class IMICFPS # A game object is any renderable thing class Entity include OpenGL include GLU include CommonMethods attr_accessor :scale, :visible, :renderable, :backface_culling attr_reader :position, :rotation, :velocity, :collision attr_reader :model, :name, :debug_color, :bounding_box def initialize(x: 0, y: 0, z: 0, bound_model: nil, scale: MODEL_METER_SCALE, backface_culling: true, auto_manage: true, manifest_file: nil) @position = Vector.new(x, y, z) @scale = scale @bound_model = bound_model @backface_culling = backface_culling @visible = true @renderable = true @rotation = Vector.new(0, 0, 0) @velocity = Vector.new(0, 0, 0) @debug_color = Color.new(0.0, 1.0, 0.0) @collidable = [:static, :dynamic] @collision = :static # :dynamic => moves in response, :static => does not move ever, :none => no collision check, entities can pass through @physics = false # Entity affected by gravity and what not @mass = 100 # kg @delta_time = Gosu.milliseconds @last_position = Vector.new(@position.x, @position.y, @position.z) setup if @bound_model @bound_model.model.entity = self @bound_model.model.objects.each {|o| o.scale = self.scale} @normalized_bounding_box = normalize_bounding_box_with_offset box = normalize_bounding_box end return self end def collidable? @collidable.include?(@collision) end def bind_model(package, name) model = ModelLoader.new(manifest_file: IMICFPS.assets_path + "/#{package}/#{name}/#{name}.yaml", entity: @dummy_entity) raise "model isn't a model!" unless model.is_a?(ModelLoader) @bound_model = model @bound_model.model.entity = self @bound_model.model.objects.each {|o| o.scale = self.scale} @bounding_box = normalize_bounding_box_with_offset # box = normalize_bounding_box 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 unless at_same_position? @bounding_box = normalize_bounding_box_with_offset if model end end def debug_color=(color) @debug_color = color end def at_same_position? @position == @last_position end def distance(vertex, other) return Math.sqrt((vertex.x-other.x)**2 + (vertex.y-other.y)**2 + (vertex.z-other.z)**2) 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 handleGlError e = glGetError() if e != GL_NO_ERROR $stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n" exit end end end end