mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 15:42:35 +00:00
Moved OBJ parser out of Model, added axis-aligned bounding boxes, added --debug, bounding boxes can be rendered.
This commit is contained in:
@@ -16,7 +16,10 @@ else
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raise RuntimeError, "Unsupported platform."
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end
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BoundingBox = Struct.new(:min_x, :min_y, :min_z, :max_x, :max_y, :max_z)
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require_relative "lib/objects/light"
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require_relative "lib/wavefront/parser"
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require_relative "lib/wavefront/model"
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require_relative "lib/wavefront/object"
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require_relative "lib/wavefront/material"
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134
lib/object.rb
134
lib/object.rb
@@ -1,134 +0,0 @@
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class IMICFPS
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class Object
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include GL
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include GLU
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TextureCoordinate = Struct.new(:u, :v, :weight)
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Vertex = Struct.new(:x, :y, :z, :weight)
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Color = Struct.new(:red, :green, :blue)
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attr_accessor :vertexes, :texures, :normals, :faces
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def initialize(object = "objects/cube.obj")
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@object_path = object
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@file = File.open(object, 'r')
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@material_file = nil
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@vertexes = []
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@textures = []
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@normals = []
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@faces = []
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parse
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@color = Color.new(1.0,1.0,1.0)
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end
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def parse
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@file.each_line do |line|
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line = line.strip
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array = line.split(' ')
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case array[0]
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when 'mtllib'
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@material_file = array[1]
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puts @material_file
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parse_mtllib
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when 'usemtl'
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# PI*(r*r)
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set_material(array[1])
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when 'o'
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change_object(array[1])
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when 'v'
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add_vertex(array)
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when 'vt'
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add_texture_coordinate(array)
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when 'vn'
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add_normal(array)
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when 'f'
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vert = []
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norm = []
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array[1..3].each do |f|
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vert << f.split("/")[0]
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norm << f.split("/")[2]
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end
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vert.each_with_index do |v, index|
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face = [@vertexes[Integer(v)-1], @normals[Integer(norm[index])-1]]
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@faces << face
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end
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end
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end
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end
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def parse_mtllib
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file = File.open(@object_path.sub(File.basename(@object_path), '')+@material_file, 'r')
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file.readlines.each do |line|
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array = line.strip.split(' ')
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p array
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case array.first
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when 'newmtl'
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when 'Ns' # Specular Exponent
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when 'Ka' # Ambient
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when 'Kd' # Diffuse
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when 'Ks' # Specular
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when 'Ke' # Emissive
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when 'Ni' # Unknown (Blender Specific?)
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when 'd' # Dissolved (Transparency)
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when 'illum' # Illumination model
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end
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end
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end
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def add_vertex(array)
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vert = nil
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if array.size == 5
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vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), Float(array[4]))
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elsif array.size == 4
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vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), 1.0)
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end
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@vertexes << vert
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end
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def add_normal(array)
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vert = nil
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if array.size == 5
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vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), Float(array[4]))
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elsif array.size == 4
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vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), 1.0)
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end
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@normals << vert
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end
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def add_texture_coordinate(array)
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texture = nil
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if array.size == 4
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texture = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]))
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elsif array.size == 3
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texture = Vertex.new(Float(array[1]), Float(array[2]), 0.0)
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end
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@textures << texture
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end
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def draw
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glEnable(GL_CULL_FACE)
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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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glBegin(GL_TRIANGLES) # begin drawing model
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self.faces.each do |vert|
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vertex = vert[0]
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normal = vert[1]
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glColor3f(@color.red, @color.green, @color.blue)
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, [@color.red, @color.green, @color.blue, 1.0])
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, [@color.red, @color.green, @color.blue, 1.0])
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, [1,1,1,1])
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glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, [10.0])
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glNormal3f(normal.x, normal.y, normal.z)
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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_CULL_FACE)
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glDisable(GL_COLOR_MATERIAL)
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end
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end
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end
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@@ -2,7 +2,7 @@ class IMICFPS
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class Light
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include OpenGL
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MAX_LIGHTS = GL_MAX_LIGHTS-1
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attr_accessor :x, :y, :z, :ambient, :diffuse, :specular
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attr_reader :x, :y, :z, :ambient, :diffuse, :specular, :position
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def self.number_of_lights
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@number_of_lights ||= 0
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end
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@@ -16,7 +16,7 @@ class IMICFPS
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@ambient = [0.0, 0.0, 0.0, 1].pack("f*")
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@diffuse = [1, 0.5, 0, 1].pack("f*")
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@specular = [0.0, 0.0, 0.0, 1].pack("f*")
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@postion = [0, 0, 0, 0].pack("f*")
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@position = [0, 0, 0, 0].pack("f*")
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@light_id = available_light
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end
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@@ -39,15 +39,15 @@ class IMICFPS
