = object.normalize_bounding_box(mesh.bounding_box)
|
||||
box = object.normalize_bounding_box
|
||||
|
||||
normals = mesh_normals
|
||||
colors = mesh_colors(mesh.debug_color)
|
||||
@@ -217,7 +217,7 @@ class IMICFPS
|
||||
|
||||
glPopMatrix
|
||||
|
||||
found = @game_state.game_objects.detect { |o| o == bounding_box[:object] }
|
||||
found = @game_state.entities.detect { |o| o == bounding_box[:object] }
|
||||
|
||||
unless found
|
||||
@vertex_count -= @bounding_boxes[key][:vertices_size]
|
||||
|
||||
@@ -20,10 +20,10 @@ class IMICFPS
|
||||
glEnable(GL_NORMALIZE)
|
||||
glPushMatrix
|
||||
|
||||
glTranslatef(object.x, object.y, object.z)
|
||||
glRotatef(object.x_rotation,1.0, 0, 0)
|
||||
glRotatef(object.y_rotation,0, 1.0, 0)
|
||||
glRotatef(object.z_rotation,0, 0, 1.0)
|
||||
glTranslatef(object.position.x, object.position.y, object.position.z)
|
||||
glRotatef(object.rotation.x, 1.0, 0, 0)
|
||||
glRotatef(object.rotation.y, 0, 1.0, 0)
|
||||
glRotatef(object.rotation.z, 0, 0, 1.0)
|
||||
|
||||
handleGlError
|
||||
|
||||
@@ -48,7 +48,7 @@ class IMICFPS
|
||||
|
||||
def draw_mesh(model)
|
||||
model.objects.each_with_index do |o, i|
|
||||
glEnable(GL_CULL_FACE) if model.game_object.backface_culling
|
||||
glEnable(GL_CULL_FACE) if model.entity.backface_culling
|
||||
glEnable(GL_COLOR_MATERIAL)
|
||||
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
|
||||
glShadeModel(GL_FLAT) unless o.faces.first[4]
|
||||
@@ -100,7 +100,7 @@ class IMICFPS
|
||||
# glBindTexture(GL_TEXTURE_2D, 0)
|
||||
glDisable(GL_TEXTURE_2D)
|
||||
end
|
||||
glDisable(GL_CULL_FACE) if model.game_object.backface_culling
|
||||
glDisable(GL_CULL_FACE) if model.entity.backface_culling
|
||||
glDisable(GL_COLOR_MATERIAL)
|
||||
end
|
||||
end
|
||||
|
||||
@@ -13,7 +13,7 @@ class IMICFPS
|
||||
end
|
||||
|
||||
def draw
|
||||
@game_state.game_objects.each do |object|
|
||||
@game_state.entities.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
|
||||
|
||||
@@ -54,7 +54,7 @@ class IMICFPS
|
||||
log = ' ' * @error_buffer_size
|
||||
glGetShaderInfoLog(@vertex, @error_buffer_size, nil, log)
|
||||
puts "Shader Error: Program \"#{@name}\""
|
||||
puts " Vertex Shader InfoLog:", " #{log.strip.split("\n").join("\n ")}\n\n"
|
||||
puts " Vector Shader InfoLog:", " #{log.strip.split("\n").join("\n ")}\n\n"
|
||||
puts " Shader Compiled status: #{compiled}"
|
||||
puts " NOTE: assignment of uniforms in shaders is illegal!"
|
||||
puts
|
||||
|
||||
@@ -1,15 +1,15 @@
|
||||
class IMICFPS
|
||||
class GameState
|
||||
include CommonMethods
|
||||
include ObjectManager
|
||||
include EntityManager
|
||||
include LightManager
|
||||
|
||||
attr_reader :options
|
||||
def initialize(options = {})
|
||||
@options = options
|
||||
@delta_time = Gosu.milliseconds
|
||||
@game_objects = []
|
||||
@lights = []
|
||||
@entities = []
|
||||
@lights = []
|
||||
|
||||
setup
|
||||
end
|
||||
|
||||
@@ -6,17 +6,19 @@ class IMICFPS
|
||||
def setup
|
||||
@collision_manager = CollisionManager.new(game_state: self)
|
||||
@renderer = Renderer.new(game_state: self)
|
||||
@terrain = Terrain.new(game_state: self)#(size: 170, height: 0)
|
||||
add_entity(Terrain.new)
|
||||
@draw_skydome = true
|
||||
@skydome = Skydome.new(scale: 0.08, backface_culling: false, auto_manage: false)
|
||||
@skydome = Skydome.new(scale: 0.08, backface_culling: false)
|
||||
add_entity(@skydome)
|
||||
|
||||
25.times do
|
||||
Tree.new(x: rand(@terrain.width)-(@terrain.width/2.0), z: rand(@terrain.depth)-(@terrain.depth/2.0), terrain: @terrain, game_state: self)
|
||||
add_entity(Tree.new)
|
||||
end
|
||||
|
||||
TestObject.new(terrain: @terrain, z: 10, game_state: self, scale: 1.0)
|
||||
add_entity(TestObject.new(z: 10))
|
||||
|
||||
@player = Player.new(x: 1, y: 0, z: -1, terrain: @terrain, game_state: self)
|
||||
@player = Player.new(x: 1, y: 0, z: -1)
|
||||
add_entity(@player)
|
||||
@camera = Camera.new(x: 0, y: -2, z: 1)
