class IMICFPS # A game object is any renderable thing class Entity include OpenGL include GLU include CommonMethods attr_accessor :scale attr_accessor :visible, :renderable, :backface_culling attr_reader :position, :rotation, :velocity attr_reader :model, :name, :debug_color, :width, :height, :depth, :last_x, :last_y, :last_z, :normalized_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, entities can pass through @physics = false @mass = 100 # kg @width, @height, @depth = 0,0,0 @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 @width = box.max_x-box.min_x @height = box.max_y-box.min_y @depth = box.max_z-box.min_z 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} @normalized_bounding_box = normalize_bounding_box_with_offset box = normalize_bounding_box @width = box.max_x-box.min_x @height = box.max_y-box.min_y @depth = box.max_z-box.min_z 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? @normalized_bounding_box = normalize_bounding_box_with_offset if model end @last_x, @last_y, @last_z = @x, @y, @z end def debug_color=(color) @debug_color = color end def at_same_position? @position == @last_position end # Do two Axis Aligned Bounding Boxes intersect? def intersect(other) me = normalized_bounding_box other = other.normalized_bounding_box # puts "bounding boxes match!" if a == b if (me.min_x <= other.max_x && me.max_x >= other.min_x) && (me.min_y <= other.max_y && me.max_y >= other.min_y) && (me.min_z <= other.max_z && me.max_z >= other.min_z) return true else return false end 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 box = @bound_model.model.bounding_box temp = BoundingBox.new temp.min_x = box.min_x.to_f*scale temp.min_y = box.min_y.to_f*scale temp.min_z = box.min_z.to_f*scale temp.max_x = box.max_x.to_f*scale temp.max_y = box.max_y.to_f*scale temp.max_z = box.max_z.to_f*scale return temp end def normalize_bounding_box_with_offset box = @bound_model.model.bounding_box temp = BoundingBox.new temp.min_x = box.min_x.to_f*scale+@position.x temp.min_y = box.min_y.to_f*scale+@position.y temp.min_z = box.min_z.to_f*scale+@position.z temp.max_x = box.max_x.to_f*scale+@position.x temp.max_y = box.max_y.to_f*scale+@position.y temp.max_z = box.max_z.to_f*scale+@position.z return temp end def handleGlError e = glGetError() if e != GL_NO_ERROR $stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n" exit end end end end