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: 100.0) @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 InputMapper.set(:camera, :ascend, Gosu::KbSpace) InputMapper.set(:camera, :descend, [Gosu::KbLeftControl, Gosu::KbRightControl]) InputMapper.set(:camera, :release_mouse, [Gosu::KbLeftAlt, Gosu::KbRightAlt]) InputMapper.set(:camera, :capture_mouse, Gosu::MsLeft) InputMapper.set(:camera, :turn_180, Gosu::KbX) InputMapper.set(:camera, :increase_mouse_sensitivity, Gosu::KB_NUMPAD_PLUS) InputMapper.set(:camera, :decrease_mouse_sensitivity, Gosu::KB_NUMPAD_MINUS) InputMapper.set(:camera, :reset_mouse_sensitivity, Gosu::KB_NUMPAD_MULTIPLY) InputMapper.set(:camera, :increase_view_distance, Gosu::MsWheelUp) InputMapper.set(:camera, :decrease_view_distance, Gosu::MsWheelDown) end def attach_to(entity) raise "Not a game object!" 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.y_rotation @entity.rotation.y = -@yaw + 180 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 position_camera if @entity 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 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 = 0.5 if InputMapper.down?(:character, :forward) @z+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed @x-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed end if InputMapper.down?(:character, :backward) @z-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed @x+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed end if InputMapper.down?(:character, :strife_left) @z+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed @x+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed end if InputMapper.down?(:character, :strife_right) @z-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed @x-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed end if InputMapper.down?(:camera, :ascend) @y+=relative_speed end if InputMapper.down?(:camera, :descend) @y-=relative_speed end end def button_up(id) if InputMapper.is?(:camera, :release_mouse, id) @mouse_captured = false $window.needs_cursor = true elsif InputMapper.is?(:camera, :capture_mouse, id) @mouse_captured = true $window.needs_cursor = false elsif InputMapper.is?(:camera, :increase_mouse_sensitivity, id) @mouse_sensitivity+=1 @mouse_sensitivity = @mouse_sensitivity.clamp(1.0, 100.0) elsif InputMapper.is?(:camera, :decrease_mouse_sensitivity, id) @mouse_sensitivity-=1 @mouse_sensitivity = @mouse_sensitivity.clamp(1.0, 100.0) elsif InputMapper.is?(:camera, :reset_mouse_sensitivity, id) @mouse_sensitivity = 20.0 elsif InputMapper.is?(:camera, :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?(:camera, :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) elsif InputMapper.is?(:camera, :turn_180, id) @rotation.y = @rotation.y+180 @rotation.y %= 360 end end end end