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:
2019-02-20 10:49:56 -06:00
parent df05ec5150
commit 7b903fbdb9
27 changed files with 288 additions and 385 deletions

View File

@@ -4,10 +4,10 @@ class IMICFPS
include OpenGL
include GLU
attr_accessor :x,:y,:z, :field_of_view, :pitch, :yaw, :roll, :mouse_sensitivity
attr_reader :game_object, :broken_mouse_centering
attr_accessor :field_of_view, :pitch, :yaw, :roll, :mouse_sensitivity
attr_reader :entity, :position
def initialize(x: 0, y: 0, z: 0, fov: 70.0, view_distance: 100.0)
@x,@y,@z = x,y,z
@position = Vector.new(x,y,z)
@pitch = 0.0
@yaw = 0.0
@roll = 0.0
@@ -15,7 +15,7 @@ class IMICFPS
@view_distance = view_distance
@constant_pitch = 20.0
@game_object = nil
@entity = nil
@distance = 4
@origin_distance = @distance
@@ -29,6 +29,7 @@ class IMICFPS
InputMapper.set(:camera, :descend, [Gosu::KbLeftControl, Gosu::KbRightControl])
InputMapper.set(:camera, :release_mouse, [Gosu::KbLeftAlt, Gosu::KbRightAlt])
InputMapper.set(:camera, :capture_mouse, Gosu::MsLeft)
InputMapper.set(:camera, :turn_180, Gosu::KbX)
InputMapper.set(:camera, :increase_mouse_sensitivity, Gosu::KB_NUMPAD_PLUS)
InputMapper.set(:camera, :decrease_mouse_sensitivity, Gosu::KB_NUMPAD_MINUS)
InputMapper.set(:camera, :reset_mouse_sensitivity, Gosu::KB_NUMPAD_MULTIPLY)
@@ -36,13 +37,13 @@ class IMICFPS
InputMapper.set(:camera, :decrease_view_distance, Gosu::MsWheelDown)
end
def attach_to(game_object)
raise "Not a game object!" unless game_object.is_a?(GameObject)
@game_object = game_object
def attach_to(entity)
raise "Not a game object!" unless entity.is_a?(Entity)
@entity = entity
end
def detach
@game_object = nil
@entity = nil
end
def distance_from_object
@@ -58,23 +59,23 @@ class IMICFPS
end
def position_camera
if defined?(@game_object.first_person_view)
if @game_object.first_person_view
if defined?(@entity.first_person_view)
if @entity.first_person_view
@distance = 0
else
@distance = @origin_distance
end
end
x_offset = horizontal_distance_from_object * Math.sin(@game_object.y_rotation.degrees_to_radians)
z_offset = horizontal_distance_from_object * Math.cos(@game_object.y_rotation.degrees_to_radians)
# p @game_object.x, @game_object.z;exit
@x = @game_object.x - x_offset
@y = @game_object.y + 2
@z = @game_object.z - z_offset
x_offset = horizontal_distance_from_object * Math.sin(@entity.rotation.y.degrees_to_radians)
z_offset = horizontal_distance_from_object * Math.cos(@entity.rotation.y.degrees_to_radians)
# p @entity.x, @entity.z;exit
@position.x = @entity.position.x - x_offset
@position.y = @entity.position.y + 2
@position.z = @entity.position.z - z_offset
# @yaw = 180 - @game_object.y_rotation
@game_object.y_rotation = -@yaw + 180
# @yaw = 180 - @entity.y_rotation
@entity.rotation.y = -@yaw + 180
end
def draw
@@ -86,22 +87,22 @@ class IMICFPS
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
glRotatef(@pitch,1,0,0)
glRotatef(@yaw,0,1,0)
glTranslatef(-@x, -@y, -@z)
glTranslatef(-@position.x, -@position.y, -@position.z)
glMatrixMode(GL_MODELVIEW) # The modelview matrix is where object information is stored.
glLoadIdentity
# if $debug && @game_object
# if $debug && @entity
# glBegin(GL_LINES)
# glColor3f(1,0,0)
# glVertex3f(@x, @y, @z)
# glVertex3f(@game_object.x, @game_object.y, @game_object.z)
# glVector3f(@x, @y, @z)
# glVector3f(@entity.x, @entity.y, @entity.z)
# glEnd
# end
end
def update
if @mouse_captured
position_camera if @game_object
position_camera if @entity
delta = Float(@true_mouse.x-self.mouse_x)/(@mouse_sensitivity*@field_of_view)*70
@yaw -= delta
@@ -110,8 +111,8 @@ class IMICFPS
@pitch -= Float(@true_mouse.y-self.mouse_y)/(@mouse_sensitivity*@field_of_view)*70
@pitch = @pitch.clamp(-90.0, 90.0)
@game_object.y_rotation += delta if @game_object
free_move unless @game_object
@entity.rotation.y += delta if @entity
free_move unless @entity
self.mouse_x = $window.width/2 if self.mouse_x <= 1 || $window.mouse_x >= $window.width-1
self.mouse_y = $window.height/2 if self.mouse_y <= 1 || $window.mouse_y >= $window.height-1
@@ -176,6 +177,9 @@ class IMICFPS
# @field_of_view = @field_of_view.clamp(1, 100)
@view_distance -= 1
@view_distance = @view_distance.clamp(1, 1000)
elsif InputMapper.is?(:camera, :turn_180, id)
@rotation.y = @rotation.y+180
@rotation.y %= 360
end
end
end

