mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 15:42:35 +00:00
Major refactor
This commit is contained in:
@@ -24,9 +24,13 @@ require_relative "lib/common_methods"
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require_relative "lib/managers/object_manager"
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require_relative "lib/managers/light_manager"
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require_relative "lib/objects/game_object"
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require_relative "lib/objects/light"
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require_relative "lib/objects/camera"
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require_relative "lib/objects/model"
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require_relative "lib/objects/player"
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require_relative "lib/objects/tree"
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require_relative "lib/objects/skydome"
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require_relative "lib/objects/model_loader"
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require_relative "lib/objects/terrain"
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require_relative "lib/wavefront/model"
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@@ -6,28 +6,17 @@ class IMICFPS
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attr_accessor :x,:y,:z, :field_of_view, :vertical_angle, :horizontal_angle, :mouse_sensitivity
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attr_reader :bound_model
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def initialize(x: 0, y: 0, z: 0, fov: 70.0)
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def initialize(x: 0, y: 0, z: 0, fov: 70.0, distance: 100.0)
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@x,@y,@z = x,y,z
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@vertical_angle = 0.0
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@horizontal_angle = 0.0
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@field_of_view = fov
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@view_distance = distance
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@speed = 0.05
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@old_speed = @speed
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self.mouse_x, self.mouse_y = Gosu.screen_width/2, Gosu.screen_height/2
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@true_mouse = Point.new(Gosu.screen_width/2, Gosu.screen_height/2)
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@true_mouse_checked = 0
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@mouse_sensitivity = 20.0
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@bound_model = nil
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end
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def bind_model(model)
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@bound_model = model
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end
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def unbind
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@bound_model = nil
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end
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def draw
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@@ -35,7 +24,7 @@ class IMICFPS
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glMatrixMode(GL_PROJECTION) # The projection matrix is responsible for adding perspective to our scene.
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glLoadIdentity # Resets current modelview matrix
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# Calculates aspect ratio of the window. Gets perspective view. 45 is degree viewing angle, (0.1, 100) are ranges how deep can we draw into the screen
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gluPerspective(@field_of_view, $window.width / $window.height, 0.1, 1000.0)
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gluPerspective(@field_of_view, $window.width / $window.height, 0.1, @view_distance)
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
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glRotatef(@vertical_angle,1,0,0)
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glRotatef(@horizontal_angle,0,1,0)
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@@ -43,8 +32,6 @@ class IMICFPS
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glMatrixMode(GL_MODELVIEW) # The modelview matrix is where object information is stored.
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glLoadIdentity
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glEnable(GL_DEPTH_TEST)
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end
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def update
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@@ -62,51 +49,6 @@ class IMICFPS
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self.mouse_x, self.mouse_y = Gosu.screen_width/2.0, Gosu.screen_height/2.0
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@true_mouse_checked = 0 if (button_down?(Gosu::KbLeftAlt) && (button_down?(Gosu::KbEnter) || button_down?(Gosu::KbReturn)))
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@true_mouse_checked = 0 if (button_down?(Gosu::KbRightAlt) && (button_down?(Gosu::KbEnter) || button_down?(Gosu::KbReturn)))
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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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else
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relative_speed = @speed*(delta_time/60.0)
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end
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if button_down?(Gosu::KbUp) || button_down?(Gosu::KbW)
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@z+=Math.cos(@horizontal_angle * Math::PI / 180)*relative_speed
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@x-=Math.sin(@horizontal_angle * Math::PI / 180)*relative_speed
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end
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if button_down?(Gosu::KbDown) || button_down?(Gosu::KbS)
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@z-=Math.cos(@horizontal_angle * Math::PI / 180)*relative_speed
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@x+=Math.sin(@horizontal_angle * Math::PI / 180)*relative_speed
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end
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if button_down?(Gosu::KbA)
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@z+=Math.sin(@horizontal_angle * Math::PI / 180)*relative_speed
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@x+=Math.cos(@horizontal_angle * Math::PI / 180)*relative_speed
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end
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if button_down?(Gosu::KbD)
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@z-=Math.sin(@horizontal_angle * Math::PI / 180)*relative_speed
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@x-=Math.cos(@horizontal_angle * Math::PI / 180)*relative_speed
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end
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if button_down?(Gosu::KbLeft)
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@horizontal_angle-=relative_speed*100
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end
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if button_down?(Gosu::KbRight)
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@horizontal_angle+=relative_speed*100
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end
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@y+=relative_speed if button_down?(Gosu::KbC) || button_down?(Gosu::KbLeftShift)
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@y-=relative_speed if button_down?(Gosu::KbSpace)
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if @bound_model
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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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@bound_model.x = @x*-1+x_offset
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@bound_model.y = @y*-1-2
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@bound_model.z = @z*-1-z_offset
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@bound_model.y_rotation = (@horizontal_angle*-1)+180
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end
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end
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def button_up(id)
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@@ -120,11 +62,15 @@ class IMICFPS
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when Gosu::KB_NUMPAD_MULTIPLY
