Added a proper terrain mesh, implemented basic (and glitchy) terrain collision detection.

This commit is contained in:
2018-07-01 16:06:22 -05:00
parent 5b16d9b4c3
commit a84b9d95b4
4 changed files with 208 additions and 129 deletions

View File

@@ -5,18 +5,23 @@ class IMICFPS
attr_accessor :speed
attr_reader :name, :bound_model, :first_person_view
def initialize(x: 0, y: 0, z: 0, bound_model: nil, scale: MODEL_METER_SCALE, backface_culling: true, auto_manage: true, terrain: nil)
@terrain = terrain
super(x: x, y: y, z: z, bound_model: model, scale: scale, backface_culling: backface_culling, auto_manage: auto_manage)
end
def setup
bind_model(ModelLoader.new(type: :obj, file_path: "objects/biped.obj", game_object: self))
@speed = 0.05
@speed = 2.5 # meter's per second
@running_speed = 6.8
@old_speed = @speed
@mass = 72 # kg
@y_velocity = 0
@floor = 0
@first_person_view = true
@devisor = 500.0
@name_image = Gosu::Image.from_text("#{Etc.getlogin}", 100, font: "Consolas", align: :center)
# @name_image.save("temp.png")
p @name_image.width/@devisor
p @name_image.height/@devisor
@name_tex = @name_image.gl_tex_info
array_of_pixels = @name_image.to_blob
@@ -87,11 +92,13 @@ class IMICFPS
def update
super
@floor = @terrain.height_at(self)
relative_speed = @speed
if button_down?(Gosu::KbLeftControl)
relative_speed = (@speed*10.0)*(delta_time/60.0)
relative_speed = (@running_speed)*(delta_time)
else
relative_speed = @speed*(delta_time/60.0)
relative_speed = @speed*(delta_time)
end
relative_y_rotation = @y_rotation*-1
@@ -120,10 +127,30 @@ class IMICFPS
@y_rotation-=relative_speed*100
end
@y-=relative_speed if button_down?(Gosu::KbC) || button_down?(Gosu::KbLeftShift) unless @y <= 0
@y+=relative_speed if button_down?(Gosu::KbSpace)
if @_time_in_air
air_time = ((Gosu.milliseconds-@_time_in_air)/1000.0)
@y_velocity-=(IMICFPS::GRAVITY*air_time)*delta_time
end
@y = 0 if @y < 0
if button_down?(Gosu::KbSpace) && !@jumping
@jumping = true
@_time_in_air = Gosu.milliseconds
else
if @jumping
if @y <= @floor
@falling = false; @jumping = false; @y_velocity = 0
end
end
end
if @jumping && !@falling
if button_down?(Gosu::KbSpace)
@y_velocity+=(2*5)*delta_time
@falling = true if @y_velocity >= 2
end
end
@y+=@y_velocity*delta_time
@y = @floor if @y < @floor
# distance = 2.0
# x_offset = distance * Math.cos(@bound_model.y_rotation)
# z_offset = distance * Math.sin(@bound_model.y_rotation)

