Fixed missing spaces, added terrain object, various tweaks trying to get collision detection working correctly; Still isn't...

This commit is contained in:
2018-03-21 12:09:28 -05:00
parent 2de1c0ffdf
commit e7aa32b62d
8 changed files with 156 additions and 111 deletions

View File

@@ -27,6 +27,7 @@ require_relative "lib/managers/light_manager"
require_relative "lib/objects/light"
require_relative "lib/objects/camera"
require_relative "lib/objects/model"
require_relative "lib/objects/terrain"
require_relative "lib/wavefront/model"

View File

@@ -37,15 +37,14 @@ class IMICFPS
# 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
gluPerspective(@field_of_view, $window.width / $window.height, 0.1, 1000.0)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
glRotatef(@vertical_angle,1,0,0)
glRotatef(@horizontal_angle,0,1,0)
glTranslatef(@x, @y, @z)
glMatrixMode(GL_MODELVIEW) # The modelview matrix is where object information is stored.
glLoadIdentity
glEnable(GL_DEPTH_TEST)
glRotatef(@vertical_angle,1,0,0)
glRotatef(@horizontal_angle,0,1,0)
glTranslatef(@x, @y, @z)
end
def update
@@ -122,10 +121,10 @@ class IMICFPS
@mouse_sensitivity = 20.0
when Gosu::MsWheelUp
@field_of_view += 1
@field_of_view = @field_of_view.clamp(1, 179)
@field_of_view = @field_of_view.clamp(1, 100)
when Gosu::MsWheelDown
@field_of_view -= 1
@field_of_view = @field_of_view.clamp(1, 179)
@field_of_view = @field_of_view.clamp(1, 100)
end
end
end

