class IMICFPS class BoundingBoxRenderer include OpenGL include GLU attr_reader :bounding_boxes, :vertex_count def initialize(game_state:) @game_state = game_state @bounding_boxes = {} @vertex_count = 0 end def handleGlError e = glGetError() if e != GL_NO_ERROR $stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n" exit end end def create_bounding_box(object, box, color = nil, mesh_object_id) color ||= object.debug_color if @bounding_boxes[mesh_object_id] if @bounding_boxes[mesh_object_id][:color] != color @bounding_boxes[mesh_object_id][:colors] = mesh_colors(color).pack("f*") @bounding_boxes[mesh_object_id][:color] = color return else return end end @bounding_boxes[mesh_object_id] = {} @bounding_boxes[mesh_object_id] = {object: object, box: box, color: color, objects: []} box = object.normalize_bounding_box normals = mesh_normals colors = mesh_colors(color) vertices = mesh_vertices(box) @vertex_count+=vertices.size @bounding_boxes[mesh_object_id][:vertices_size] = vertices.size @bounding_boxes[mesh_object_id][:vertices] = vertices.pack("f*") @bounding_boxes[mesh_object_id][:normals] = normals.pack("f*") @bounding_boxes[mesh_object_id][:colors] = colors.pack("f*") object.model.objects.each do |mesh| data = {} box = object.normalize_bounding_box normals = mesh_normals colors = mesh_colors(mesh.debug_color) vertices = mesh_vertices(box) @vertex_count+=vertices.size data[:vertices_size] = vertices.size data[:vertices] = vertices.pack("f*") data[:normals] = normals.pack("f*") data[:colors] = colors.pack("f*") @bounding_boxes[mesh_object_id][:objects] << data end end def mesh_normals [ 0,1,0, 0,1,0, 0,1,0, 0,1,0, 0,1,0, 0,1,0, 0,-1,0, 0,-1,0, 0,-1,0, 0,-1,0, 0,-1,0, 0,-1,0, 0,0,1, 0,0,1, 0,0,1, 0,0,1, 0,0,1, 0,0,1, 1,0,0, 1,0,0, 1,0,0, 1,0,0, 1,0,0, 1,0,0, -1,0,0, -1,0,0, -1,0,0, -1,0,0, -1,0,0, -1,0,0, -1,0,0, -1,0,0, -1,0,0, -1,0,0, -1,0,0, -1,0,0 ] end def mesh_colors(color) [ color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue ] end def mesh_vertices(box) [ box.min.x, box.max.y, box.max.z, box.min.x, box.max.y, box.min.z, box.max.x, box.max.y, box.min.z, box.min.x, box.max.y, box.max.z, box.max.x, box.max.y, box.max.z, box.max.x, box.max.y, box.min.z, box.max.x, box.min.y, box.min.z, box.max.x, box.min.y, box.max.z, box.min.x, box.min.y, box.max.z, box.max.x, box.min.y, box.min.z, box.min.x, box.min.y, box.min.z, box.min.x, box.min.y, box.max.z, box.min.x, box.max.y, box.max.z, box.min.x, box.max.y, box.min.z, box.min.x, box.min.y, box.min.z, box.min.x, box.min.y, box.max.z, box.min.x, box.min.y, box.min.z, box.min.x, box.max.y, box.max.z, box.max.x, box.max.y, box.max.z, box.max.x, box.max.y, box.min.z, box.max.x, box.min.y, box.min.z, box.max.x, box.min.y, box.max.z, box.max.x, box.min.y, box.min.z, box.max.x, box.max.y, box.max.z, box.min.x, box.max.y, box.max.z, box.max.x, box.max.y, box.max.z, box.max.x, box.min.y, box.max.z, box.min.x, box.max.y, box.max.z, box.max.x, box.min.y, box.max.z, box.min.x, box.min.y, box.max.z, box.max.x, box.min.y, box.min.z, box.min.x, box.min.y, box.min.z, box.min.x, box.max.y, box.min.z, box.max.x, box.min.y, box.min.z, box.min.x, box.max.y, box.min.z, box.max.x, box.max.y, box.min.z ] end def draw_bounding_boxes @bounding_boxes.each do |key, bounding_box| glPushMatrix glTranslatef(bounding_box[:object].position.x, bounding_box[:object].position.y, bounding_box[:object].position.z) draw_bounding_box(bounding_box) @bounding_boxes[key][:objects].each {|o| draw_bounding_box(o)} glPopMatrix found = @game_state.entities.detect { |o| o == bounding_box[:object] } unless found @vertex_count -= @bounding_boxes[key][:vertices_size] @bounding_boxes[key][:objects].each {|o| @vertex_count -= o[:vertices_size]} @bounding_boxes.delete(key) end end end def draw_bounding_box(bounding_box) glEnableClientState(GL_VERTEX_ARRAY) glEnableClientState(GL_COLOR_ARRAY) glEnableClientState(GL_NORMAL_ARRAY) glVertexPointer(3, GL_FLOAT, 0, bounding_box[:vertices]) glColorPointer(3, GL_FLOAT, 0, bounding_box[:colors]) glNormalPointer(GL_FLOAT, 0, bounding_box[:normals]) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) glDisable(GL_LIGHTING) glDrawArrays(GL_TRIANGLES, 0, bounding_box[:vertices_size]/3) glEnable(GL_LIGHTING) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) glDisableClientState(GL_VERTEX_ARRAY) glDisableClientState(GL_COLOR_ARRAY) glDisableClientState(GL_NORMAL_ARRAY) end end end