class IMICFPS # A game object is any renderable thing class GameObject include OpenGL include GLU include CommonMethods attr_accessor :x, :y, :z, :scale attr_accessor :visible, :renderable, :backface_culling attr_accessor :x_rotation, :y_rotation, :z_rotation attr_reader :model, :name, :debug_color, :terrain, :width, :height, :depth def initialize(x: 0, y: 0, z: 0, bound_model: nil, scale: MODEL_METER_SCALE, backface_culling: true, auto_manage: true, terrain: nil) @x,@y,@z,@scale = x,y,z,scale @bound_model = bound_model @backface_culling = backface_culling @visible = true @renderable = true @x_rotation,@y_rotation,@z_rotation = 0,0,0 @debug_color = Color.new(0.0, 1.0, 0.0) @terrain = terrain @width, @height, @depth = 0,0,0 @delta_time = Gosu.milliseconds ObjectManager.add_object(self) if auto_manage setup if @bound_model @bound_model.model.game_object = self @bound_model.model.objects.each {|o| o.parent = self} box = normalize_bounding_box(@bound_model.model.bounding_box) @width = box.max_x-box.min_x @height = box.max_y-box.min_y @depth = box.max_z-box.min_z end return self end def bind_model(model) raise "model isn't a model!" unless model.is_a?(ModelLoader) @bound_model = model @bound_model.model.game_object = self @bound_model.model.objects.each {|o| o.parent = self} box = normalize_bounding_box(@bound_model.model.bounding_box) @width = box.max_x-box.min_x @height = box.max_y-box.min_y @depth = box.max_z-box.min_z end def model @bound_model.model if @bound_model end def unbind_model @bound_model = nil end def setup end # Not advisable to put OpenGL code here, instead put it in Renderer. def draw end def update model.update @delta_time = Gosu.milliseconds end # Do two Axis Aligned Bounding Boxes intersect? def intersect(a, b) a = a.normalize_bounding_box(a.model.bounding_box) b = b.normalize_bounding_box(b.model.bounding_box) puts "bounding boxes match!" if a == b if (((a.min_x <= b.min_x && b.max_x <= a.max_x) || (b.min_x <= a.min_x && a.min_x <= b.max_x)) && ((a.min_y <= b.min_y && b.max_y <= a.max_y) || (b.min_y <= a.min_y && a.min_y <= b.max_y)) && ((a.min_z <= b.min_z && b.max_z <= a.max_z) || (b.min_z <= a.min_z && a.min_z <= b.max_z))) # if (a.max_x >= b.max_x && a.min_x <= b.max_x) && (a.max_y >= b.min_y && a.min_y <= b.max_y) && (a.max_z >= b.min_z && a.min_z <= b.max_z) return true else return false end end def normalize_bounding_box(box) temp = BoundingBox.new temp.min_x = box.min_x.to_f*scale+x temp.min_y = box.min_y.to_f*scale+y temp.min_z = box.min_z.to_f*scale+z temp.max_x = box.max_x.to_f*scale+x temp.max_y = box.max_y.to_f*scale+y temp.max_z = box.max_z.to_f*scale+z # puts "b: #{box}, Temp: #{temp}" return temp end def handleGlError e = glGetError() if e != GL_NO_ERROR $stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n" exit end end end end