mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 15:42:35 +00:00
Cleaning up Wavefront::Model and centralizing into Model, mouse_look now adapts to FOV better, bounding_boxes are correctly placed (not just moved from center)
This commit is contained in:
@@ -12,6 +12,7 @@ class IMICFPS
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attr_accessor :x, :y, :z, :scale
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attr_accessor :visible, :renderable
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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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@type = type
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@@ -21,20 +22,23 @@ class IMICFPS
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@visible = true
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@renderable = true
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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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unless load_model_from_cache
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case type
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when :obj
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p file_path
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@model = Wavefront::Model.new(@file_path)
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else
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raise "Unsupported model type, supported models are: #{Model.supported_models.join(', ')}"
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end
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cache_model
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end
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cache_model
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ObjectManager.add_object(self)
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@@ -51,8 +55,13 @@ class IMICFPS
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glEnable(GL_NORMALIZE)
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glPushMatrix
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# Render bounding boxes before transformation is applied
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render_bounding_box(@model.bounding_box) if $debug
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@model.objects.each {|o| render_bounding_box(o.bounding_box, o.debug_color)} if $debug
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glTranslatef(x,y,z)
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glScalef(scale, scale, scale)
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glRotatef(@x_rotation,1.0, 0, 0)
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glRotatef(@y_rotation,0, 1.0, 0)
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glRotatef(@z_rotation,0, 0, 1.0)
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@@ -66,6 +75,16 @@ 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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if a.intersect(a.model.bounding_box, b.model.bounding_box)
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if a.name == "tree"
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a.y_rotation+=0.1
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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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def load_model_from_cache
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@@ -86,6 +105,102 @@ class IMICFPS
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CACHE[@type][@file_path] = @model
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end
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# Do two Axis Aligned Bounding Boxes intersect?
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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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true
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else
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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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@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 render_bounding_box(bounding_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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puts bounding_box
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puts
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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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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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# 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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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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# 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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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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# 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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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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# 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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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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# 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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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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def handleGlError
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e = glGetError()
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if e != GL_NO_ERROR
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@@ -12,6 +12,7 @@ class IMICFPS
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attr_accessor :objects, :materials, :vertexes, :texures, :normals, :faces
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attr_accessor :x, :y, :z
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attr_reader :bounding_box
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def initialize(object = "objects/cube.obj")
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@x, @y, @z = 0, 0, 0
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@@ -30,7 +31,6 @@ class IMICFPS
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@smoothing= 0
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@bounding_box = BoundingBox.new(nil,nil,nil, nil,nil,nil)
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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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start_time = Time.now
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parse
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puts "#{object.split('/').last} took #{(Time.now-start_time).round(2)} seconds to parse"
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@@ -81,83 +81,11 @@ class IMICFPS
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# glBindTexture(GL_TEXTURE_2D, 0)
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glDisable(GL_TEXTURE_2D)
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end
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render_bounding_box(o.bounding_box, o.debug_color) if $debug
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glDisable(GL_CULL_FACE) if back_face_culling
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glDisable(GL_COLOR_MATERIAL)
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end
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render_bounding_box(@bounding_box) if $debug
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$window.number_of_faces+=self.faces.size
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end
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def render_bounding_box(bounding_box, color = @debug_color)
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# TODO: Minimize number of calls in here
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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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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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# 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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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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# 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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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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# 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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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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# 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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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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# 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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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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end
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end
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end
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@@ -18,13 +18,13 @@ class IMICFPS
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@delta_time = Gosu.milliseconds
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@number_of_faces = 0
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@draw_skydome = true
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Model.new(type: :obj, file_path: "objects/skydome.obj", x: 0, y: 0,z: 0, scale: 1, backface_culling: false)
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@skydome = Model.new(type: :obj, file_path: "objects/skydome.obj", x: 0, y: 0,z: 0, scale: 1, backface_culling: false)
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Model.new(type: :obj, file_path: "objects/cube.obj", x: 0,y: 1,z: -2, scale: 0.0005)
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Model.new(type: :obj, file_path: "objects/biped.obj", x: 1, y: 0, z: 0)
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Model.new(type: :obj, file_path: "objects/tree.obj", x: 3)
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Model.new(type: :obj, file_path: "objects/tree.obj", z: -5)
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Model.new(type: :obj, file_path: "objects/tree.obj", x: -2, z: -6)
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Model.new(type: :obj, file_path: "objects/sponza.obj", scale: 1, y: -0.2)
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# Model.new(type: :obj, file_path: "objects/tree.obj", z: -5)
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# Model.new(type: :obj, file_path: "objects/tree.obj", x: -2, z: -6)
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# Model.new(type: :obj, file_path: "objects/sponza.obj", scale: 1, y: -0.2)
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@camera = Vertex.new(0,-1,0)
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@camera_target = Vertex.new(0,-1,0)
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@@ -63,10 +63,7 @@ class IMICFPS
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$stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n"
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exit
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end
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render
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end
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def render
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gl do
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glClearColor(0,0.2,0.5,1) # skyish blue
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # clear the screen and the depth buffer
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@@ -124,8 +121,8 @@ class IMICFPS
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end
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if @true_mouse_checked > 2
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@horizontal_angle-=Float(@true_mouse.x-self.mouse_x)/@mouse_sesitivity
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@vertical_angle-=Float(@true_mouse.y-self.mouse_y)/@mouse_sesitivity
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@horizontal_angle-=Float(@true_mouse.x-self.mouse_x)/(@mouse_sesitivity*@initial_fov)*70
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@vertical_angle-=Float(@true_mouse.y-self.mouse_y)/(@mouse_sesitivity*@initial_fov)*70
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@horizontal_angle %= 360.0
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@vertical_angle = @vertical_angle.clamp(-90.0, 90.0)
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else
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