mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 15:42:35 +00:00
Ripped IMICFPS::Wavefront::Model to IMICFPS::Model, more refactoring needed.
This commit is contained in:
240
lib/model.rb
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240
lib/model.rb
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class IMICFPS
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class Model
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include CommonMethods
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attr_accessor :objects, :materials, :vertices, :uvs, :texures, :normals, :faces, :colors, :bones
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attr_accessor :scale, :entity, :material_file, :current_material, :current_object, :vertex_count, :smoothing
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attr_reader :position, :bounding_box, :textured_material, :file_path
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attr_reader :vertices_buffer_id
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attr_reader :vertices_buffer_data
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attr_reader :vertices_buffer_size
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attr_reader :vertex_array_id
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attr_reader :aabb_tree
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def initialize(file_path:, entity: nil, parser:)
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@entity = entity
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update if @entity
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@file_path = file_path
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@material_file = nil
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@current_object = nil
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@current_material=nil
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@vertex_count = 0
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@objects = []
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@materials= {}
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@vertices = []
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@colors = []
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@uvs = []
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@normals = []
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@faces = []
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@bones = []
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@smoothing= 0
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@bounding_box = BoundingBox.new
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start_time = Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond)
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parse(parser)
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puts "#{@file_path.split('/').last} took #{((Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond)-start_time)/1000.0).round(2)} seconds to parse" if $debug.get(:stats)
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# allocate_gl_objects
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# populate_vertex_buffer
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# configure_vao
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@objects.each {|o| @vertex_count+=o.vertices.size}
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@objects.each_with_index do |o, i|
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puts " Model::Object Name: #{o.name}, Vertices: #{o.vertices.size}" if $debug.get(:stats)
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end
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window.number_of_vertices+=@vertex_count
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@has_texture = false
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@materials.each do |key, material|
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if material.texture_id
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@has_texture = true
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@textured_material = key
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end
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end
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start_time = Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond)
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build_collision_tree
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puts " Building mesh collision tree took #{((Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond)-start_time)/1000.0).round(2)} seconds" if $debug.get(:stats)
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end
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def parse(parser)
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parser.new(self).parse
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end
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def calculate_bounding_box(vertices, bounding_box)
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unless bounding_box.min.x.is_a?(Float)
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vertex = vertices.last
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bounding_box.min.x = vertex.x
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bounding_box.min.y = vertex.y
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bounding_box.min.z = vertex.z
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bounding_box.max.x = vertex.x
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bounding_box.max.y = vertex.y
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bounding_box.max.z = vertex.z
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end
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vertices.each do |vertex|
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bounding_box.min.x = vertex.x if vertex.x <= bounding_box.min.x
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bounding_box.min.y = vertex.y if vertex.y <= bounding_box.min.y
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bounding_box.min.z = vertex.z if vertex.z <= bounding_box.min.z
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bounding_box.max.x = vertex.x if vertex.x >= bounding_box.max.x
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bounding_box.max.y = vertex.y if vertex.y >= bounding_box.max.y
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bounding_box.max.z = vertex.z if vertex.z >= bounding_box.max.z
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end
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end
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def allocate_gl_objects
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# Allocate arrays for future use
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@vertex_array_id = nil
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buffer = " " * 4
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glGenVertexArrays(1, buffer)
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@vertex_array_id = buffer.unpack('L2').first
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# Allocate buffers for future use
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@vertices_buffer_id = nil
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buffer = " " * 4
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glGenBuffers(1, buffer)
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@vertices_buffer_id = buffer.unpack('L2').first
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end
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def populate_vertex_buffer
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@vertices_buffer_size = 0
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@vertices_buffer_data = []
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verts = []
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colors = []
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norms = []
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uvs = []
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tex_ids = []
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@faces.each do |face|
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verts << face.vertices.map { |vert| [vert.x, vert.y, vert.z] }
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colors << face.colors.map { |vert| [vert.x, vert.y, vert.z] }
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norms << face.normals.map { |vert| [vert.x, vert.y, vert.z, vert.weight] }
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if @has_texture
