mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 15:42:35 +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:
@@ -27,6 +27,7 @@ require_relative "lib/managers/light_manager"
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require_relative "lib/objects/light"
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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/camera"
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require_relative "lib/objects/model"
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require_relative "lib/objects/model"
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require_relative "lib/objects/terrain"
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require_relative "lib/wavefront/model"
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require_relative "lib/wavefront/model"
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@@ -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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# 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, 1000.0)
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
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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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glMatrixMode(GL_MODELVIEW) # The modelview matrix is where object information is stored.
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glLoadIdentity
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glLoadIdentity
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glEnable(GL_DEPTH_TEST)
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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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end
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def update
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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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@mouse_sensitivity = 20.0
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when Gosu::MsWheelUp
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when Gosu::MsWheelUp
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@field_of_view += 1
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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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when Gosu::MsWheelDown
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@field_of_view -= 1
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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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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_accessor :x_rotation, :y_rotation, :z_rotation
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attr_reader :model, :name, :debug_color
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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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@type = type
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@file_path = file_path
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@file_path = file_path
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@x,@y,@z,@scale = x,y,z,scale
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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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@x_rotation,@y_rotation,@z_rotation = 0,0,0
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@name = file_path.split("/").last.split(".").first
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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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@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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@model = nil
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@@ -40,7 +39,7 @@ class IMICFPS
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end
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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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setup
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@@ -73,16 +72,16 @@ class IMICFPS
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end
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end
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def update
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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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ObjectManager.objects.each do |b|
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next if b.name == self.name
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next if a == b
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raise if b.name == self.name
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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 self.intersect(self.model.bounding_box, b.model.bounding_box)
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if a.name == "tree"
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self.y_rotation+=0.02
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puts "#{b.name} is touching me"
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a.y_rotation+=0.01
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puts "#{b.name} is touching me"
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end
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else
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end
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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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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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def intersect(a, b)
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a = normalize_bounding_box(a)
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a = normalize_bounding_box(a)
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b = normalize_bounding_box(b)
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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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puts "bounding boxes match!" if a == b
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@temp_bounding_box.min_x = bounding_box.min_x*scale+x
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# maxx1 > minx2 && minx1 < maxx2 # && maxy1 > miny1 && miny1 < maxy2
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@temp_bounding_box.min_y = bounding_box.min_y*scale+y
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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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@temp_bounding_box.min_z = bounding_box.min_z*scale+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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def normalize_bounding_box(box)