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@specular = array.pack("f*")
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end
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def postion=(array)
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@postion = array.pack("f*")
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def position=(array)
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@position = array.pack("f*")
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end
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def draw
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glLightfv(@light_id, GL_AMBIENT, @ambient)
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glLightfv(@light_id, GL_DIFFUSE, @diffuse)
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glLightfv(@light_id, GL_SPECULAR, @specular)
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glLightfv(@light_id, GL_POSITION, @postion)
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glLightfv(@light_id, GL_POSITION, @position)
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glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)
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glEnable(GL_LIGHTING)
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glEnable(@light_id)
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@@ -3,9 +3,8 @@ class IMICFPS
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class Model
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include OpenGL
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include GLU
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TextureCoordinate = Struct.new(:u, :v, :weight)
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Vertex = Struct.new(:x, :y, :z, :weight)
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Color = Struct.new(:red, :green, :blue, :alpha)
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include Parser
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attr_accessor :objects, :materials, :vertexes, :texures, :normals, :faces
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attr_accessor :x, :y, :z
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@@ -25,7 +24,14 @@ class IMICFPS
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@normals = []
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@faces = []
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@smoothing= 0
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@bounding_box = BoundingBox.new(0.0,0.0,0.0, 0.0,0.0,0.0)
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@debug_color = Color.new(rand(0.0..1.0), rand(0.0..1.0), rand(0.0..1.0))
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start_time = Time.now
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parse
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puts "#{object.split('/').last} took #{(Time.now-start_time).round(2)} seconds to parse"
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p @bounding_box
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face_count = 0
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@objects.each {|o| face_count+=o.faces.size}
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@objects.each_with_index do |o, i|
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@@ -91,153 +97,81 @@ class IMICFPS
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end
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glDisable(GL_CULL_FACE) if back_face_culling
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glDisable(GL_COLOR_MATERIAL)
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render_bounding_box(o.bounding_box) if ARGV.join("--debug")
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end
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render_bounding_box(@bounding_box) if ARGV.join("--debug")
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glPopMatrix
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$window.number_of_faces+=self.faces.size
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end
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def parse
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lines = 0
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@file.each_line do |line|
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lines+=1
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line = line.strip
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def render_bounding_box(bounding_box, color = @debug_color)
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# TODO: Minimize number of calls in here
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
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glBegin(GL_TRIANGLES)
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# TOP
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glNormal3f(0,1,0)
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glColor3f(color.red, color.green, color.blue)
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z)
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glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z)
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array = line.split(' ')
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case array[0]
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when 'mtllib'
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@material_file = array[1]
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parse_mtllib
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when 'usemtl'
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set_material(array[1])
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when 'o'
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change_object(array[1])
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when 's'
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set_smoothing(array[1])
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when 'v'
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add_vertex(array)
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when 'vt'
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add_texture_coordinate(array)
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
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glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z)
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glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z)
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when 'vn'
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add_normal(array)
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# BOTTOM
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glNormal3f(0,-1,0)
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glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
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glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z)
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glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z)
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when 'f'
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verts = []
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uvs = []
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norms = []
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array[1..3].each do |f|
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verts << f.split("/")[0]
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uvs << f.split("/")[1]
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norms << f.split("/")[2]
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end
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glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
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glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z)
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glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z)
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verts.each_with_index do |v, index|
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if uvs.first != ""
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face = [@vertices[Integer(v)-1], @uvs[Integer(uvs[index])-1], @normals[Integer(norms[index])-1], material, @smoothing]
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else
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face = [@vertices[Integer(v)-1], nil, @normals[Integer(norms[index])-1], material, @smoothing]
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end
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@current_object.faces << face
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@faces << face
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end
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end
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end
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# RIGHT SIDE
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glNormal3f(0,0,1)
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z)
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glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z)
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puts "Total Lines: #{lines}"
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end
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glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z)
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glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z)
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
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def parse_mtllib
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file = File.open(@object_path.sub(File.basename(@object_path), '')+@material_file, 'r')
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file.readlines.each do |line|
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array = line.strip.split(' ')
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# puts array.join
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case array.first
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when 'newmtl'
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material = Material.new(array.last)
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@current_material = array.last
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@materials[array.last] = material
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when 'Ns' # Specular Exponent
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when 'Ka' # Ambient
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@materials[@current_material].ambient = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
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when 'Kd' # Diffuse
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@materials[@current_material].diffuse = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
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when 'Ks' # Specular
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@materials[@current_material].specular = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
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when 'Ke' # Emissive
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when 'Ni' # Unknown (Blender Specific?)
