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https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-16 08:02:36 +00:00
Major refactor
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181
lib/objects/game_object.rb
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181
lib/objects/game_object.rb
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class IMICFPS
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# A game object is any renderable thing
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class GameObject
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include OpenGL
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include CommonMethods
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attr_accessor :x, :y, :z, :scale
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attr_accessor :visible, :renderable, :backface_culling
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attr_accessor :x_rotation, :y_rotation, :z_rotation
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attr_reader :model, :name, :debug_color
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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)
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@x,@y,@z,@scale = x,y,z,scale
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@bound_model = bound_model
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@backface_culling = backface_culling
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@visible = true
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@renderable = true
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@x_rotation,@y_rotation,@z_rotation = 0,0,0
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@debug_color = Color.new(0.0, 1.0, 0.0)
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ObjectManager.add_object(self) if auto_manage
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setup
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return self
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end
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def bind_model(model)
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raise "model isn't a model!" unless model.is_a?(ModelLoader)
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@bound_model = model
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end
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def model
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@bound_model.model if @bound_model
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end
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def unbind_model
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@bound_model = nil
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end
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def setup
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end
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def draw
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handleGlError
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glEnable(GL_NORMALIZE)
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glPushMatrix
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# Render bounding boxes before transformation is applied
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render_bounding_box(model.bounding_box) if $debug
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model.objects.each {|o| render_bounding_box(o.bounding_box, o.debug_color)} if $debug
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glTranslatef(@x, @y, @z)
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glRotatef(@x_rotation,1.0, 0, 0)
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glRotatef(@y_rotation,0, 1.0, 0)
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glRotatef(@z_rotation,0, 0, 1.0)
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handleGlError
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model.draw(@x, @y, @z, @scale, @backface_culling)
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handleGlError
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glPopMatrix
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handleGlError
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end
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def update
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end
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# Do two Axis Aligned Bounding Boxes intersect?
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def intersect(a, b)
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a = normalize_bounding_box(a)
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b = normalize_bounding_box(b)
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puts "bounding boxes match!" if a == b
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# if (((a.min_x <= b.min_x && b.max_x <= a.max_x) || (b.min_x <= a.min_x && a.min_x <= b.max_x)) &&
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# ((a.min_y <= b.min_y && b.max_y <= a.max_y) || (b.min_y <= a.min_y && a.min_y <= b.max_y)) &&
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# ((a.min_z <= b.min_z && b.max_z <= a.max_z) || (b.min_z <= a.min_z && a.min_z <= b.max_z)))
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if (a.max_x >= b.max_x && a.min_x <= b.max_x) && (a.max_y >= b.min_y && a.min_y <= b.max_y) && (a.max_z >= b.min_z && a.min_z <= b.max_z)
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return true
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else
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return false
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end
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end
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def normalize_bounding_box(box)
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temp = BoundingBox.new
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temp.min_x = box.min_x.to_f*scale+x
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temp.min_y = box.min_y.to_f*scale+y
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temp.min_z = box.min_z.to_f*scale+z
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temp.max_x = box.max_x.to_f*scale+x
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temp.max_y = box.max_y.to_f*scale+y
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temp.max_z = box.max_z.to_f*scale+z
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# puts "b: #{box}, Temp: #{temp}"
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return temp
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end
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def render_bounding_box(box, color = @debug_color)
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# TODO: Minimize number of calls in here
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box = normalize_bounding_box(box)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
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# glBegin(GL_LINES)
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# glColor3f(0,0,1.0)
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# glVertex3f(box.min_x, box.min_y, box.min_z)
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# glColor3f(1.0,0,0)
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# glVertex3f(box.max_x, box.max_y, box.max_z)
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# glEnd
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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(box.min_x, box.max_y, box.max_z)
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glVertex3f(box.min_x, box.max_y, box.min_z)
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glVertex3f(box.max_x, box.max_y, box.min_z)
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glVertex3f(box.min_x, box.max_y, box.max_z)
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glVertex3f(box.max_x, box.max_y, box.max_z)
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glVertex3f(box.max_x, box.max_y, box.min_z)
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# BOTTOM
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glNormal3f(0,-1,0)
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glVertex3f(box.max_x, box.min_y, box.min_z)
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glVertex3f(box.max_x, box.min_y, box.max_z)
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glVertex3f(box.min_x, box.min_y, box.max_z)
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glVertex3f(box.max_x, box.min_y, box.min_z)
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glVertex3f(box.min_x, box.min_y, box.min_z)
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glVertex3f(box.min_x, box.min_y, box.max_z)
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# RIGHT SIDE
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glNormal3f(0,0,1)
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glVertex3f(box.min_x, box.max_y, box.max_z)
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glVertex3f(box.min_x, box.max_y, box.min_z)
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glVertex3f(box.min_x, box.min_y, box.min_z)
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glVertex3f(box.min_x, box.min_y, box.max_z)
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glVertex3f(box.min_x, box.min_y, box.min_z)
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glVertex3f(box.min_x, box.max_y, box.max_z)
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# LEFT SIDE
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glNormal3f(1,0,0)
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glVertex3f(box.max_x, box.max_y, box.max_z)
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glVertex3f(box.max_x, box.max_y, box.min_z)
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glVertex3f(box.max_x, box.min_y, box.min_z)
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glVertex3f(box.max_x, box.min_y, box.max_z)
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glVertex3f(box.max_x, box.min_y, box.min_z)
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glVertex3f(box.max_x, box.max_y, box.max_z)
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# FRONT
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glNormal3f(-1,0,0)
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glVertex3f(box.min_x, box.max_y, box.max_z)
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glVertex3f(box.max_x, box.max_y, box.max_z)
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glVertex3f(box.max_x, box.min_y, box.max_z)
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glVertex3f(box.min_x, box.max_y, box.max_z)
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glVertex3f(box.max_x, box.min_y, box.max_z)
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glVertex3f(box.min_x, box.min_y, box.max_z)
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# BACK
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glNormal3f(-1,0,0)
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glVertex3f(box.max_x, box.min_y, box.min_z)
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glVertex3f(box.min_x, box.min_y, box.min_z)
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glVertex3f(box.min_x, box.max_y, box.min_z)
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glVertex3f(box.max_x, box.min_y, box.min_z)
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glVertex3f(box.min_x, box.max_y, box.min_z)
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glVertex3f(box.max_x, box.max_y, 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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def handleGlError
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e = glGetError()
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if e != GL_NO_ERROR
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$stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n"
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exit
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end
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end
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end
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end
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