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@temp_bounding_box.max_y = bounding_box.max_y*scale+y
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temp = BoundingBox.new
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@temp_bounding_box.max_z = bounding_box.max_z*scale+z
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temp.min_x = box.min_x.to_f*scale+x
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return @temp_bounding_box
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temp.min_y = box.min_y.to_f*scale+y
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end
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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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# 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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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
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glBegin(GL_TRIANGLES)
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glBegin(GL_LINES)
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# TOP
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glColor3f(0,0,1.0)
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glNormal3f(0,1,0)
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glVertex3f(box.min_x, box.min_y, box.min_z)
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glColor3f(color.red, color.green, color.blue)
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glColor3f(1.0,0,0)
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
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glVertex3f(box.max_x, box.max_y, box.max_z)
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glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z)
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glEnd
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glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z)
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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(box.min_x, box.max_y, 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(box.max_x, box.max_y, 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.max_x, box.max_y, box.min_z)
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# BOTTOM
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# BOTTOM
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glNormal3f(0,-1,0)
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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(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(box.max_x, box.min_y, 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.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(box.max_x, box.min_y, 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(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(box.min_x, box.min_y, box.max_z)
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# RIGHT SIDE
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# RIGHT SIDE
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glNormal3f(0,0,1)
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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(box.min_x, box.max_y, 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(box.min_x, box.max_y, 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(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(box.min_x, box.min_y, 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(box.min_x, box.min_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(box.min_x, box.max_y, box.max_z)
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# LEFT SIDE
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# LEFT SIDE
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glNormal3f(1,0,0)
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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(box.max_x, box.max_y, 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.max_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(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(box.max_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(box.max_x, box.min_y, 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.max_y, box.max_z)
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# FRONT
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# FRONT
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glNormal3f(-1,0,0)
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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(box.min_x, box.max_y, 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(box.max_x, box.max_y, 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(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(box.min_x, box.max_y, 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(box.max_x, box.min_y, 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.min_y, box.max_z)
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# BACK
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# BACK
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glNormal3f(-1,0,0)
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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(box.max_x, box.min_y, 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(box.min_x, box.min_y, 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(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(box.max_x, box.min_y, 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(box.min_x, box.max_y, box.min_z)
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glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_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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glEnd
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
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end
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end
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def handleGlError
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def handleGlError
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e = glGetError()
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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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@@ -31,7 +31,7 @@ class IMICFPS
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@faces = []
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@faces = []
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@smoothing= 0
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@smoothing= 0
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@bounding_box = BoundingBox.new(nil,nil,nil, nil,nil,nil)
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@bounding_box = BoundingBox.new(0,0,0, 0,0,0)