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when 'd' # Dissolved (Transparency)
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when 'illum' # Illumination model
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when 'map_Kd'
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@materials[@current_material].set_texture(array[1])
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end
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end
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end
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# LEFT SIDE
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glNormal3f(1,0,0)
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glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z)
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glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z)
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glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
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def change_object(name)
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@objects << Object.new(name)
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@current_object = @objects.last
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end
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glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z)
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glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
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glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z)
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def set_smoothing(value)
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if value == "1"
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@smoothing = true
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else
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@smoothing = false
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end
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end
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# FRONT
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glNormal3f(-1,0,0)
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
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glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z)
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glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z)
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def set_material(name)
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@current_material = name
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end
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
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glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z)
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glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z)
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def material
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@materials[@current_material]
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end
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# BACK
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glNormal3f(-1,0,0)
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glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
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glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z)
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z)
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def faces_count
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count = 0
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@objects.each {|o| count+=o.faces.count}
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return count
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end
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def add_vertex(array)
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@vertex_count+=1
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vert = nil
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if array.size == 5
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vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), Float(array[4]))
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elsif array.size == 4
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vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), 1.0)
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else
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raise
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end
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@current_object.vertices << vert
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@vertices << vert
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end
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def add_normal(array)
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vert = nil
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if array.size == 5