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@mouse_sensitivity = 20.0
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when Gosu::MsWheelUp
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@field_of_view += 1
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@field_of_view = @field_of_view.clamp(1, 100)
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# @field_of_view += 1
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# @field_of_view = @field_of_view.clamp(1, 100)
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@view_distance += 1
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@view_distance = @view_distance.clamp(1, 1000)
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when Gosu::MsWheelDown
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@field_of_view -= 1
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@field_of_view = @field_of_view.clamp(1, 100)
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# @field_of_view -= 1
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# @field_of_view = @field_of_view.clamp(1, 100)
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@view_distance -= 1
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@view_distance = @view_distance.clamp(1, 1000)
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end
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end
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end
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@@ -1,51 +1,42 @@
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class IMICFPS
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class Model
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def self.supported_models
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["Wavefront OBJ"]
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end
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CACHE = {}
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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 GLU
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include CommonMethods
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attr_accessor :x, :y, :z, :scale
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attr_accessor :visible, :renderable
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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(type:, file_path:, x: 0, y: 0, z: 0, scale: MODEL_METER_SCALE, backface_culling: true, auto_manage: true)
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@type = type
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@file_path = file_path
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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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@name = file_path.split("/").last.split(".").first
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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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@model = nil
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unless load_model_from_cache
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case type
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when :obj
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@model = Wavefront::Model.new(file_path: @file_path, x: x, y: y, z: z, scale: scale)
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else
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raise "Unsupported model type, supported models are: #{Model.supported_models.join(', ')}"
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end
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cache_model
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end
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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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@@ -55,16 +46,16 @@ class IMICFPS
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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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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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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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model.draw(@x, @y, @z, @scale, @backface_culling)
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handleGlError
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glPopMatrix
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@@ -72,89 +63,23 @@ class IMICFPS
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end
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def update
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ObjectManager.objects.each do |b|
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next if b.name == self.name
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raise if b.name == self.name
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if self.intersect(self.model.bounding_box, b.model.bounding_box)
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self.y_rotation+=0.02
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puts "#{b.name} is touching #{self.name}"
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a_box = normalize_bounding_box(self.model.bounding_box).to_a.map {|q| q.round(2)}
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puts "(#{self.name}): (#{a_box[0..2].join(',')}) and (#{a_box[3..5].join(',')})"
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b_box = normalize_bounding_box(b.model.bounding_box).to_a.map {|q| q.round(2)}
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puts "(#{b.name}): (#{b_box[0..2].join(',')}) and (#{b_box[3..5].join(',')})"
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else
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# puts "!=! No Collision"
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end
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end
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end
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def load_model_from_cache
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found = false
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if CACHE[@type].is_a?(Hash)
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if CACHE[@type][@file_path]
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@model = CACHE[@type][@file_path]
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puts "Used cached model for: #{@file_path.split('/').last}"
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found = true
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end
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end
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return found
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end
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def cache_model
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CACHE[@type] = {} unless CACHE[@type].is_a?(Hash)
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CACHE[@type][@file_path] = @model
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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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# p to_abs(a),to_abs(b)
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# exit
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# puts "MAX_X"
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# return false if a.max_x <= b.min_x
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# puts "MIN_X"
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# return false if a.min_x >= b.max_x
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#
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# puts "MAX_Y"
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# return false if a.max_y <= b.min_y
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# puts "MIN_Y"
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# return false if a.min_y >= b.max_y
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#
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# puts "MAX_Z"
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# return false if a.max_z <= b.min_z
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# puts "MIN_Z"
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# return false if a.min_z >= b.max_z
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# puts "END"
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# return true
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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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# elsif (b.max_x >= a.max_x && b.min_x <= a.max_x) && (b.max_y >= a.min_y && b.min_y <= a.max_y) && (b.max_z >= a.min_z && b.min_z <= a.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 to_abs(box)