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uvs << face.uvs.map { |vert| [vert.x, vert.y, vert.z] }
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tex_ids << face.material.texture_id ? face.material.texture_id.to_f : -1.0
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end
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end
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verts.each_with_index do |vert, i|
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@vertices_buffer_data << vert
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@vertices_buffer_data << colors[i]
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@vertices_buffer_data << norms[i]
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# if @has_texture
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# @vertices_buffer_data << uvs[i] if uvs.size > 0
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# @vertices_buffer_data << tex_ids[i] if tex_ids.size > 0
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# end
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end
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data_size = 0
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data_size += Fiddle::SIZEOF_FLOAT * 3 * verts.size
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data_size += Fiddle::SIZEOF_FLOAT * 3 * colors.size
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data_size += Fiddle::SIZEOF_FLOAT * 4 * norms.size
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if @has_texture
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data_size += Fiddle::SIZEOF_FLOAT * 3 * uvs.size
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data_size += Fiddle::SIZEOF_FLOAT * 1 * tex_ids.size
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end
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@vertices_buffer_size = data_size
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data = @vertices_buffer_data.flatten
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glBindBuffer(GL_ARRAY_BUFFER, @vertices_buffer_id)
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glBufferData(GL_ARRAY_BUFFER, @vertices_buffer_size, data.pack("f*"), GL_STATIC_DRAW)
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glBindBuffer(GL_ARRAY_BUFFER, 0)
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end
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def configure_vao
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glBindBuffer(GL_ARRAY_BUFFER, @vertices_buffer_id)
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glBindVertexArray(@vertex_array_id)
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glEnableVertexAttribArray(0)
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glEnableVertexAttribArray(1)
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glEnableVertexAttribArray(2)
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glEnableVertexAttribArray(3)
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glEnableVertexAttribArray(4)
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program = Shader.get("default").program
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stride = 0
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position_stride = Fiddle::SIZEOF_FLOAT * 3
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color_stride = Fiddle::SIZEOF_FLOAT * 3
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normal_stride = Fiddle::SIZEOF_FLOAT * 4
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uv_stride = Fiddle::SIZEOF_FLOAT * 3
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texture_id_stride = Fiddle::SIZEOF_FLOAT
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if @has_texture
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stride = position_stride + color_stride + normal_stride + uv_stride + texture_id_stride
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else
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stride = position_stride + color_stride + normal_stride
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end
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# index, size, type, normalized, stride, pointer
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# vertices (positions)
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glVertexAttribPointer(glGetAttribLocation(program, "inPosition"), 3, GL_FLOAT, GL_FALSE, stride, nil)
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handleGlError
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# colors
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glVertexAttribPointer(glGetAttribLocation(program, "inColor"), 3, GL_FLOAT, GL_FALSE, stride + position_stride, nil)
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handleGlError
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# normals
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glVertexAttribPointer(glGetAttribLocation(program, "inNormal"), 4, GL_FLOAT, GL_FALSE, stride + position_stride + color_stride, nil)
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handleGlError
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# uvs
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glVertexAttribPointer(glGetAttribLocation(program, "inUV"), 3, GL_FLOAT, GL_FALSE, stride + position_stride + color_stride + normal_stride, nil)
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handleGlError
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# texture ids
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glVertexAttribPointer(glGetAttribLocation(program, "inTextureID"), 1, GL_FLOAT, GL_FALSE, stride + position_stride + color_stride + normal_stride + uv_stride, nil)
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handleGlError
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glDisableVertexAttribArray(4)
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glDisableVertexAttribArray(3)
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glDisableVertexAttribArray(2)
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glDisableVertexAttribArray(1)
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glDisableVertexAttribArray(0)
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glBindBuffer(GL_ARRAY_BUFFER, 0)
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glBindVertexArray(0)
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end
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def build_collision_tree
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@aabb_tree = AABBTree.new
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@faces.each do |face|
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box = BoundingBox.new
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box.min = face.vertices.first.dup
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box.max = face.vertices.first.dup
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face.vertices.each do |vertex|
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if vertex.sum < box.min.sum
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box.min = vertex.dup
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elsif vertex.sum > box.max.sum
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box.max = vertex.dup
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end
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end
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# FIXME: Handle negatives
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box.min -= Vector.new(-0.1, -0.1, -0.1)
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box.max += Vector.new( 0.1, 0.1, 0.1)
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@aabb_tree.insert(face, box)
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end
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puts @aabb_tree.inspect if $debug.get(:stats)
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end
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def update
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@position = @entity.position
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@scale = @entity.scale
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end
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def has_texture?
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@has_texture
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end
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end
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end
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