mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-16 08:02:36 +00:00
Fixed missing spaces, added terrain object, various tweaks trying to get collision detection working correctly; Still isn't...
This commit is contained in:
@@ -37,15 +37,14 @@ class IMICFPS
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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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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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glTranslatef(@x, @y, @z)
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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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glRotatef(@vertical_angle,1,0,0)
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glRotatef(@horizontal_angle,0,1,0)
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glTranslatef(@x, @y, @z)
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end
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def update
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@@ -122,10 +121,10 @@ class IMICFPS
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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, 179)
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@field_of_view = @field_of_view.clamp(1, 100)
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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, 179)
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@field_of_view = @field_of_view.clamp(1, 100)
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end
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end
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end
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@@ -14,7 +14,7 @@ class IMICFPS
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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)
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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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@x,@y,@z,@scale = x,y,z,scale
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@@ -24,7 +24,6 @@ class IMICFPS
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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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@temp_bounding_box = BoundingBox.new(0,0,0, 0,0,0)
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@model = nil
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@@ -40,7 +39,7 @@ class IMICFPS
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end
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ObjectManager.add_object(self)
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ObjectManager.add_object(self) if auto_manage
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setup
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@@ -73,16 +72,16 @@ class IMICFPS
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end
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def update
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ObjectManager.objects.each do |a|
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ObjectManager.objects.each do |b|
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next if a == b
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next if b.name == "skydome"
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if a.intersect(a.model.bounding_box, b.model.bounding_box)
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if a.name == "tree"
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puts "#{b.name} is touching me"
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a.y_rotation+=0.01
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end
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end
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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 me"
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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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@@ -109,95 +108,106 @@ class IMICFPS
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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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if (a.min_x <= b.max_x && a.max_x >= b.min_x) &&
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(a.min_y <= b.max_y && a.max_y >= b.min_y) &&
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(a.min_z <= b.max_z && a.max_z >= b.min_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(bounding_box)
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@temp_bounding_box.min_x = bounding_box.min_x*scale+x
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@temp_bounding_box.min_y = bounding_box.min_y*scale+y
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@temp_bounding_box.min_z = bounding_box.min_z*scale+z
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puts "bounding boxes match!" if a == b
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# maxx1 > minx2 && minx1 < maxx2 # && maxy1 > miny1 && miny1 < maxy2
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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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# puts a
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# puts b
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# exit
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return true
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end
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end
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@temp_bounding_box.max_x = bounding_box.max_x*scale+x
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@temp_bounding_box.max_y = bounding_box.max_y*scale+y
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@temp_bounding_box.max_z = bounding_box.max_z*scale+z
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return @temp_bounding_box
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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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def render_bounding_box(bounding_box, color = @debug_color)
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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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bounding_box = normalize_bounding_box(bounding_box)
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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_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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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(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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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(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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# 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(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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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(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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# 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(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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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(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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# 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(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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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(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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# 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(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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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(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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# 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(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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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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29
lib/objects/terrain.rb
Normal file
29
lib/objects/terrain.rb
Normal file
@@ -0,0 +1,29 @@
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class IMICFPS
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class Terrain
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include OpenGL
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def initialize(size:, heightmap: nil)
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@size = size
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@heightmap = heightmap
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end
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def draw
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height = 0
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glEnable(GL_COLOR_MATERIAL)
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glBegin(GL_TRIANGLES)
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glNormal3f(0,1,0)
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glColor3f(1, 0.5, 0.0)
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glVertex3f(-@size,height,-@size)
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glVertex3f(-@size,height,@size)
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glVertex3f(@size,height,@size)
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glColor3f(0, 0.5, 0.0)
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glVertex3f(@size,height,@size)
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glVertex3f(@size,height,-@size)
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glVertex3f(-@size,height,-@size)
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glEnd
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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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