mirror of
https://github.com/cyberarm/i-mic-fps.git
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Moved game objects to their own folder
This commit is contained in:
134
lib/objects/game_objects/camera.rb
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134
lib/objects/game_objects/camera.rb
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@@ -0,0 +1,134 @@
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class IMICFPS
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class Camera
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include CommonMethods
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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
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def initialize(x: 0, y: 0, z: 0, fov: 70.0, distance: 100.0)
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@x,@y,@z = x,y,z
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@render_pitch = 20.0
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@pitch = 20.0
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@yaw = 0.0
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@roll = 0.0
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@field_of_view = fov
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@view_distance = distance
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@game_object = nil
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@distance = 5
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self.mouse_x, self.mouse_y = Gosu.screen_width/2, Gosu.screen_height/2
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@true_mouse = Point.new(Gosu.screen_width/2, Gosu.screen_height/2)
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@mouse_sensitivity = 20.0
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@mouse_captured = true
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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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end
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def detach
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@game_object = nil
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end
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def distance_from_object
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@distance
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end
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def horizontal_distance_from_object
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distance_from_object * Math.cos(@pitch)
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end
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def vertical_distance_from_object
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distance_from_object * Math.sin(@pitch)
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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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@distance = 0
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else
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@distance = 5
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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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@yaw = 180 - @game_object.y_rotation
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end
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def draw
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#glMatrixMode(matrix) indicates that following [matrix] is going to get used
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glMatrixMode(GL_PROJECTION) # The projection matrix is responsible for adding perspective to our scene.
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glLoadIdentity # Resets current modelview matrix
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# Calculates aspect ratio of the window. Gets perspective view. 45 is degree viewing angle, (0.1, 100) are ranges how deep can we draw into the screen
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gluPerspective(@field_of_view, $window.width / $window.height, 0.1, @view_distance)
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
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glRotatef(@render_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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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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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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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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@yaw-=Float(@true_mouse.x-self.mouse_x)/(@mouse_sensitivity*@field_of_view)*70 unless @game_object
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@game_object.y_rotation+=Float(@true_mouse.x-self.mouse_x)/(@mouse_sensitivity*@field_of_view)*70 if @game_object
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@render_pitch-=Float(@true_mouse.y-self.mouse_y)/(@mouse_sensitivity*@field_of_view)*70 #unless @game_object
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@yaw %= 360.0
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@render_pitch = @render_pitch.clamp(-90.0, 90.0)
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@pitch = @pitch.clamp(-90.0, 90.0)
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self.mouse_x, self.mouse_y = Gosu.screen_width/2.0, Gosu.screen_height/2.0
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end
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end
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def button_up(id)
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case id
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when Gosu::KbLeftAlt
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@mouse_captured = false
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$window.needs_cursor = true
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when Gosu::MsLeft
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@mouse_captured = true
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$window.needs_cursor = false
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when Gosu::KB_NUMPAD_PLUS
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@mouse_sensitivity+=1
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@mouse_sensitivity = @mouse_sensitivity.clamp(1.0, 100.0)
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when Gosu::KbMinus, Gosu::KB_NUMPAD_MINUS
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@mouse_sensitivity-=1
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@mouse_sensitivity = @mouse_sensitivity.clamp(1.0, 100.0)
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when Gosu::KB_NUMPAD_MULTIPLY
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@mouse_sensitivity = 20.0
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when Gosu::MsWheelUp
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# @field_of_view += 1
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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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when Gosu::MsWheelDown
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# @field_of_view -= 1
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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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end
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end
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end
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end
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170
lib/objects/game_objects/player.rb
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170
lib/objects/game_objects/player.rb
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@@ -0,0 +1,170 @@
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require "etc"
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class IMICFPS
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class Player < GameObject
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attr_accessor :speed
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attr_reader :name, :bound_model, :first_person_view
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def setup
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bind_model(ModelLoader.new(type: :obj, file_path: "objects/biped.obj", game_object: self))
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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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@devisor = 500.0
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@name_image = Gosu::Image.from_text("#{Etc.getlogin}", 100, font: "Consolas", align: :center)
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# @name_image.save("temp.png")
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@name_tex = @name_image.gl_tex_info
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array_of_pixels = @name_image.to_blob
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tex_names_buf = ' ' * 8
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glGenTextures(1, tex_names_buf)
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@name_texture_id = tex_names_buf.unpack('L2').first
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glBindTexture(GL_TEXTURE_2D, @name_texture_id)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, @name_image.width, @name_image.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, array_of_pixels)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR)
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glGenerateMipmap(GL_TEXTURE_2D)
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end
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def draw_nameplate
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_height = (@name_image.height/@devisor)
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_width = (@name_image.width/@devisor)/2
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_y = 2#normalize_bounding_box(model.bounding_box).max_y+0.05
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glPushMatrix
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glRotatef(180, 0, 1, 0)
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glDisable(GL_LIGHTING)
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glEnable(GL_COLOR_MATERIAL)