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temp = BoundingBox.new
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temp.min_x = box.min_x.abs
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temp.min_y = box.min_y.abs
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temp.min_z = box.min_z.abs
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temp.max_x = box.max_x.abs
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temp.max_y = box.max_y.abs
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temp.max_z = box.max_z.abs
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return temp
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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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52
lib/objects/model_loader.rb
Normal file
52
lib/objects/model_loader.rb
Normal file
@@ -0,0 +1,52 @@
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class IMICFPS
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class ModelLoader
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def self.supported_models
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["Wavefront OBJ"]
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end
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CACHE = {}
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attr_reader :model, :name, :debug_color
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def initialize(type:, file_path:, game_object:)
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@type = type
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@file_path = file_path
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@name = file_path.split("/").last.split(".").first
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@debug_color = Color.new(0.0, 1.0, 0.0)
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@model = nil
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unless load_model_from_cache
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case type
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when :obj
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@model = Wavefront::Model.new(file_path: @file_path, game_object: game_object)
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else
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raise "Unsupported model type, supported models are: #{Model.supported_models.join(', ')}"
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end
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cache_model
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end
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return self
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end
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def load_model_from_cache
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found = false
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if CACHE[@type].is_a?(Hash)
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if CACHE[@type][@file_path]
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@model = CACHE[@type][@file_path]
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puts "Used cached model for: #{@file_path.split('/').last}"
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found = true
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end
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end
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return found
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end
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def cache_model
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CACHE[@type] = {} unless CACHE[@type].is_a?(Hash)
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CACHE[@type][@file_path] = @model
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end
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end
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end
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60
lib/objects/player.rb
Normal file
60
lib/objects/player.rb
Normal file
@@ -0,0 +1,60 @@
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class IMICFPS
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class Player < GameObject
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attr_accessor :speed
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attr_reader :name, :bound_model
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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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@old_speed = @speed
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end
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def update
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super
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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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else
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relative_speed = @speed*(delta_time/60.0)
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end
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if button_down?(Gosu::KbUp) || button_down?(Gosu::KbW)
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@z+=Math.cos(@y_rotation * Math::PI / 180)*relative_speed
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@x-=Math.sin(@y_rotation * Math::PI / 180)*relative_speed
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end
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if button_down?(Gosu::KbDown) || button_down?(Gosu::KbS)
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@z-=Math.cos(@y_rotation * Math::PI / 180)*relative_speed
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@x+=Math.sin(@y_rotation * Math::PI / 180)*relative_speed
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end
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if button_down?(Gosu::KbA)
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@z+=Math.sin(@y_rotation * Math::PI / 180)*relative_speed
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@x+=Math.cos(@y_rotation * Math::PI / 180)*relative_speed
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end
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if button_down?(Gosu::KbD)
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@z-=Math.sin(@y_rotation * Math::PI / 180)*relative_speed
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@x-=Math.cos(@y_rotation * Math::PI / 180)*relative_speed
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end
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if button_down?(Gosu::KbLeft)
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@y_rotation-=relative_speed*100
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end
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if button_down?(Gosu::KbRight)
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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)
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@y+=relative_speed if button_down?(Gosu::KbSpace)
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# distance = 2.0
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# x_offset = distance * Math.cos(@bound_model.y_rotation)
|
||||
# z_offset = distance * Math.sin(@bound_model.y_rotation)
|
||||
model.x = @x
|
||||
model.y = @y
|
||||
model.z = @z
|
||||
|
||||
# model.y_rotation = (@y_rotation)
|
||||
end
|
||||
end
|
||||
end
|
||||
9
lib/objects/skydome.rb
Normal file
9
lib/objects/skydome.rb
Normal file
@@ -0,0 +1,9 @@
|
||||
class IMICFPS
|
||||
class Skydome < GameObject
|
||||
def setup
|
||||
bind_model(ModelLoader.new(type: :obj, file_path: "objects/skydome.obj", game_object: self))
|
||||
p model.class
|
||||
# raise "Skydome scale: #{self.scale}" unless self.scale == 1
|
||||
end
|
||||
end
|
||||
end
|
||||
7
lib/objects/tree.rb
Normal file
7
lib/objects/tree.rb
Normal file
@@ -0,0 +1,7 @@
|
||||
class IMICFPS
|
||||
class Tree < GameObject
|
||||
def setup
|
||||
bind_model(ModelLoader.new(type: :obj, file_path: "objects/tree.obj", game_object: self))
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -14,9 +14,10 @@ class IMICFPS
|
||||
attr_accessor :x, :y, :z, :scale
|
||||
attr_reader :bounding_box
|
||||
|
||||
def initialize(file_path:, x: 0, y: 0, z: 0, scale: MODEL_METER_SCALE)
|
||||
@x, @y, @z = x, y, z
|
||||
@scale = scale
|
||||
def initialize(file_path:, game_object:)
|
||||
@game_object = game_object
|
||||
@x, @y, @z = game_object.x, game_object.y, game_object.z
|
||||
@scale = game_object.scale
|
||||
@file_path = file_path
|
||||
@file = File.open(file_path, 'r')
|
||||
@material_file = nil
|
||||
@@ -34,16 +35,12 @@ class IMICFPS
|
||||
@bounding_box = BoundingBox.new(0,0,0, 0,0,0)
