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https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-16 08:02:36 +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.
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161
lib/objects/entity.rb
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161
lib/objects/entity.rb
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class IMICFPS
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# A game object is any renderable thing
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class Entity
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include OpenGL
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include GLU
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include CommonMethods
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attr_accessor :scale
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attr_accessor :visible, :renderable, :backface_culling
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attr_reader :position, :rotation, :velocity
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attr_reader :model, :name, :debug_color, :width, :height, :depth, :last_x, :last_y, :last_z, :normalized_bounding_box
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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, manifest_file: nil)
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@position = Vector.new(x, y, z)
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@scale = scale
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@bound_model = bound_model
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@backface_culling = backface_culling
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@visible = true
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@renderable = true
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@rotation = Vector.new(0, 0, 0)
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@velocity = Vector.new(0, 0, 0)
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@debug_color = Color.new(0.0, 1.0, 0.0)
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@collidable = [:static, :dynamic]
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@collision = :static # :dynamic, moves in response, :static, does not move ever, :none, entities can pass through
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@physics = false
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@mass = 100 # kg
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@width, @height, @depth = 0,0,0
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@delta_time = Gosu.milliseconds
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@last_position = Vector.new(@position.x, @position.y, @position.z)
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setup
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if @bound_model
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@bound_model.model.entity = self
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@bound_model.model.objects.each {|o| o.scale = self.scale}
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@normalized_bounding_box = normalize_bounding_box_with_offset
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box = normalize_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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end
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def collidable?
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@collidable.include?(@collision)
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end
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def bind_model(package, name)
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model = ModelLoader.new(manifest_file: IMICFPS.assets_path + "/#{package}/#{name}/#{name}.yaml", entity: @dummy_entity)
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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.entity = self
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@bound_model.model.objects.each {|o| o.scale = self.scale}
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@normalized_bounding_box = normalize_bounding_box_with_offset
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box = normalize_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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def model
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@bound_model.model if @bound_model
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end
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def unbind_model
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@bound_model = nil
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end
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def setup
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end
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# Not advisable to put OpenGL code here, instead put it in Renderer.
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def draw
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end
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def update
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model.update
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@delta_time = Gosu.milliseconds
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unless at_same_position?
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@normalized_bounding_box = normalize_bounding_box_with_offset if model
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end
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@last_x, @last_y, @last_z = @x, @y, @z
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end
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def debug_color=(color)
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@debug_color = color
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end
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def at_same_position?
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@position == @last_position
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end
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# Do two Axis Aligned Bounding Boxes intersect?
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def intersect(other)
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me = normalized_bounding_box
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other = other.normalized_bounding_box
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# puts "bounding boxes match!" if a == b
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if (me.min_x <= other.max_x && me.max_x >= other.min_x) &&
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(me.min_y <= other.max_y && me.max_y >= other.min_y) &&
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(me.min_z <= other.max_z && me.max_z >= other.min_z)
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return true
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else
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return false
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end
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end
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def distance(vertex, other)
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return Math.sqrt((vertex.x-other.x)**2 + (vertex.y-other.y)**2 + (vertex.z-other.z)**2)
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end
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def normalize_bounding_box
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box = @bound_model.model.bounding_box
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temp = BoundingBox.new
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temp.min_x = box.min_x.to_f*scale
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temp.min_y = box.min_y.to_f*scale
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temp.min_z = box.min_z.to_f*scale
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temp.max_x = box.max_x.to_f*scale
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temp.max_y = box.max_y.to_f*scale
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temp.max_z = box.max_z.to_f*scale
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return temp
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end
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def normalize_bounding_box_with_offset
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box = @bound_model.model.bounding_box
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temp = BoundingBox.new
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temp.min_x = box.min_x.to_f*scale+@position.x
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temp.min_y = box.min_y.to_f*scale+@position.y
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temp.min_z = box.min_z.to_f*scale+@position.z
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temp.max_x = box.max_x.to_f*scale+@position.x
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temp.max_y = box.max_y.to_f*scale+@position.y
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temp.max_z = box.max_z.to_f*scale+@position.z
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return temp
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end
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def handleGlError
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e = glGetError()
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if e != GL_NO_ERROR
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$stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n"
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exit
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end
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end
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end
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end
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