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glEnable(GL_TEXTURE_2D)
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND)
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glBindTexture(GL_TEXTURE_2D, @name_texture_id)
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glBegin(GL_TRIANGLES)
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glColor3f(1.0,1.0,1.0)
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# TOP LEFT
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glTexCoord2f(0, 0)
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glVertex3f(0-_width,_y+_height,0)
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# TOP RIGHT
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glTexCoord2f(1, 0)
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glVertex3f(0+_width, _y+_height,0)
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# BOTTOM LEFT
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glTexCoord2f(0, 1)
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glVertex3f(0-_width,_y,0)
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# BOTTOM LEFT
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glTexCoord2f(0, 1)
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glVertex3f(0-_width,_y,0)
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# BOTTOM RIGHT
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glTexCoord2f(1, 1)
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glVertex3f(0+_width, _y,0)
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# TOP RIGHT
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glTexCoord2f(1, 0)
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glVertex3f(0+_width,_y+_height,0)
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glEnd
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# glDisable(GL_BLEND)
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glDisable(GL_TEXTURE_2D)
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glEnable(GL_LIGHTING)
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glPopMatrix
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end
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def draw
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if !@first_person_view
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super
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draw_nameplate
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end
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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 button_down?(Gosu::KbLeftControl)
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relative_speed = (@running_speed)*(delta_time)
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else
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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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if button_down?(Gosu::KbUp) || button_down?(Gosu::KbW)
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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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end
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if button_down?(Gosu::KbDown) || button_down?(Gosu::KbS)
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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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end
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if button_down?(Gosu::KbA)
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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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end
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if button_down?(Gosu::KbD)
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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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end
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if button_down?(Gosu::KbLeft)
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@y_rotation+=(relative_speed*1000)*delta_time
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end
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if button_down?(Gosu::KbRight)
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@y_rotation-=(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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end
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if button_down?(Gosu::KbSpace) && !@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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@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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end
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end
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end
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if @jumping && !@falling
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if button_down?(Gosu::KbSpace)
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@y_velocity+=(2*15)*delta_time
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@falling = true if @y_velocity >= 2
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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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super
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end
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def button_up(id)
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case id
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when Gosu::KbX
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@y_rotation = @y_rotation+180
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@y_rotation %= 360
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when Gosu::KbF
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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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end
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end
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end
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19
lib/objects/game_objects/skydome.rb
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19
lib/objects/game_objects/skydome.rb
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@@ -0,0 +1,19 @@
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class IMICFPS
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class Skydome < GameObject
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def setup
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bind_model(ModelLoader.new(type: :obj, file_path: "objects/skydome.obj", game_object: self))
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end
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def draw
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glDisable(GL_LIGHTING)
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super
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glEnable(GL_LIGHTING)
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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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super
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end
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end
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end
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174
lib/objects/game_objects/terrain.rb
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174
lib/objects/game_objects/terrain.rb
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@@ -0,0 +1,174 @@
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class IMICFPS
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class Terrain < GameObject
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def setup
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bind_model(ModelLoader.new(type: :obj, file_path: "objects/randomish_terrain.obj", game_object: self))
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# bind_model(ModelLoader.new(type: :obj, file_path: "/home/cyberarm/Documents/blends/untitled.obj", game_object: self))
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self.scale = 1
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@nearest_vertex_lookup = {}
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generate_optimized_lists
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end
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def generate_optimized_lists
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x_slot,y_slot = 0,0
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model.vertices.each do |vert|
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x_slot = vert.x.round
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y_slot = vert.y.round
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@nearest_vertex_lookup[x_slot] = {} unless @nearest_vertex_lookup[x_slot]
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@nearest_vertex_lookup[x_slot][y_slot] = [] unless @nearest_vertex_lookup[x_slot][y_slot]
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@nearest_vertex_lookup[x_slot][y_slot] << vert
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end
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p model.faces.first
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end
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def height_at(vertex, max_distance = Float::INFINITY)
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if vert = find_nearest_vertex(vertex, max_distance)
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return vert.y
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else
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-1
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end
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end
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def find_nearest_vertex(vertex, max_distance)
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nearest = nil
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smaller_list = []
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smaller_list << @nearest_vertex_lookup.dig(vertex.x.round-1, vertex.y.round-1)
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smaller_list << @nearest_vertex_lookup.dig(vertex.x.round, vertex.y.round)
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smaller_list << @nearest_vertex_lookup.dig(vertex.x.round+1, vertex.y.round+1)
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smaller_list.flatten!
