mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 15:42:35 +00:00
Added a proper terrain mesh, implemented basic (and glitchy) terrain collision detection.
This commit is contained in:
@@ -5,18 +5,23 @@ class IMICFPS
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attr_accessor :speed
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attr_reader :name, :bound_model, :first_person_view
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def initialize(x: 0, y: 0, z: 0, bound_model: nil, scale: MODEL_METER_SCALE, backface_culling: true, auto_manage: true, terrain: nil)
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@terrain = terrain
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super(x: x, y: y, z: z, bound_model: model, scale: scale, backface_culling: backface_culling, auto_manage: auto_manage)
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end
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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 = 0.05
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@speed = 2.5 # meter's per second
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@running_speed = 6.8
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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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p @name_image.width/@devisor
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p @name_image.height/@devisor
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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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@@ -87,11 +92,13 @@ class IMICFPS
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def update
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super
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@floor = @terrain.height_at(self)
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relative_speed = @speed
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if button_down?(Gosu::KbLeftControl)
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relative_speed = (@speed*10.0)*(delta_time/60.0)
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relative_speed = (@running_speed)*(delta_time)
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else
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relative_speed = @speed*(delta_time/60.0)
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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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@@ -120,10 +127,30 @@ class IMICFPS
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@y_rotation-=relative_speed*100
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end
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@y-=relative_speed if button_down?(Gosu::KbC) || button_down?(Gosu::KbLeftShift) unless @y <= 0
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@y+=relative_speed if button_down?(Gosu::KbSpace)
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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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@y = 0 if @y < 0
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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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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*5)*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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@@ -1,114 +1,167 @@
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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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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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self.scale = 1
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@nearest_vertex_lookup = {}
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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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generate_optimized_lists
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end
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def generate
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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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end
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def height_at(vertex)
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if vert = find_nearest_vertex(vertex)
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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)
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_canidate_for_floor = 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 _canidate_for_floor
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if Gosu.distance(vertex.x, vertex.z, vert.x, vert.z) < Gosu.distance(_canidate_for_floor.x, _canidate_for_floor.z, vert.x, vert.z)
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_canidate_for_floor = vert
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end
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end
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_canidate_for_floor = vert unless _canidate_for_floor
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end
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return _canidate_for_floor
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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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# # 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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# # 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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@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(0,rand(0.2..1.0),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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# @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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# @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 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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# 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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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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# glDrawArrays(GL_TRIANGLES, 0, @vertices.size/3)
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# glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
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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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# # glDrawArrays(GL_TRIANGLE_STRIP, 0, @vertices.size/3)
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# $window.number_of_faces+=@vertices.size/3
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def new_draw
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glEnable(GL_NORMALIZE)
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glPushMatrix
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# glDisableClientState(GL_VERTEX_ARRAY)
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# glDisableClientState(GL_NORMAL_ARRAY)
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# glDisableClientState(GL_COLOR_ARRAY)
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glEnable(GL_COLOR_MATERIAL)
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
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glShadeModel(GL_FLAT)
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glEnableClientState(GL_VERTEX_ARRAY)
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glEnableClientState(GL_NORMAL_ARRAY)
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glEnableClientState(GL_COLOR_ARRAY)
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glVertexPointer(3, GL_FLOAT, 0, @vertices_packed)
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glNormalPointer(GL_FLOAT, 0, @normals_packed)
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glColorPointer(3, GL_FLOAT, 0, @colors_packed)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
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glDrawArrays(GL_TRIANGLES, 0, @vertices.size/3)
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
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# glDrawArrays(GL_TRIANGLE_STRIP, 0, @vertices.size/3)
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$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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# glPopMatrix
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# end
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# end
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# end
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@@ -10,7 +10,7 @@ class IMICFPS
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include Parser
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attr_accessor :objects, :materials, :vertexes, :texures, :normals, :faces
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attr_accessor :objects, :materials, :vertices, :texures, :normals, :faces
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attr_accessor :x, :y, :z, :scale
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attr_reader :bounding_box
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@@ -1,4 +1,5 @@
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class IMICFPS
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GRAVITY = 9.8 # m/s
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class Window < Gosu::Window
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include OpenGL
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include GLU
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@@ -29,9 +30,9 @@ class IMICFPS
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# Model.new(type: :obj, file_path: "objects/tree.obj", z: -5)
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# Model.new(type: :obj, file_path: "objects/tree.obj", x: -2, z: -6)
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# Model.new(type: :obj, file_path: "objects/sponza.obj", scale: 1, y: -0.2)
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@terrain = Terrain.new(size: 170, height: 0)
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@terrain = Terrain.new#(size: 170, height: 0)
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@player = Player.new(x: 1, y: 0, z: -1)
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@player = Player.new(x: 1, y: 0, z: -1, terrain: @terrain)
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@camera = Camera.new(x: 0, y: -2, z: 1)
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@camera.attach_to(@player)
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@@ -63,7 +64,6 @@ class IMICFPS
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@skydome.draw if @skydome.renderable
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glEnable(GL_DEPTH_TEST)
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@terrain.draw if @terrain
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ObjectManager.objects.each do |object|
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object.draw if object.visible && object.renderable
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end
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@@ -97,17 +97,16 @@ Debug mode: <c=992200>#{$debug}</c>
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eos
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@text.text = string
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ObjectManager.objects.each do |object|
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ObjectManager.objects.each do |b|
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next if b == object
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if object.intersect(object, b)
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puts "#{object} is intersecting #{b}"
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puts "#{object.x}, #{object.y} | #{b.x}, #{b.y}"
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end
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end
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object.update
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end
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# ObjectManager.objects.each(&:update)
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# ObjectManager.objects.each do |object|
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# ObjectManager.objects.each do |b|
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# next if b == object
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# if object.intersect(object, b)
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# # puts "#{object} is intersecting #{b}"
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# end
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# end
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# object.update
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# end
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ObjectManager.objects.each(&:update)
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@skydome.update if @skydome.renderable
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@@ -143,7 +142,7 @@ eos
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end
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def delta_time
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Gosu.milliseconds-@delta_time
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(Gosu.milliseconds-@delta_time)/1000.0
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end
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end
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end
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Reference in New Issue
Block a user