class IMICFPS class Camera include CommonMethods include OpenGL include GLU attr_accessor :x,:y,:z, :field_of_view, :vertical_angle, :horizontal_angle, :mouse_sensitivity attr_reader :bound_model def initialize(x: 0, y: 0, z: 0, fov: 70.0) @x,@y,@z = x,y,z @vertical_angle = 0.0 @horizontal_angle = 0.0 @field_of_view = fov @speed = 0.05 @old_speed = @speed self.mouse_x, self.mouse_y = Gosu.screen_width/2, Gosu.screen_height/2 @true_mouse = Point.new(Gosu.screen_width/2, Gosu.screen_height/2) @true_mouse_checked = 0 @mouse_sensitivity = 20.0 @bound_model = nil end def bind_model(model) @bound_model = model end def unbind @bound_model = nil end def draw #glMatrixMode(matrix) indicates that following [matrix] is going to get used glMatrixMode(GL_PROJECTION) # The projection matrix is responsible for adding perspective to our scene. glLoadIdentity # Resets current modelview matrix # 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) 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 if @true_mouse_checked > 2 @horizontal_angle-=Float(@true_mouse.x-self.mouse_x)/(@mouse_sensitivity*@field_of_view)*70 @vertical_angle-=Float(@true_mouse.y-self.mouse_y)/(@mouse_sensitivity*@field_of_view)*70 @horizontal_angle %= 360.0 @vertical_angle = @vertical_angle.clamp(-90.0, 90.0) else @true_mouse_checked+=1 @true_mouse.x = self.mouse_x @true_mouse.y = self.mouse_y end self.mouse_x, self.mouse_y = Gosu.screen_width/2.0, Gosu.screen_height/2.0 @true_mouse_checked = 0 if (button_down?(Gosu::KbLeftAlt) && (button_down?(Gosu::KbEnter) || button_down?(Gosu::KbReturn))) @true_mouse_checked = 0 if (button_down?(Gosu::KbRightAlt) && (button_down?(Gosu::KbEnter) || button_down?(Gosu::KbReturn))) relative_speed = @speed if button_down?(Gosu::KbLeftControl) relative_speed = (@speed*10.0)*(delta_time/60.0) else relative_speed = @speed*(delta_time/60.0) end if button_down?(Gosu::KbUp) || button_down?(Gosu::KbW) @z+=Math.cos(@horizontal_angle * Math::PI / 180)*relative_speed @x-=Math.sin(@horizontal_angle * Math::PI / 180)*relative_speed end if button_down?(Gosu::KbDown) || button_down?(Gosu::KbS) @z-=Math.cos(@horizontal_angle * Math::PI / 180)*relative_speed @x+=Math.sin(@horizontal_angle * Math::PI / 180)*relative_speed end if button_down?(Gosu::KbA) @z+=Math.sin(@horizontal_angle * Math::PI / 180)*relative_speed @x+=Math.cos(@horizontal_angle * Math::PI / 180)*relative_speed end if button_down?(Gosu::KbD) @z-=Math.sin(@horizontal_angle * Math::PI / 180)*relative_speed @x-=Math.cos(@horizontal_angle * Math::PI / 180)*relative_speed end if button_down?(Gosu::KbLeft) @horizontal_angle-=relative_speed*100 end if button_down?(Gosu::KbRight) @horizontal_angle+=relative_speed*100 end @y+=relative_speed if button_down?(Gosu::KbC) || button_down?(Gosu::KbLeftShift) @y-=relative_speed if button_down?(Gosu::KbSpace) if @bound_model distance = 2.0 x_offset = distance * Math.cos(@bound_model.y_rotation) z_offset = distance * Math.sin(@bound_model.y_rotation) @bound_model.x = @x*-1+x_offset @bound_model.y = @y*-1-2 @bound_model.z = @z*-1-z_offset @bound_model.y_rotation = (@horizontal_angle*-1)+180 end end def button_up(id) case id when Gosu::KB_NUMPAD_PLUS @mouse_sensitivity+=1 @mouse_sensitivity = @mouse_sensitivity.clamp(1.0, 100.0) when Gosu::KbMinus, Gosu::KB_NUMPAD_MINUS @mouse_sensitivity-=1 @mouse_sensitivity = @mouse_sensitivity.clamp(1.0, 100.0) when Gosu::KB_NUMPAD_MULTIPLY @mouse_sensitivity = 20.0 when Gosu::MsWheelUp @field_of_view += 1 @field_of_view = @field_of_view.clamp(1, 179) when Gosu::MsWheelDown @field_of_view -= 1 @field_of_view = @field_of_view.clamp(1, 179) end end end end