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https://github.com/cyberarm/i-mic-fps.git
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Restructured 'objects' folder into a meaningful 'assets' folder, added 'war_factory' model, refactored GameObject#bind_model and ModelLoader to understand the restructuring.
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@@ -7,7 +7,7 @@ class IMICFPS
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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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bind_model("base", "biped")
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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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@@ -1,7 +1,7 @@
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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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bind_model("base", "skydome")
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end
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def draw
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@@ -1,7 +1,7 @@
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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("base", "randomish_terrain")
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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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@@ -1,7 +1,7 @@
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class IMICFPS
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class TestObject < GameObject
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def setup
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bind_model(ModelLoader.new(type: :obj, file_path: "objects/sponza.obj", game_object: self))
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bind_model("base", "war_factory")
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end
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end
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end
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@@ -1,13 +1,15 @@
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class IMICFPS
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class Tree < GameObject
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def setup
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bind_model(ModelLoader.new(type: :obj, file_path: "objects/tree.obj", game_object: self))
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bind_model("base", "tree")
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vert = @terrain.find_nearest_vertex(self, 4.5)
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if vert
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self.x = vert.x
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self.y = vert.y
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self.z = vert.z
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end
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# @y_rotation += rand(1..100)
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end
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# def update
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