View File

@@ -1,114 +1,167 @@
class IMICFPS
class Terrain
TILE_SIZE = 0.5
include OpenGL
def initialize(size:, height: nil, width: nil, length: nil, heightmap: nil)
@size = size
@heightmap = heightmap
@map = []
class Terrain < GameObject
def setup
bind_model(ModelLoader.new(type: :obj, file_path: "objects/randomish_terrain.obj", game_object: self))
self.scale = 1
@nearest_vertex_lookup = {}
@height = height ? height : 1
@width = width ? width : @size
@length = length ? length : @size
@vertices = []
@normals = []
@colors = []
generate
generate_optimized_lists
end
def generate
#@width.times do |x|
# @length.times do |z|
# # TRIANGLE STRIP (BROKEN)
# @map << Vertex.new((x+1)-@width.to_f/2, 0, z-@legth.to_f/2)
# @map << Vertex.new(x-@width.to_f/2, 0, (z+1)-@length.to_f/2)
# end
#end
@width.times do |x|
@length.times do |z|
# WORKING TRIANGLES
@map << Vertex.new(x-@width.to_f/2, @height, z-@length.to_f/2)
@map << Vertex.new((x+1)-@width.to_f/2, @height, z-@length.to_f/2)
@map << Vertex.new(x-@width.to_f/2, @height, (z+1)-@length.to_f/2)
#
@map << Vertex.new(x-@width.to_f/2, @height, (z+1)-@length.to_f/2)
@map << Vertex.new((x+1)-@width.to_f/2, @height, z-@length.to_f/2)
@map << Vertex.new((x+1)-@width.to_f/2, @height, (z+1)-@length.to_f/2)
def generate_optimized_lists
x_slot,y_slot = 0,0
model.vertices.each do |vert|
x_slot = vert.x.round
y_slot = vert.y.round
@nearest_vertex_lookup[x_slot] = {} unless @nearest_vertex_lookup[x_slot]
@nearest_vertex_lookup[x_slot][y_slot] = [] unless @nearest_vertex_lookup[x_slot][y_slot]
@nearest_vertex_lookup[x_slot][y_slot] << vert
end
end
def height_at(vertex)
if vert = find_nearest_vertex(vertex)
return vert.y
else
-1
end
end
def find_nearest_vertex(vertex)
_canidate_for_floor = nil
smaller_list = []
smaller_list << @nearest_vertex_lookup.dig(vertex.x.round-1, vertex.y.round-1)
smaller_list << @nearest_vertex_lookup.dig(vertex.x.round, vertex.y.round)
smaller_list << @nearest_vertex_lookup.dig(vertex.x.round+1, vertex.y.round+1)
smaller_list.flatten!
smaller_list.each do |vert|
next if vert.nil?
if _canidate_for_floor
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)
_canidate_for_floor = vert
end
end
_canidate_for_floor = vert unless _canidate_for_floor
end
@map.size.times do |i|
@vertices << @map[i].x
@vertices << @map[i].y
@vertices << @map[i].z
normal = Vertex.new(0,1,0)
@normals << normal.x
@normals << normal.y
@normals << normal.z
color = Color.new(0,rand(0.2..1.0),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
return _canidate_for_floor
end
end
end
# class IMICFPS
# class Terrain
# TILE_SIZE = 0.5
# include OpenGL
# def initialize(size:, height: nil, width: nil, length: nil, heightmap: nil)
# @size = size
# @heightmap = heightmap
# @map = []
# @height = height ? height : 1
# @width = width ? width : @size
# @length = length ? length : @size
# @vertices = []
# @normals = []
# @colors = []
# generate
# end
# def generate
# #@width.times do |x|
# # @length.times do |z|
# # # TRIANGLE STRIP (BROKEN)
# # @map << Vertex.new((x+1)-@width.to_f/2, 0, z-@legth.to_f/2)
# # @map << Vertex.new(x-@width.to_f/2, 0, (z+1)-@length.to_f/2)
# # end
# #end
# @width.times do |x|
# @length.times do |z|
# # WORKING TRIANGLES
# @map << Vertex.new(x-@width.to_f/2, @height, z-@length.to_f/2)
# @map << Vertex.new((x+1)-@width.to_f/2, @height, z-@length.to_f/2)
# @map << Vertex.new(x-@width.to_f/2, @height, (z+1)-@length.to_f/2)
# #
# @map << Vertex.new(x-@width.to_f/2, @height, (z+1)-@length.to_f/2)
# @map << Vertex.new((x+1)-@width.to_f/2, @height, z-@length.to_f/2)
# @map << Vertex.new((x+1)-@width.to_f/2, @height, (z+1)-@length.to_f/2)
# end
# end
# @map.size.times do |i|
# @vertices << @map[i].x
# @vertices << @map[i].y
# @vertices << @map[i].z
# normal = Vertex.new(0,1,0)
# @normals << normal.x
# @normals << normal.y
# @normals << normal.z
# 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

View File

@@ -10,7 +10,7 @@ class IMICFPS
include Parser
attr_accessor :objects, :materials, :vertexes, :texures, :normals, :faces
attr_accessor :objects, :materials, :vertices, :texures, :normals, :faces
attr_accessor :x, :y, :z, :scale
attr_reader :bounding_box

View File

@@ -1,4 +1,5 @@
class IMICFPS
GRAVITY = 9.8 # m/s
class Window < Gosu::Window
include OpenGL
include GLU
@@ -29,9 +30,9 @@ class IMICFPS
# Model.new(type: :obj, file_path: "objects/tree.obj", z: -5)
# Model.new(type: :obj, file_path: "objects/tree.obj", x: -2, z: -6)
# Model.new(type: :obj, file_path: "objects/sponza.obj", scale: 1, y: -0.2)
@terrain = Terrain.new(size: 170, height: 0)
@terrain = Terrain.new#(size: 170, height: 0)
@player = Player.new(x: 1, y: 0, z: -1)
@player = Player.new(x: 1, y: 0, z: -1, terrain: @terrain)
@camera = Camera.new(x: 0, y: -2, z: 1)
@camera.attach_to(@player)
@@ -63,7 +64,6 @@ class IMICFPS
@skydome.draw if @skydome.renderable
glEnable(GL_DEPTH_TEST)
@terrain.draw if @terrain
ObjectManager.objects.each do |object|
object.draw if object.visible && object.renderable
end
@@ -97,17 +97,16 @@ Debug mode: <c=992200>#{$debug}</c>
eos
@text.text = string
ObjectManager.objects.each do |object|
ObjectManager.objects.each do |b|
next if b == object
if object.intersect(object, b)
puts "#{object} is intersecting #{b}"
puts "#{object.x}, #{object.y} | #{b.x}, #{b.y}"
end
end
object.update
end
# ObjectManager.objects.each(&:update)
# ObjectManager.objects.each do |object|
# ObjectManager.objects.each do |b|
# next if b == object
# if object.intersect(object, b)
# # puts "#{object} is intersecting #{b}"
# end
# end
# object.update
# end
ObjectManager.objects.each(&:update)
@skydome.update if @skydome.renderable
@@ -143,7 +142,7 @@ eos
end
def delta_time
Gosu.milliseconds-@delta_time
(Gosu.milliseconds-@delta_time)/1000.0
end
end
end