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smaller_list.each do |vert|
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next if vert.nil?
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if nearest
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if distance(vert, vertex) < distance(vert, nearest) && distance(vert, vertex) <= max_distance
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nearest = vert
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end
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end
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nearest = vert unless nearest && distance(vert, vertex) > max_distance
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end
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return nearest
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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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end
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end
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# class IMICFPS
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# class Terrain
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# TILE_SIZE = 0.5
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# include OpenGL
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# def initialize(size:, height: nil, width: nil, length: nil, heightmap: nil)
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# @size = size
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# @heightmap = heightmap
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# @map = []
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# @height = height ? height : 1
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# @width = width ? width : @size
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# @length = length ? length : @size
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# @vertices = []
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# @normals = []
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# @colors = []
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# generate
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# end
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# def generate
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# #@width.times do |x|
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# # @length.times do |z|
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# # # TRIANGLE STRIP (BROKEN)
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# # @map << Vertex.new((x+1)-@width.to_f/2, 0, z-@legth.to_f/2)
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# # @map << Vertex.new(x-@width.to_f/2, 0, (z+1)-@length.to_f/2)
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# # end
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# #end
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# @width.times do |x|
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# @length.times do |z|
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# # WORKING TRIANGLES
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# @map << Vertex.new(x-@width.to_f/2, @height, z-@length.to_f/2)
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# @map << Vertex.new((x+1)-@width.to_f/2, @height, z-@length.to_f/2)
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# @map << Vertex.new(x-@width.to_f/2, @height, (z+1)-@length.to_f/2)
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# #
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||||
# @map << Vertex.new(x-@width.to_f/2, @height, (z+1)-@length.to_f/2)
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# @map << Vertex.new((x+1)-@width.to_f/2, @height, z-@length.to_f/2)
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# @map << Vertex.new((x+1)-@width.to_f/2, @height, (z+1)-@length.to_f/2)
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# end
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||||
# end
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||||
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||||
# @map.size.times do |i|
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||||
# @vertices << @map[i].x
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||||
# @vertices << @map[i].y
|
||||
# @vertices << @map[i].z
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# normal = Vertex.new(0,1,0)
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||||
# @normals << normal.x
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||||
# @normals << normal.y
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||||
# @normals << normal.z
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||||
# 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
|
||||
7
lib/objects/game_objects/test_object.rb
Normal file
7
lib/objects/game_objects/test_object.rb
Normal file
@@ -0,0 +1,7 @@
|
||||
class IMICFPS
|
||||
class TestObject < GameObject
|
||||
def setup
|
||||
bind_model(ModelLoader.new(type: :obj, file_path: "objects/sponza.obj", game_object: self))
|
||||
end
|
||||
end
|
||||
end
|
||||
18
lib/objects/game_objects/tree.rb
Normal file
18
lib/objects/game_objects/tree.rb
Normal file
@@ -0,0 +1,18 @@
|
||||
class IMICFPS
|
||||
class Tree < GameObject
|
||||
def setup
|
||||
bind_model(ModelLoader.new(type: :obj, file_path: "objects/tree.obj", game_object: self))
|
||||
vert = @terrain.find_nearest_vertex(self, 4.5)
|
||||
if vert
|
||||
self.x = vert.x
|
||||
self.y = vert.y
|
||||
self.z = vert.z
|
||||
end
|
||||
end
|
||||
|
||||
# def update
|
||||
# super
|
||||
# @y_rotation+=0.005
|
||||
# end
|
||||
end
|
||||
end
|
||||
Reference in New Issue
Block a user