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Moved game objects to their own folder
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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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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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# @map.size.times do |i|
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# @vertices << @map[i].x
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# @vertices << @map[i].y
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# @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)
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# @colors << color.red
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# @colors << color.green
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# @colors << color.blue
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# end
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# @vertices_packed = @vertices.pack("f*")
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# @normals_packed = @normals.pack("f*")
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# @colors_packed = @colors.pack("f*")
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# end
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# def draw
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# new_draw
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# # old_draw
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# end
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# def old_draw
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# glEnable(GL_COLOR_MATERIAL)
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# # glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
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# glPointSize(5)
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# # glBegin(GL_LINES)
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# # glBegin(GL_POINTS)
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# glBegin(GL_TRIANGLES)
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# @map.each_with_index do |vertex, index|
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# glNormal3f(0,1,0)
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# glColor3f(0.0, 0.5, 0) if index.even?
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# glColor3f(0, 1.0, 0) if index.odd?
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# glVertex3f(vertex.x, vertex.y, vertex.z)
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# end
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# glEnd
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# glDisable(GL_COLOR_MATERIAL)
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# glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
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# end
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# def new_draw
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# glEnable(GL_NORMALIZE)
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# glPushMatrix
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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)
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# glEnableClientState(GL_VERTEX_ARRAY)
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# glEnableClientState(GL_NORMAL_ARRAY)
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# glEnableClientState(GL_COLOR_ARRAY)
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# glVertexPointer(3, GL_FLOAT, 0, @vertices_packed)
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# glNormalPointer(GL_FLOAT, 0, @normals_packed)
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# glColorPointer(3, GL_FLOAT, 0, @colors_packed)
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# glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
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# glDrawArrays(GL_TRIANGLES, 0, @vertices.size/3)
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# glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
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# # glDrawArrays(GL_TRIANGLE_STRIP, 0, @vertices.size/3)
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# $window.number_of_faces+=@vertices.size/3
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# glDisableClientState(GL_VERTEX_ARRAY)
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# glDisableClientState(GL_NORMAL_ARRAY)
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# glDisableClientState(GL_COLOR_ARRAY)
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# glPopMatrix
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# end
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# end
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# end
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