|
||||
start_time = Time.now
|
||||
parse
|
||||
# point = rand(1.0..10.0)
|
||||
# @bounding_box = BoundingBox.new(point.to_f/2, point.to_f/2, point.to_f/2, point, point, point)
|
||||
# puts "!!!!!!!!!!!!!!"
|
||||
# puts @bounding_box
|
||||
puts "#{@file_path.split('/').last} took #{(Time.now-start_time).round(2)} seconds to parse"
|
||||
|
||||
face_count = 0
|
||||
@objects.each {|o| face_count+=o.faces.size}
|
||||
@objects.each_with_index do |o, i|
|
||||
puts "Model::Object Name: #{o.name} Faces: #{o.faces.size}, array size divided by 3: #{o.faces.size.to_f/3.0}"
|
||||
puts " Model::Object Name: #{o.name} Faces: #{o.faces.size}"
|
||||
end
|
||||
$window.number_of_faces+=face_count
|
||||
@model_has_texture = false
|
||||
@@ -56,6 +53,7 @@ class IMICFPS
|
||||
end
|
||||
|
||||
def draw(x,y,z, scale, back_face_culling)
|
||||
@x,@y,@z,@scale,@back_face_culling = x,y,z, scale, back_face_culling
|
||||
@objects.each_with_index do |o, i|
|
||||
glEnable(GL_CULL_FACE) if back_face_culling
|
||||
glEnable(GL_COLOR_MATERIAL)
|
||||
|
||||
@@ -12,7 +12,7 @@ class IMICFPS
|
||||
@normals = []
|
||||
@faces = []
|
||||
@bounding_box = BoundingBox.new(0,0,0, 0,0,0)
|
||||
@debug_color = Color.new(1.0,0.0,0.0)
|
||||
@debug_color = Color.new(1.0,1.0,1.0)
|
||||
@x,@y,@z = 0,0,0
|
||||
|
||||
# Faces array packs everything:
|
||||
@@ -25,7 +25,7 @@ class IMICFPS
|
||||
def at_same_position?
|
||||
if @x == @parent.x
|
||||
if @x == @parent.x
|
||||
if @x == @parent.x
|
||||
if @z == @parent.z
|
||||
true
|
||||
end
|
||||
end
|
||||
@@ -41,9 +41,9 @@ class IMICFPS
|
||||
@faces.each do |face|
|
||||
[face[0]].each do |v|
|
||||
next unless v
|
||||
list << v.x*@parent.scale+@parent.x
|
||||
list << v.y*@parent.scale+@parent.y
|
||||
list << v.z*@parent.scale+@parent.z
|
||||
list << v.x*@parent.scale#+@parent.x
|
||||
list << v.y*@parent.scale#+@parent.y
|
||||
list << v.z*@parent.scale#+@parent.z
|
||||
list << v.weight
|
||||
end
|
||||
end
|
||||
|
||||
@@ -18,17 +18,17 @@ class IMICFPS
|
||||
|
||||
@delta_time = Gosu.milliseconds
|
||||
@number_of_faces = 0
|
||||
@draw_skydome = false
|
||||
@skydome = Model.new(type: :obj, file_path: "objects/skydome.obj", x: 0, y: 0,z: 0, scale: 0.8, backface_culling: false, auto_manage: false)
|
||||
@actor = Model.new(type: :obj, file_path: "objects/biped.obj", x: 1, y: 0, z: 8)
|
||||
Model.new(type: :obj, file_path: "objects/tree.obj", x: 10, y: 0, z: 10)
|
||||
@draw_skydome = true
|
||||
@skydome = Skydome.new(scale: 0.1, backface_culling: false, auto_manage: false)
|
||||
Tree.new(x: 1, y: 0, z: -5)
|
||||
p ObjectManager.objects.map {|o| o.name}
|
||||
# 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: 20)
|
||||
|
||||
@camera = Camera.new(x: 0, y: -2, z: 1)
|
||||
# @camera.bind_model(@actor)
|
||||
@player = Player.new(x: 1, y: 0, z: -10)
|
||||
|
||||
@crosshair_size = 10
|
||||
@crosshair_thickness = 3
|
||||
@@ -56,7 +56,9 @@ class IMICFPS
|
||||
light.draw
|
||||
end
|
||||
@camera.draw
|
||||
@skydome.draw if @skydome.renderable
|
||||
@skydome.draw# if @skydome.renderable
|
||||
glEnable(GL_DEPTH_TEST)
|
||||
|
||||
ObjectManager.objects.each do |object|
|
||||
object.draw if object.visible && object.renderable
|
||||
end
|
||||
@@ -111,10 +113,10 @@ class IMICFPS
|
||||
case id
|
||||
when Gosu::KbZ
|
||||
@draw_skydome = !@draw_skydome
|
||||
@skydome.renderable = @draw_skydome
|
||||
when Gosu::KbBacktick
|
||||
$debug = !$debug
|
||||
end
|
||||
@skydome.renderable = @draw_skydome
|
||||
end
|
||||
|
||||
def needs_cursor?
|
||||
|
||||
Reference in New Issue
Block a user