|
||||
@camera.attach_to(@player)
|
||||
|
||||
@@ -86,7 +88,7 @@ class IMICFPS
|
||||
update_text
|
||||
|
||||
@collision_manager.update
|
||||
@game_objects.each(&:update)
|
||||
@entities.each(&:update)
|
||||
|
||||
@skydome.update if @skydome.renderable
|
||||
|
||||
@@ -150,8 +152,8 @@ OpenGL Version: #{glGetString(GL_VERSION)}
|
||||
OpenGL Shader Language Version: #{glGetString(GL_SHADING_LANGUAGE_VERSION)}
|
||||
|
||||
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.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}
|
||||
Camera X:#{@camera.position.x.round(2)} Y:#{@camera.position.y.round(2)} Z:#{@camera.position.z.round(2)}
|
||||
#{if @camera.entity then "Actor X:#{@camera.entity.position.x.round(2)} Y:#{@camera.entity.position.y.round(2)} Z:#{@camera.entity.position.z.round(2)}";end}
|
||||
Field Of View: #{@camera.field_of_view}
|
||||
Mouse Sesitivity: #{@camera.mouse_sensitivity}
|
||||
Last Frame: #{delta_time*1000.0}ms (#{Gosu.fps} fps)
|
||||
@@ -168,7 +170,7 @@ Unable to call glGetString!
|
||||
|
||||
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.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}
|
||||
#{if @camera.entity then "Actor X:#{@camera.entity.x.round(2)} Y:#{@camera.entity.y.round(2)} Z:#{@camera.entity.z.round(2)}";end}
|
||||
Field Of View: #{@camera.field_of_view}
|
||||
Mouse Sesitivity: #{@camera.mouse_sensitivity}
|
||||
Last Frame: #{delta_time*1000.0}ms (#{Gosu.fps} fps)
|
||||
@@ -198,8 +200,8 @@ eos
|
||||
end
|
||||
InputMapper.keydown(id)
|
||||
|
||||
@game_objects.each do |object|
|
||||
object.button_down(id) if defined?(object.button_down)
|
||||
@entities.each do |entity|
|
||||
entity.button_down(id) if defined?(entity.button_down)
|
||||
end
|
||||
end
|
||||
|
||||
@@ -214,8 +216,8 @@ eos
|
||||
end
|
||||
InputMapper.keyup(id)
|
||||
|
||||
@game_objects.each do |object|
|
||||
object.button_up(id) if defined?(object.button_up)
|
||||
@entities.each do |entity|
|
||||
entity.button_up(id) if defined?(entity.button_up)
|
||||
end
|
||||
|
||||
@camera.button_up(id)
|
||||
|
||||
@@ -7,7 +7,7 @@ class IMICFPS
|
||||
@state = Text.new("Preparing...", y: window.height/2-40, size: 40, alignment: :center)
|
||||
@percentage = Text.new("0%", y: window.height - 100 + 25, size: 50, alignment: :center)
|
||||
|
||||
@dummy_game_object = nil
|
||||
@dummy_entity = nil
|
||||
@assets = []
|
||||
@asset_index = 0
|
||||
add_asset(:model, "base", "randomish_terrain")
|
||||
@@ -48,7 +48,7 @@ class IMICFPS
|
||||
hash = @assets[@asset_index]
|
||||
case hash[:type]
|
||||
when :model
|
||||
ModelLoader.new(manifest_file: IMICFPS.assets_path + "/#{hash[:package]}/#{hash[:name]}/#{hash[:name]}.yaml", game_object: @dummy_game_object)
|
||||
ModelLoader.new(manifest_file: IMICFPS.assets_path + "/#{hash[:package]}/#{hash[:name]}/#{hash[:name]}.yaml", entity: @dummy_entity)
|
||||
# when :shader
|
||||
else
|
||||
warn "Unknown asset: #{hash}"
|
||||
|
||||
49
lib/trees/aabb_tree.rb
Normal file
49
lib/trees/aabb_tree.rb
Normal file
@@ -0,0 +1,49 @@
|
||||
class IMICFPS
|
||||
class AABBTree
|
||||
def initialize
|
||||
@objects = {}
|
||||
@root = nil
|
||||
end
|
||||
|
||||
def add(bounding_box, object)
|
||||
raise "BoundingBox can't be nil!" unless bounding_box
|
||||
raise "Object can't be nil!" unless object
|
||||
|
||||
if @root
|
||||
@root.insert_subtree(bounding_box, object)
|
||||
else
|
||||
@root = AABBNode.new(parent: nil, object: object, bounding_box: BoundingBox.new(0,0,0, 0,0,0))
|
||||
end
|
||||
end
|
||||
|
||||
def update(object)
|
||||
end
|
||||
|
||||
# Returns a list of all collided objects inside Bounding Box
|
||||
def search(bounding_box)
|
||||
items = []
|
||||
@root.search_subtree(bounding_box)
|
||||
end
|
||||
|
||||
def remove(object)
|
||||
end
|
||||
|
||||
class AABBNode
|
||||
def initialize(parent:, object:, bounding_box:)
|
||||
@parent = parent
|
||||
@object = object