View File

@@ -1,7 +1,7 @@
require "etc"
class IMICFPS
class Player < GameObject
class Player < Entity
attr_accessor :speed
attr_reader :name, :bound_model, :first_person_view
@@ -17,14 +17,12 @@ class IMICFPS
InputMapper.set(:character, :jump, Gosu::KbSpace)
InputMapper.set(:character, :sprint, [Gosu::KbLeftControl])
InputMapper.set(:character, :turn_180, Gosu::KbX)
InputMapper.set(:character, :toggle_first_person_view, Gosu::KbF)
@speed = 2.5 # meter's per second
@running_speed = 6.8 # meter's per second
@old_speed = @speed
@mass = 72 # kg
@y_velocity = 0
@floor = 0
@first_person_view = true
@@ -99,8 +97,6 @@ class IMICFPS
end
def update
@floor = @terrain.height_at(self, 4.5)
relative_speed = @speed
if InputMapper.down?(:character, :sprint)
relative_speed = (@running_speed)*(delta_time)
@@ -108,73 +104,64 @@ class IMICFPS
relative_speed = @speed*(delta_time)
end
relative_y_rotation = @y_rotation*-1
relative_y_rotation = @rotation.y*-1
if InputMapper.down?(:character, :forward)
@z+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
@x-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
@position.z+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
@position.x-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
end
if InputMapper.down?(:character, :backward)
@z-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
@x+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
@position.z-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
@position.x+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
end
if InputMapper.down?(:character, :strife_left)
@z+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
@x+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
@position.z+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
@position.x+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
end
if InputMapper.down?(:character, :strife_right)
@z-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
@x-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
@position.z-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
@position.x-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
end
if InputMapper.down?(:character, :turn_left)
@y_rotation+=(relative_speed*1000)*delta_time
@rotation.y+=(relative_speed*1000)*delta_time
end
if InputMapper.down?(:character, :turn_right)
@y_rotation-=(relative_speed*1000)*delta_time
@rotation.y-=(relative_speed*1000)*delta_time
end
if @_time_in_air
air_time = ((Gosu.milliseconds-@_time_in_air)/1000.0)
@y_velocity-=(IMICFPS::GRAVITY*air_time)*delta_time
@velocity.y-=(IMICFPS::GRAVITY*air_time)*delta_time
end
if InputMapper.down?(:character, :jump) && !@jumping
@jumping = true
@_time_in_air = Gosu.milliseconds
elsif !@jumping && @y > @floor
elsif !@jumping && @position.y > @floor
@falling = true
@_time_in_air ||= Gosu.milliseconds # FIXME
else
if @jumping
if @y <= @floor
@falling = false; @jumping = false; @y_velocity = 0
if @position.y <= @floor
@falling = false; @jumping = false; @velocity.y = 0; @position.y = @floor
end
end
end
if @jumping && !@falling
if InputMapper.down?(:character, :jump)
@y_velocity = 1.5
@velocity.y = 1.5
@falling = true
end
end
@y+=@y_velocity*delta_time
@y = @floor if @y < @floor
# distance = 2.0
# x_offset = distance * Math.cos(@bound_model.y_rotation)
# z_offset = distance * Math.sin(@bound_model.y_rotation)
@position.y+=@velocity.y*delta_time if @position.y >= @floor # TEMP fix to prevent falling forever, collision/physics managers should fix this in time.
super
end
def button_up(id)
if InputMapper.is?(:character, :turn_180, id)
@y_rotation = @y_rotation+180
@y_rotation %= 360
elsif InputMapper.is?(:character, :toggle_first_person_view, id)
if InputMapper.is?(:character, :toggle_first_person_view, id)
@first_person_view = !@first_person_view
puts "First Person? #{@first_person_view}"
end

View File

@@ -1,5 +1,5 @@
class IMICFPS
class Skydome < GameObject
class Skydome < Entity
def setup
bind_model("base", "skydome")
end
@@ -11,8 +11,8 @@ class IMICFPS
end
def update
@y_rotation+=0.01
@y_rotation%=360
@rotation.y += 0.01
@rotation.y %= 360
super
end
end

View File

@@ -0,0 +1,7 @@
class IMICFPS
class Terrain < Entity
def setup
bind_model("base", "randomish_terrain")
end
end
end

View File

@@ -1,5 +1,5 @@
class IMICFPS
class TestObject < GameObject
class TestObject < Entity
def setup
bind_model("base", "war_factory")
end

View File

@@ -0,0 +1,7 @@
class IMICFPS
class Tree < Entity
def setup
bind_model("base", "tree")
end
end
end

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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