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vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), Float(array[4]))
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elsif array.size == 4
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vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), 1.0)
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else
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raise
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end
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@current_object.normals << vert
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@normals << vert
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end
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def add_texture_coordinate(array)
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texture = nil
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if array.size == 4
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texture = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]))
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elsif array.size == 3
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texture = Vertex.new(Float(array[1]), Float(array[2]), 0.0)
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else
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raise
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end
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@current_object.textures << texture
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@uvs << texture
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glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z)
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glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z)
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glEnd
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
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end
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end
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end
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@@ -1,7 +1,7 @@
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class IMICFPS
|
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class Wavefront
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class Object
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attr_reader :name, :vertices, :textures, :normals
|
||||
attr_reader :name, :vertices, :textures, :normals, :bounding_box
|
||||
attr_accessor :faces
|
||||
|
||||
def initialize(name)
|
||||
@@ -10,6 +10,7 @@ class IMICFPS
|
||||
@textures = []
|
||||
@normals = []
|
||||
@faces = []
|
||||
@bounding_box = BoundingBox.new(nil,nil,nil, nil,nil,nil)
|
||||
|
||||
# Faces array packs everything:
|
||||
# vertex = index[0]
|
||||
|
||||
176
lib/wavefront/parser.rb
Normal file
176
lib/wavefront/parser.rb
Normal file
@@ -0,0 +1,176 @@
|
||||
class IMICFPS
|
||||
class Wavefront
|
||||
module Parser
|
||||
TextureCoordinate = Struct.new(:u, :v, :weight)
|
||||
Vertex = Struct.new(:x, :y, :z, :weight)
|
||||
Color = Struct.new(:red, :green, :blue, :alpha)
|
||||
|
||||
def parse
|
||||
lines = 0
|
||||
@file.each_line do |line|
|
||||
lines+=1
|
||||
line = line.strip
|
||||
|
||||
array = line.split(' ')
|
||||
case array[0]
|
||||
when 'mtllib'
|
||||
@material_file = array[1]
|
||||
parse_mtllib
|
||||
when 'usemtl'
|
||||
set_material(array[1])
|
||||
when 'o'
|
||||
change_object(array[1])
|
||||
when 's'
|
||||
set_smoothing(array[1])
|
||||
when 'v'
|
||||
add_vertex(array)
|
||||
when 'vt'
|
||||
add_texture_coordinate(array)
|
||||
|
||||
when 'vn'
|
||||
add_normal(array)
|
||||
|
||||
when 'f'
|
||||
verts = []
|
||||
uvs = []
|
||||
norms = []
|
||||
array[1..3].each do |f|
|
||||
verts << f.split("/")[0]
|
||||
uvs << f.split("/")[1]
|
||||
norms << f.split("/")[2]
|
||||
end
|
||||
|
||||
verts.each_with_index do |v, index|
|
||||
if uvs.first != ""
|
||||
face = [@vertices[Integer(v)-1], @uvs[Integer(uvs[index])-1], @normals[Integer(norms[index])-1], material, @smoothing]
|
||||
else
|
||||
face = [@vertices[Integer(v)-1], nil, @normals[Integer(norms[index])-1], material, @smoothing]
|
||||
end
|
||||
@current_object.faces << face
|
||||
@faces << face
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
puts "Total Lines: #{lines}"
|
||||
end
|
||||
|
||||
def parse_mtllib
|
||||
file = File.open(@object_path.sub(File.basename(@object_path), '')+@material_file, 'r')
|
||||
file.readlines.each do |line|
|
||||
array = line.strip.split(' ')
|
||||
# puts array.join
|
||||
case array.first
|
||||
when 'newmtl'
|
||||
material = Material.new(array.last)
|
||||
@current_material = array.last
|
||||
@materials[array.last] = material
|
||||
when 'Ns' # Specular Exponent
|
||||
when 'Ka' # Ambient
|
||||
@materials[@current_material].ambient = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
|
||||
when 'Kd' # Diffuse
|
||||
@materials[@current_material].diffuse = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
|
||||