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start_time = Time.now
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start_time = Time.now
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parse
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parse
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puts "#{@file_path.split('/').last} took #{(Time.now-start_time).round(2)} seconds to parse"
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puts "#{@file_path.split('/').last} took #{(Time.now-start_time).round(2)} seconds to parse"
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@@ -11,7 +11,7 @@ class IMICFPS
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@textures = []
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@textures = []
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@normals = []
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@normals = []
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@faces = []
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@faces = []
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@bounding_box = BoundingBox.new(nil,nil,nil, nil,nil,nil)
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@bounding_box = BoundingBox.new(0,0,0, 0,0,0)
|
||||||
@debug_color = Color.new(1.0,0.0,0.0)
|
@debug_color = Color.new(1.0,0.0,0.0)
|
||||||
|
|
||||||
# Faces array packs everything:
|
# Faces array packs everything:
|
||||||
|
|||||||
@@ -49,6 +49,10 @@ class IMICFPS
|
|||||||
end
|
end
|
||||||
|
|
||||||
puts "Total Lines: #{lines}"
|
puts "Total Lines: #{lines}"
|
||||||
|
calculate_bounding_box(@vertices, @bounding_box)
|
||||||
|
@objects.each do |o|
|
||||||
|
calculate_bounding_box(o.vertices, o.bounding_box)
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
def parse_mtllib
|
def parse_mtllib
|
||||||
@@ -114,8 +118,6 @@ class IMICFPS
|
|||||||
else
|
else
|
||||||
raise
|
raise
|
||||||
end
|
end
|
||||||
recalculate_bounding_box(vert, @bounding_box)
|
|
||||||
recalculate_bounding_box(vert, @current_object.bounding_box)
|
|
||||||
@current_object.vertices << vert
|
@current_object.vertices << vert
|
||||||
@vertices << vert
|
@vertices << vert
|
||||||
end
|
end
|
||||||
@@ -146,9 +148,9 @@ class IMICFPS
|
|||||||
@uvs << texture
|
@uvs << texture
|
||||||
end
|
end
|
||||||
|
|
||||||
def recalculate_bounding_box(vertex, bounding_box)
|
def calculate_bounding_box(vertices, bounding_box)
|
||||||
# Set a default relative to the model
|
|
||||||
unless bounding_box.min_x.is_a?(Float)
|
unless bounding_box.min_x.is_a?(Float)
|
||||||
|
vertex = vertices.first
|
||||||
bounding_box.min_x = vertex.x
|
bounding_box.min_x = vertex.x
|
||||||
bounding_box.min_y = vertex.y
|
bounding_box.min_y = vertex.y
|
||||||
bounding_box.min_z = vertex.z
|
bounding_box.min_z = vertex.z
|
||||||
@@ -158,13 +160,15 @@ class IMICFPS
|
|||||||
bounding_box.max_z = vertex.z
|
bounding_box.max_z = vertex.z
|
||||||
end
|
end
|
||||||
|
|
||||||
bounding_box.min_x = vertex.x if vertex.x < bounding_box.min_x
|
vertices.each do |vertex|
|
||||||
bounding_box.min_y = vertex.y if vertex.y < bounding_box.min_y
|
bounding_box.min_x = vertex.x if vertex.x < bounding_box.min_x
|
||||||
bounding_box.min_z = vertex.z if vertex.z < bounding_box.min_z
|
bounding_box.min_y = vertex.y if vertex.y < bounding_box.min_y
|
||||||
|
bounding_box.min_z = vertex.z if vertex.z < bounding_box.min_z
|
||||||
|
|
||||||
bounding_box.max_x = vertex.x if vertex.x > bounding_box.max_x
|
bounding_box.max_x = vertex.x if vertex.x > bounding_box.max_x
|
||||||
bounding_box.max_y = vertex.y if vertex.y > bounding_box.max_y
|
bounding_box.max_y = vertex.y if vertex.y > bounding_box.max_y
|
||||||
bounding_box.max_z = vertex.z if vertex.z > bounding_box.max_z
|
bounding_box.max_z = vertex.z if vertex.z > bounding_box.max_z
|
||||||
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -18,14 +18,15 @@ class IMICFPS
|
|||||||
@delta_time = Gosu.milliseconds
|
@delta_time = Gosu.milliseconds
|
||||||
@number_of_faces = 0
|
@number_of_faces = 0
|
||||||
@draw_skydome = true
|
@draw_skydome = true
|
||||||
@skydome = Model.new(type: :obj, file_path: "objects/skydome.obj", x: 0, y: 0,z: 0, scale: 1, backface_culling: false)
|
@skydome = Model.new(type: :obj, file_path: "objects/skydome.obj", x: 0, y: 0,z: 0, scale: 1, backface_culling: false, auto_manage: false)
|
||||||
@actor = Model.new(type: :obj, file_path: "objects/biped.obj", x: 1, y: 0, z: 0)
|
@actor = Model.new(type: :obj, file_path: "objects/biped.obj", x: 0, y: 0, z: -2)
|
||||||
Model.new(type: :obj, file_path: "objects/tree.obj", x: 3)
|
Model.new(type: :obj, file_path: "objects/tree.obj", x: 0, y: 0, z: -10)
|
||||||
# Model.new(type: :obj, file_path: "objects/tree.obj", z: -5)
|
# 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/tree.obj", x: -2, z: -6)
|
||||||
# Model.new(type: :obj, file_path: "objects/sponza.obj", scale: 1, y: -0.2)
|
# Model.new(type: :obj, file_path: "objects/sponza.obj", scale: 1, y: -0.2)
|
||||||
|
@terrain = Terrain.new(size: 100)
|
||||||
|
|
||||||
@camera = Camera.new
|
@camera = Camera.new(x: 0, y: -2, z: 1)
|
||||||
@camera.bind_model(@actor)
|
@camera.bind_model(@actor)
|
||||||
|
|
||||||
@crosshair_size = 10
|
@crosshair_size = 10
|
||||||
@@ -54,10 +55,11 @@ class IMICFPS
|
|||||||
light.draw
|
light.draw
|
||||||
end
|
end
|
||||||
@camera.draw
|
@camera.draw
|
||||||
|
@skydome.draw if @skydome.renderable
|
||||||
ObjectManager.objects.each do |object|
|
ObjectManager.objects.each do |object|
|
||||||
object.draw if object.visible && object.renderable
|
object.draw if object.visible && object.renderable
|
||||||
end
|
end
|
||||||
|
@terrain.draw
|
||||||
end
|
end
|
||||||
|
|
||||||
# Draw crosshair
|
# Draw crosshair
|
||||||
@@ -78,8 +80,8 @@ class IMICFPS
|
|||||||
~
|
~
|
||||||
Vertical Angle: #{@camera.vertical_angle.round(2)} Horizontal Angle: #{@camera.horizontal_angle.round(2)} ~
|
Vertical Angle: #{@camera.vertical_angle.round(2)} Horizontal Angle: #{@camera.horizontal_angle.round(2)} ~
|
||||||
Camera X:#{@camera.x.round(2)} Y:#{@camera.y.round(2)} Z:#{@camera.z.round(2)} ~
|
Camera X:#{@camera.x.round(2)} Y:#{@camera.y.round(2)} Z:#{@camera.z.round(2)} ~
|
||||||
Actor X:#{@camera.bound_model.x.round(2)} Y:#{@camera.bound_model.y.round(2)} Z:#{@camera.bound_model.z.round(2)} ~
|
#{if @camera.bound_model then "Actor X:#{@camera.bound_model.x.round(2)} Y:#{@camera.bound_model.y.round(2)} Z:#{@camera.bound_model.z.round(2)}";end} ~
|
||||||
FOV: #{@camera.field_of_view} ~
|
Field Of View: #{@camera.field_of_view} ~
|
||||||
Mouse Sesitivity: #{@camera.mouse_sensitivity} ~
|
Mouse Sesitivity: #{@camera.mouse_sensitivity} ~
|
||||||
Faces: #{@number_of_faces} ~
|
Faces: #{@number_of_faces} ~
|
||||||
Last Frame: #{delta_time}ms (#{Gosu.fps} fps)~
|
Last Frame: #{delta_time}ms (#{Gosu.fps} fps)~
|
||||||
|
|||||||
Reference in New Issue
Block a user