class IMICFPS class Camera include CommonMethods include OpenGL include GLU attr_accessor :field_of_view, :pitch, :yaw, :roll, :mouse_sensitivity attr_reader :entity, :position def initialize(x: 0, y: 0, z: 0, fov: 70.0, view_distance: 155.0) @position = Vector.new(x,y,z) @pitch = 0.0 @yaw = 0.0 @roll = 0.0 @field_of_view = fov @view_distance = view_distance @constant_pitch = 20.0 @entity = nil @distance = 4 @origin_distance = @distance self.mouse_x, self.mouse_y = window.width/2, window.height/2 @true_mouse = Point.new(window.width/2, window.height/2) @mouse_sensitivity = 20.0 # Less is faster, more is slower @mouse_captured = true @mouse_checked = 0 end def attach_to(entity) raise "Not an Entity!" unless entity.is_a?(Entity) @entity = entity end def detach @entity = nil end def distance_from_object @distance end def horizontal_distance_from_object distance_from_object * Math.cos(@constant_pitch) end def vertical_distance_from_object distance_from_object * Math.sin(@constant_pitch) end def position_camera if defined?(@entity.first_person_view) if @entity.first_person_view @distance = 0 else @distance = @origin_distance end end x_offset = horizontal_distance_from_object * Math.sin(@entity.rotation.y.degrees_to_radians) z_offset = horizontal_distance_from_object * Math.cos(@entity.rotation.y.degrees_to_radians) # p @entity.x, @entity.z;exit @position.x = @entity.position.x - x_offset @position.y = @entity.position.y + 2 @position.z = @entity.position.z - z_offset @yaw = 180 - @entity.rotation.y 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, @view_distance) glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) glRotatef(@pitch,1,0,0) glRotatef(@yaw,0,1,0) glTranslatef(-@position.x, -@position.y, -@position.z) glMatrixMode(GL_MODELVIEW) # The modelview matrix is where object information is stored. glLoadIdentity # if $debug && @entity # glBegin(GL_LINES) # glColor3f(1,0,0) # glVertex3f(@x, @y, @z) # glVertex3f(@entity.x, @entity.y, @entity.z) # glEnd # end end def update if @mouse_captured delta = Float(@true_mouse.x-self.mouse_x)/(@mouse_sensitivity*@field_of_view)*70 @yaw -= delta @yaw %= 360.0 @pitch -= Float(@true_mouse.y-self.mouse_y)/(@mouse_sensitivity*@field_of_view)*70 @pitch = @pitch.clamp(-90.0, 90.0) @entity.rotation.y += delta if @entity free_move unless @entity position_camera if @entity self.mouse_x = window.width/2 if self.mouse_x <= 1 || window.mouse_x >= window.width-1 self.mouse_y = window.height/2 if self.mouse_y <= 1 || window.mouse_y >= window.height-1 @true_mouse.x, @true_mouse.y = self.mouse_x, self.mouse_y end end def free_move relative_y_rotation = (@yaw + 180) relative_speed = 0.25 if InputMapper.down?( :forward) @position.z+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed @position.x-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed end if InputMapper.down?(:backward) @position.z-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed @position.x+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed end if InputMapper.down?(:strife_left) @position.z+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed @position.x+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed end if InputMapper.down?(:strife_right) @position.z-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed @position.x-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed end if InputMapper.down?(:ascend) @position.y+=relative_speed end if InputMapper.down?(:descend) @position.y-=relative_speed end end def button_up(id) if InputMapper.is?(:release_mouse, id) @mouse_captured = false window.needs_cursor = true elsif InputMapper.is?(:capture_mouse, id) @mouse_captured = true window.needs_cursor = false elsif InputMapper.is?(:increase_mouse_sensitivity, id) @mouse_sensitivity+=1 @mouse_sensitivity = @mouse_sensitivity.clamp(1.0, 100.0) elsif InputMapper.is?(:decrease_mouse_sensitivity, id) @mouse_sensitivity-=1 @mouse_sensitivity = @mouse_sensitivity.clamp(1.0, 100.0) elsif InputMapper.is?(:reset_mouse_sensitivity, id) @mouse_sensitivity = 20.0 elsif InputMapper.is?(:increase_view_distance, id) # @field_of_view += 1 # @field_of_view = @field_of_view.clamp(1, 100) @view_distance += 1 @view_distance = @view_distance.clamp(1, 1000) elsif InputMapper.is?(:decrease_view_distance, id) # @field_of_view -= 1 # @field_of_view = @field_of_view.clamp(1, 100) @view_distance -= 1 @view_distance = @view_distance.clamp(1, 1000) end end end end