when 'Ks' # Specular
|
||||
@materials[@current_material].specular = Color.new(Float(array[1]), Float(array[2]), Float(array[3]))
|
||||
when 'Ke' # Emissive
|
||||
when 'Ni' # Unknown (Blender Specific?)
|
||||
when 'd' # Dissolved (Transparency)
|
||||
when 'illum' # Illumination model
|
||||
when 'map_Kd'
|
||||
@materials[@current_material].set_texture(array[1])
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
def change_object(name)
|
||||
@objects << Object.new(name)
|
||||
@current_object = @objects.last
|
||||
end
|
||||
|
||||
def set_smoothing(value)
|
||||
if value == "1"
|
||||
@smoothing = true
|
||||
else
|
||||
@smoothing = false
|
||||
end
|
||||
end
|
||||
|
||||
def set_material(name)
|
||||
@current_material = name
|
||||
end
|
||||
|
||||
def material
|
||||
@materials[@current_material]
|
||||
end
|
||||
|
||||
def faces_count
|
||||
count = 0
|
||||
@objects.each {|o| count+=o.faces.count}
|
||||
return count
|
||||
end
|
||||
|
||||
def add_vertex(array)
|
||||
@vertex_count+=1
|
||||
vert = nil
|
||||
if array.size == 5
|
||||
vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), Float(array[4]))
|
||||
elsif array.size == 4
|
||||
vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), 1.0)
|
||||
else
|
||||
raise
|
||||
end
|
||||
recalculate_bounding_box(vert, @bounding_box)
|
||||
recalculate_bounding_box(vert, @current_object.bounding_box)
|
||||
@current_object.vertices << vert
|
||||
@vertices << vert
|
||||
end
|
||||
|
||||
def add_normal(array)
|
||||
vert = nil
|
||||
if array.size == 5
|
||||
vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), Float(array[4]))
|
||||
elsif array.size == 4
|
||||
vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), 1.0)
|
||||
else
|
||||
raise
|
||||
end
|
||||
@current_object.normals << vert
|
||||
@normals << vert
|
||||
end
|
||||
|
||||
def add_texture_coordinate(array)
|
||||
texture = nil
|
||||
if array.size == 4
|
||||
texture = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]))
|
||||
elsif array.size == 3
|
||||
texture = Vertex.new(Float(array[1]), Float(array[2]), 0.0)
|
||||
else
|
||||
raise
|
||||
end
|
||||
@current_object.textures << texture
|
||||
@uvs << texture
|
||||
end
|
||||
|
||||
def recalculate_bounding_box(vertex, bounding_box)
|
||||
# Set a default relative to the model
|
||||
unless bounding_box.min_x.is_a?(Float)
|
||||
bounding_box.min_x = vertex.x
|
||||
bounding_box.min_y = vertex.y
|
||||
bounding_box.min_z = vertex.z
|
||||
|
||||
bounding_box.max_x = vertex.x
|
||||
bounding_box.max_y = vertex.y
|
||||
bounding_box.max_z = vertex.z
|
||||
end
|
||||
|
||||
bounding_box.min_x = vertex.x if vertex.x < bounding_box.min_x
|
||||
bounding_box.min_y = vertex.y if vertex.y < bounding_box.min_y
|
||||
bounding_box.min_z = vertex.z if vertex.z < bounding_box.min_z
|
||||
|
||||
bounding_box.max_x = vertex.x if vertex.x > bounding_box.max_x
|
||||
bounding_box.max_y = vertex.y if vertex.y > bounding_box.max_y
|
||||
bounding_box.max_z = vertex.z if vertex.z > bounding_box.max_z
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -16,9 +16,9 @@ class IMICFPS
|
||||
@draw_skydome = true
|
||||
@skydome = Wavefront::Model.new("objects/skydome.obj")
|
||||
@model = Wavefront::Model.new("objects/biped.obj")
|
||||
@scene = Wavefront::Model.new("objects/cube.obj")
|
||||
# @scene = Wavefront::Model.new("objects/cube.obj")
|
||||
@tree = Wavefront::Model.new("objects/tree.obj")
|
||||
# @mega_model = Wavefront::Model.new("objects/sponza.obj")
|
||||
@mega_model = Wavefront::Model.new("objects/sponza.obj")
|
||||
|
||||
@camera = Wavefront::Model::Vertex.new(0,-1,0)
|
||||
@camera_target = Wavefront::Model::Vertex.new(0,-1,0)
|
||||
@@ -38,13 +38,13 @@ class IMICFPS
|
||||
@ambient_light = [0.5, 0.5, 0.5, 1]
|
||||
@diffuse_light = [1, 0.5, 0, 1]
|
||||
@specular_light = [0.2, 0.2, 0.2, 1]
|
||||
@light_postion = [1, 1, 1, 0]
|
||||
@light_position = [3, 6, 6, 0]
|
||||
|
||||
@camera_light = Light.new(0,0,0)
|
||||
@camera_light.ambient = @ambient_light
|
||||
@camera_light.diffuse = @diffuse_light
|
||||
@camera_light.specular = @specular_light
|
||||
@camera_light.specular = @specular_light
|
||||
@camera_light.position = @light_position
|
||||
end
|
||||
|
||||
def draw
|
||||
@@ -79,8 +79,8 @@ class IMICFPS
|
||||
# gluLookAt(@camera.x,@camera.y,@camera.z, @angle_x,@angle_y,0, 0,1,0)
|
||||
|
||||
color = [@c1, @c2, @c3]
|
||||
@skydome.draw(0,0,0, 0.004, false) if @draw_skydome
|
||||
@scene.draw(0,0,0, 1)
|
||||
@skydome.draw(0,0,0, 1, false) if @draw_skydome
|
||||
# @scene.draw(0,0,0, 1)
|
||||
@model.draw(1, 0, 0)
|
||||
@tree.draw(5, 0, 0)
|
||||
@tree.draw(5, 0, 3)
|
||||
@@ -115,7 +115,7 @@ class IMICFPS
|
||||
self.mouse_x, self.mouse_y = Gosu.screen_width/2, Gosu.screen_height/2
|
||||
|
||||
@light_postion = [@camera.x, @camera.y, @camera.z, 0]
|
||||
@camera_light.postion = @light_postion
|
||||
# @camera_light.position = @light_position
|
||||
# @light_postion = [0.0, 10, 0, 0]
|
||||
|
||||
relative_speed = @speed*(delta_time/60.0)
|
||||
|
||||
Reference in New Issue
Block a user