class IMICFPS class Camera include CommonMethods attr_accessor :field_of_view, :mouse_sensitivity attr_reader :entity, :position, :orientation, :mouse_captured def initialize(position:, orientation: Vector.new(0, 0, 0), fov: 70.0, min_view_distance: 0.1, max_view_distance: 155.0) @position = position @orientation = orientation @field_of_view = fov @min_view_distance = min_view_distance @max_view_distance = max_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 @entity.attach_camera(self) end def detach @entity.detach_camera @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.orientation.y.degrees_to_radians) z_offset = horizontal_distance_from_object * Math.cos(@entity.orientation.y.degrees_to_radians) @position.x = @entity.position.x - x_offset @position.y = @entity.position.y + 2 @position.z = @entity.position.z - z_offset @orientation.y = 180 - @entity.orientation.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, @max_view_distance) glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) glRotatef(@orientation.x, 1, 0, 0) glRotatef(@orientation.y, 0, 1, 0) glTranslatef(-@position.x, -@position.y, -@position.z) glMatrixMode(GL_MODELVIEW) # The modelview matrix is where object information is stored. glLoadIdentity end def update if @mouse_captured delta = Float(@true_mouse.x - self.mouse_x) / (@mouse_sensitivity * @field_of_view) * 70 @orientation.y -= delta @orientation.y %= 360.0 @orientation.x -= Float(@true_mouse.y - self.mouse_y) / (@mouse_sensitivity * @field_of_view) * 70 @orientation.x = @orientation.x.clamp(-90.0, 90.0) if @entity @entity.orientation.y += delta @entity.orientation.y %= 360.0 position_camera else free_move end 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 looking_at ray = Ray.new(@position, @orientation.direction * -1) window.current_state.collision_manager.search(ray) end def free_move relative_y_rotation = (@orientation.y + 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) @max_view_distance += 1 @max_view_distance = @max_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) @max_view_distance -= 1 @max_view_distance = @max_view_distance.clamp(1, 1000) end end def aspect_ratio window.width / window.height.to_f end def projection_matrix Transform.perspective(@field_of_view, aspect_ratio, @min_view_distance, @max_view_distance) end def view_matrix Transform.translate_3d(@position * -1) * Transform.rotate_3d(@orientation) end end end