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:
2018-03-20 17:19:34 -05:00
parent 46f533f83e
commit fd4530911e
3 changed files with 124 additions and 84 deletions

View File

@@ -12,6 +12,7 @@ class IMICFPS
attr_accessor :x, :y, :z, :scale
attr_accessor :visible, :renderable
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)
@type = type
@@ -21,20 +22,23 @@ class IMICFPS
@visible = true
@renderable = true
@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
unless load_model_from_cache
case type
when :obj
p file_path
@model = Wavefront::Model.new(@file_path)
else
raise "Unsupported model type, supported models are: #{Model.supported_models.join(', ')}"
end
cache_model
end
cache_model
ObjectManager.add_object(self)
@@ -51,8 +55,13 @@ class IMICFPS
glEnable(GL_NORMALIZE)
glPushMatrix
# Render bounding boxes before transformation is applied
render_bounding_box(@model.bounding_box) if $debug
@model.objects.each {|o| render_bounding_box(o.bounding_box, o.debug_color)} if $debug
glTranslatef(x,y,z)
glScalef(scale, scale, scale)
glRotatef(@x_rotation,1.0, 0, 0)
glRotatef(@y_rotation,0, 1.0, 0)
glRotatef(@z_rotation,0, 0, 1.0)
@@ -66,6 +75,16 @@ class IMICFPS
end
def update
ObjectManager.objects.each do |a|
ObjectManager.objects.each do |b|
next if a == b
if a.intersect(a.model.bounding_box, b.model.bounding_box)
if a.name == "tree"
a.y_rotation+=0.1
end
end
end
end
end
def load_model_from_cache
@@ -86,6 +105,102 @@ class IMICFPS
CACHE[@type][@file_path] = @model
end
# Do two Axis Aligned Bounding Boxes intersect?
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)
true
else
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
@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
end
def render_bounding_box(bounding_box, color = @debug_color)
# TODO: Minimize number of calls in here
bounding_box = normalize_bounding_box(bounding_box)
puts bounding_box
puts
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
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(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)
# 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(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)
# 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(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)
# 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(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)
# 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(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)
# 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(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)
glEnd
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
end
def handleGlError
e = glGetError()
if e != GL_NO_ERROR