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https://github.com/cyberarm/i-mic-fps.git
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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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@@ -20,10 +20,10 @@ class IMICFPS
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glEnable(GL_NORMALIZE)
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glPushMatrix
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glTranslatef(object.x, object.y, object.z)
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glRotatef(object.x_rotation,1.0, 0, 0)
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glRotatef(object.y_rotation,0, 1.0, 0)
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glRotatef(object.z_rotation,0, 0, 1.0)
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glTranslatef(object.position.x, object.position.y, object.position.z)
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glRotatef(object.rotation.x, 1.0, 0, 0)
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glRotatef(object.rotation.y, 0, 1.0, 0)
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glRotatef(object.rotation.z, 0, 0, 1.0)
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handleGlError
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@@ -48,7 +48,7 @@ class IMICFPS
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def draw_mesh(model)
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model.objects.each_with_index do |o, i|
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glEnable(GL_CULL_FACE) if model.game_object.backface_culling
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glEnable(GL_CULL_FACE) if model.entity.backface_culling
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glEnable(GL_COLOR_MATERIAL)
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
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glShadeModel(GL_FLAT) unless o.faces.first[4]
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@@ -100,7 +100,7 @@ class IMICFPS
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# glBindTexture(GL_TEXTURE_2D, 0)
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glDisable(GL_TEXTURE_2D)
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end
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glDisable(GL_CULL_FACE) if model.game_object.backface_culling
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glDisable(GL_CULL_FACE) if model.entity.backface_culling
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glDisable(GL_COLOR_MATERIAL)
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end
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end
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