View File

@@ -14,7 +14,7 @@ class IMICFPS
attr_accessor :x_rotation, :y_rotation, :z_rotation
attr_reader :model, :name, :debug_color
def initialize(type:, file_path:, x: 0, y: 0, z: 0, scale: MODEL_METER_SCALE, backface_culling: true)
def initialize(type:, file_path:, x: 0, y: 0, z: 0, scale: MODEL_METER_SCALE, backface_culling: true, auto_manage: true)
@type = type
@file_path = file_path
@x,@y,@z,@scale = x,y,z,scale
@@ -24,7 +24,6 @@ class IMICFPS
@x_rotation,@y_rotation,@z_rotation = 0,0,0
@name = file_path.split("/").last.split(".").first
@debug_color = Color.new(rand(0.0..1.0), rand(0.0..1.0), rand(0.0..1.0))
@temp_bounding_box = BoundingBox.new(0,0,0, 0,0,0)
@model = nil
@@ -40,7 +39,7 @@ class IMICFPS
end
ObjectManager.add_object(self)
ObjectManager.add_object(self) if auto_manage
setup
@@ -73,16 +72,16 @@ class IMICFPS
end
def update
ObjectManager.objects.each do |a|
ObjectManager.objects.each do |b|
next if a == b
next if b.name == "skydome"
if a.intersect(a.model.bounding_box, b.model.bounding_box)
if a.name == "tree"
next if b.name == self.name
raise if b.name == self.name
if self.intersect(self.model.bounding_box, b.model.bounding_box)
self.y_rotation+=0.02
puts "#{b.name} is touching me"
a.y_rotation+=0.01
end
end
else
# puts "!=! No Collision"
end
end
end
@@ -109,92 +108,103 @@ class IMICFPS
def intersect(a, b)
a = normalize_bounding_box(a)
b = normalize_bounding_box(b)
if (a.min_x <= b.max_x && a.max_x >= b.min_x) &&
(a.min_y <= b.max_y && a.max_y >= b.min_y) &&
(a.min_z <= b.max_z && a.max_z >= b.min_z)
puts "bounding boxes match!" if a == b
# maxx1 > minx2 && minx1 < maxx2 # && maxy1 > miny1 && miny1 < maxy2
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)
# puts a
# puts b
# exit
return true
else
return false
end
end
def normalize_bounding_box(bounding_box)
@temp_bounding_box.min_x = bounding_box.min_x*scale+x
@temp_bounding_box.min_y = bounding_box.min_y*scale+y
@temp_bounding_box.min_z = bounding_box.min_z*scale+z
def normalize_bounding_box(box)
temp = BoundingBox.new
temp.min_x = box.min_x.to_f*scale+x
temp.min_y = box.min_y.to_f*scale+y
temp.min_z = box.min_z.to_f*scale+z
@temp_bounding_box.max_x = bounding_box.max_x*scale+x
@temp_bounding_box.max_y = bounding_box.max_y*scale+y
@temp_bounding_box.max_z = bounding_box.max_z*scale+z
return @temp_bounding_box
temp.max_x = box.max_x.to_f*scale+x
temp.max_y = box.max_y.to_f*scale+y
temp.max_z = box.max_z.to_f*scale+z
# puts "b: #{box}, Temp: #{temp}"
return temp
end
def render_bounding_box(bounding_box, color = @debug_color)
def render_bounding_box(box, color = @debug_color)
# TODO: Minimize number of calls in here
bounding_box = normalize_bounding_box(bounding_box)
box = normalize_bounding_box(box)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
glBegin(GL_LINES)
glColor3f(0,0,1.0)
glVertex3f(box.min_x, box.min_y, box.min_z)
glColor3f(1.0,0,0)
glVertex3f(box.max_x, box.max_y, box.max_z)
glEnd
glBegin(GL_TRIANGLES)
# TOP
glNormal3f(0,1,0)
glColor3f(color.red, color.green, color.blue)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z)
glVertex3f(box.min_x, box.max_y, box.max_z)
glVertex3f(box.min_x, box.max_y, box.min_z)
glVertex3f(box.max_x, box.max_y, box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z)
glVertex3f(box.min_x, box.max_y, box.max_z)
glVertex3f(box.max_x, box.max_y, box.max_z)
glVertex3f(box.max_x, box.max_y, box.min_z)
# BOTTOM
glNormal3f(0,-1,0)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z)
glVertex3f(box.max_x, box.min_y, box.min_z)
glVertex3f(box.max_x, box.min_y, box.max_z)
glVertex3f(box.min_x, box.min_y, box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z)
glVertex3f(box.max_x, box.min_y, box.min_z)
glVertex3f(box.min_x, box.min_y, box.min_z)
glVertex3f(box.min_x, box.min_y, box.max_z)
# RIGHT SIDE
glNormal3f(0,0,1)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(box.min_x, box.max_y, box.max_z)
glVertex3f(box.min_x, box.max_y, box.min_z)
glVertex3f(box.min_x, box.min_y, box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(box.min_x, box.min_y, box.max_z)
glVertex3f(box.min_x, box.min_y, box.min_z)
glVertex3f(box.min_x, box.max_y, box.max_z)
# LEFT SIDE
glNormal3f(1,0,0)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(box.max_x, box.max_y, box.max_z)
glVertex3f(box.max_x, box.max_y, box.min_z)
glVertex3f(box.max_x, box.min_y, box.min_z)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(box.max_x, box.min_y, box.max_z)
glVertex3f(box.max_x, box.min_y, box.min_z)
glVertex3f(box.max_x, box.max_y, box.max_z)
# FRONT
glNormal3f(-1,0,0)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z)
glVertex3f(box.min_x, box.max_y, box.max_z)
glVertex3f(box.max_x, box.max_y, box.max_z)
glVertex3f(box.max_x, box.min_y, box.max_z)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z)
glVertex3f(box.min_x, box.max_y, box.max_z)
glVertex3f(box.max_x, box.min_y, box.max_z)
glVertex3f(box.min_x, box.min_y, box.max_z)
# BACK
glNormal3f(-1,0,0)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z)
glVertex3f(box.max_x, box.min_y, box.min_z)
glVertex3f(box.min_x, box.min_y, box.min_z)
glVertex3f(box.min_x, box.max_y, box.min_z)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z)
glVertex3f(box.max_x, box.min_y, box.min_z)
glVertex3f(box.min_x, box.max_y, box.min_z)
glVertex3f(box.max_x, box.max_y, box.min_z)
glEnd
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
end

