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Renamed objects/ to game_objects/ removed redundant entities, added Map loader and test map, made LoadingState use Map for entity asset loading.
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56
lib/game_objects/model_loader.rb
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56
lib/game_objects/model_loader.rb
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@@ -0,0 +1,56 @@
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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(manifest_file:, entity: nil)
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@manifest = YAML.load(File.read(manifest_file))
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# pp @manifest
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@file_path = File.expand_path("./../model/", manifest_file) + "/#{@manifest["model"]}"
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@name = @manifest["name"]
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@type = File.basename(@file_path).split(".").last.to_sym
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@debug_color = Color.new(0.0, 1.0, 0.0)
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@model = nil
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@supported_models = ["OBJ"]
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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, entity: entity)
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else
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raise "Unsupported model type, supported models are: #{@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]#.dup # Don't know why, but adding .dup improves performance with Sponza (1 fps -> 20 fps)
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puts "Used cached model for: #{@file_path.split('/').last}" if $debug.get(:stats)
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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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