|
||||
@bounding_box = bounding_box
|
||||
end
|
||||
|
||||
def insert_subtree(bounding_box, object)
|
||||
p "#{bounding_box} -> #{object.class}"
|
||||
end
|
||||
|
||||
def remove_subtree(node)
|
||||
end
|
||||
|
||||
def search_subtree(bounding_box)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -11,16 +11,16 @@ class IMICFPS
|
||||
include Parser
|
||||
|
||||
attr_accessor :objects, :materials, :vertices, :texures, :normals, :faces
|
||||
attr_accessor :x, :y, :z, :scale, :game_object
|
||||
attr_reader :bounding_box, :model_has_texture, :textured_material
|
||||
attr_accessor :scale, :entity
|
||||
attr_reader :position, :bounding_box, :model_has_texture, :textured_material
|
||||
|
||||
attr_reader :normals_buffer, :uvs_buffer, :vertices_buffer
|
||||
attr_reader :vertices_buffer_data, :uvs_buffer_data, :normals_buffer_data
|
||||
attr_reader :vertex_array_id
|
||||
|
||||
def initialize(file_path:, game_object: nil)
|
||||
@game_object = game_object
|
||||
update if @game_object
|
||||
def initialize(file_path:, entity: nil)
|
||||
@entity = entity
|
||||
update if @entity
|
||||
@file_path = file_path
|
||||
@file = File.open(file_path, 'r')
|
||||
@material_file = nil
|
||||
@@ -64,7 +64,7 @@ class IMICFPS
|
||||
# Allocate arrays for future use
|
||||
@vertex_array_id = nil
|
||||
buffer = " " * 4
|
||||
glGenVertexArrays(1, buffer)
|
||||
glGenVectorArrays(1, buffer)
|
||||
@vertex_array_id = buffer.unpack('L2').first
|
||||
|
||||
# Allocate buffers for future use
|
||||
@@ -101,17 +101,17 @@ class IMICFPS
|
||||
end
|
||||
|
||||
def populate_arrays
|
||||
glBindVertexArray(@vertex_array_id)
|
||||
glBindVectorArray(@vertex_array_id)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, @vertices_buffer)
|
||||
glBindVertexArray(0)
|
||||
glBindVectorArray(0)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0)
|
||||
end
|
||||
|
||||
def update
|
||||
@x, @y, @z = @game_object.x, @game_object.y, @game_object.z
|
||||
@scale = @game_object.scale
|
||||
# if @scale != @game_object.scale
|
||||
# puts "oops for #{self}: #{@scale} != #{@game_object.scale}"
|
||||
@position = @entity.position
|
||||
@scale = @entity.scale
|
||||
# if @scale != @entity.scale
|
||||
# puts "oops for #{self}: #{@scale} != #{@entity.scale}"
|
||||
# self.objects.each(&:reflatten) if self.objects && self.objects.count > 0
|
||||
# end
|
||||
end
|
||||
|
||||
@@ -114,9 +114,9 @@ class IMICFPS
|
||||
@vertex_count+=1
|
||||
vert = nil
|
||||
if array.size == 5
|
||||
vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), Float(array[4]))
|
||||
vert = Vector.new(Float(array[1]), Float(array[2]), Float(array[3]), Float(array[4]))
|
||||
elsif array.size == 4
|
||||
vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), 1.0)
|
||||
vert = Vector.new(Float(array[1]), Float(array[2]), Float(array[3]), 1.0)
|
||||
else
|
||||
raise
|
||||
end
|
||||
@@ -127,9 +127,9 @@ class IMICFPS
|
||||
def add_normal(array)
|
||||
vert = nil
|
||||
if array.size == 5
|
||||
vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), Float(array[4]))
|
||||
vert = Vector.new(Float(array[1]), Float(array[2]), Float(array[3]), Float(array[4]))
|
||||
elsif array.size == 4
|
||||
vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), 1.0)
|
||||
vert = Vector.new(Float(array[1]), Float(array[2]), Float(array[3]), 1.0)
|
||||
else
|
||||
raise
|
||||
end
|
||||
@@ -140,9 +140,9 @@ class IMICFPS
|
||||
def add_texture_coordinate(array)
|
||||
texture = nil
|
||||
if array.size == 4
|
||||
texture = Vertex.new(Float(array[1]), 1-Float(array[2]), Float(array[3]))
|
||||
texture = Vector.new(Float(array[1]), 1-Float(array[2]), Float(array[3]))
|
||||
elsif array.size == 3
|
||||
texture = Vertex.new(Float(array[1]), 1-Float(array[2]), 1.0)
|
||||
texture = Vector.new(Float(array[1]), 1-Float(array[2]), 1.0)
|
||||
else
|
||||
raise
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user