29
lib/objects/terrain.rb Normal file
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@@ -0,0 +1,29 @@
class IMICFPS
class Terrain
include OpenGL
def initialize(size:, heightmap: nil)
@size = size
@heightmap = heightmap
end
def draw
height = 0
glEnable(GL_COLOR_MATERIAL)
glBegin(GL_TRIANGLES)
glNormal3f(0,1,0)
glColor3f(1, 0.5, 0.0)
glVertex3f(-@size,height,-@size)
glVertex3f(-@size,height,@size)
glVertex3f(@size,height,@size)
glColor3f(0, 0.5, 0.0)
glVertex3f(@size,height,@size)
glVertex3f(@size,height,-@size)
glVertex3f(-@size,height,-@size)
glEnd
glDisable(GL_COLOR_MATERIAL)
end
end
end

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@@ -31,7 +31,7 @@ class IMICFPS
@faces = []
@smoothing= 0
@bounding_box = BoundingBox.new(nil,nil,nil, nil,nil,nil)
@bounding_box = BoundingBox.new(0,0,0, 0,0,0)
start_time = Time.now
parse
puts "#{@file_path.split('/').last} took #{(Time.now-start_time).round(2)} seconds to parse"

View File

@@ -11,7 +11,7 @@ class IMICFPS
@textures = []
@normals = []
@faces = []
@bounding_box = BoundingBox.new(nil,nil,nil, nil,nil,nil)
@bounding_box = BoundingBox.new(0,0,0, 0,0,0)
@debug_color = Color.new(1.0,0.0,0.0)
# Faces array packs everything:

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@@ -49,6 +49,10 @@ class IMICFPS
end
puts "Total Lines: #{lines}"
calculate_bounding_box(@vertices, @bounding_box)
@objects.each do |o|
calculate_bounding_box(o.vertices, o.bounding_box)
end
end
def parse_mtllib
@@ -114,8 +118,6 @@ class IMICFPS
else
raise
end
recalculate_bounding_box(vert, @bounding_box)
recalculate_bounding_box(vert, @current_object.bounding_box)
@current_object.vertices << vert
@vertices << vert
end
@@ -146,9 +148,9 @@ class IMICFPS
@uvs << texture
end
def recalculate_bounding_box(vertex, bounding_box)
# Set a default relative to the model
def calculate_bounding_box(vertices, bounding_box)
unless bounding_box.min_x.is_a?(Float)
vertex = vertices.first
bounding_box.min_x = vertex.x
bounding_box.min_y = vertex.y
bounding_box.min_z = vertex.z
@@ -158,6 +160,7 @@ class IMICFPS
bounding_box.max_z = vertex.z
end
vertices.each do |vertex|
bounding_box.min_x = vertex.x if vertex.x < bounding_box.min_x
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
@@ -169,3 +172,4 @@ class IMICFPS
end
end
end
end

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@@ -18,14 +18,15 @@ class IMICFPS
@delta_time = Gosu.milliseconds
@number_of_faces = 0
@draw_skydome = true
@skydome = Model.new(type: :obj, file_path: "objects/skydome.obj", x: 0, y: 0,z: 0, scale: 1, backface_culling: false)
@actor = Model.new(type: :obj, file_path: "objects/biped.obj", x: 1, y: 0, z: 0)
Model.new(type: :obj, file_path: "objects/tree.obj", x: 3)
@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: 0, y: 0, z: -2)
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", x: -2, z: -6)
# 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)
@crosshair_size = 10
@@ -54,10 +55,11 @@ class IMICFPS
light.draw
end
@camera.draw
@skydome.draw if @skydome.renderable
ObjectManager.objects.each do |object|
object.draw if object.visible && object.renderable
end
@terrain.draw
end
# Draw crosshair
@@ -78,8 +80,8 @@ class IMICFPS
~
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)} ~
Actor X:#{@camera.bound_model.x.round(2)} Y:#{@camera.bound_model.y.round(2)} Z:#{@camera.bound_model.z.round(2)} ~
FOV: #{@camera.field_of_view} ~
#{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} ~
Field Of View: #{@camera.field_of_view} ~
Mouse Sesitivity: #{@camera.mouse_sensitivity} ~
Faces: #{@number_of_faces} ~
Last Frame: #{delta_time}ms (#{Gosu.fps} fps)~