class IMICFPS # A game object is any renderable thing class Entity include CommonMethods attr_accessor :visible, :renderable, :backface_culling attr_accessor :position, :orientation, :scale, :velocity attr_reader :name, :debug_color, :bounding_box, :drag, :camera, :manifest def initialize(manifest:, map_entity: nil, spawnpoint: nil, backface_culling: true, auto_manage: true) @manifest = manifest @position = map_entity ? map_entity.position.clone : spawnpoint.position.clone @orientation = map_entity ? map_entity.orientation.clone : spawnpoint.orientation.clone @scale = map_entity ? map_entity.scale.clone : Vector.new(1, 1, 1) @backface_culling = backface_culling @name = @manifest.name @bound_model = map_entity ? bind_model : nil @visible = true @renderable = true @velocity = Vector.new(0, 0, 0) @drag = 1.0 @debug_color = Color.new(0.0, 1.0, 0.0) @last_position = Vector.new(@position.x, @position.y, @position.z) @sandboxes = [] load_scripts setup if @bound_model @bound_model.model.entity = self @normalized_bounding_box = normalize_bounding_box_with_offset normalize_bounding_box end @camera = nil return self end def load_scripts @manifest.scripts.each do |script| @sandboxes << Scripting::SandBox.new(entity: self, script: script) end end def collidable? @manifest.collision end def bind_model model = ModelLoader.new(manifest: @manifest, entity: @dummy_entity) raise "model isn't a model!" unless model.is_a?(ModelLoader) @bound_model = model @bound_model.model.entity = self @bounding_box = normalize_bounding_box_with_offset return model end def model @bound_model.model if @bound_model end def unbind_model @bound_model = nil end def attach_camera(camera) @camera = camera end def detach_camera @camera = nil end def setup end # Not advisable to put OpenGL code here, instead put it in Renderer. def draw end def update model.update unless at_same_position? Publisher.instance.publish(:entity_moved, nil, self) @bounding_box = normalize_bounding_box_with_offset if model end @last_position = Vector.new(@position.x, @position.y, @position.z) end def debug_color=(color) @debug_color = color end def at_same_position? @position == @last_position end def normalize_bounding_box_with_offset @bound_model.model.bounding_box.normalize_with_offset(self) end def normalize_bounding_box @bound_model.model.bounding_box.normalize(self) end def model_matrix Transform.rotate_3d(@orientation) * Transform.scale_3d(@scale) * Transform.translate_3d(@position) end end end