class IMICFPS # A game object is any renderable thing class Entity include CommonMethods attr_accessor :scale, :visible, :renderable, :backface_culling attr_accessor :position, :orientation, :velocity attr_reader :name, :debug_color, :bounding_box, :collision, :physics, :mass, :drag, :camera def initialize(map_entity: nil, spawnpoint: nil, backface_culling: true, auto_manage: true) @position = map_entity ? map_entity.position : spawnpoint.position @orientation = map_entity ? map_entity.orientation : spawnpoint.position @scale = map_entity ? map_entity.scale : 1.0 @backface_culling = backface_culling @bound_model = map_entity ? bind_model(map_entity.package, map_entity.model) : nil @visible = true @renderable = true @velocity = Vector.new(0, 0, 0) @drag = 1.0 @debug_color = Color.new(0.0, 1.0, 0.0) @collidable = [:static, :dynamic] # :dynamic => moves in response, # :static => does not move ever, # :none => no collision check, entities can pass through @collision = :static @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 normalize_bounding_box end @camera = nil return self end def collidable? @collidable.include?(@collision) end def bind_model(package, name) model = ModelLoader.new(manifest_file: IMICFPS.assets_path + "/#{package}/#{name}/manifest.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 return model end def model @bound_model.model if @bound_model end def unbind_model @bound_model = nil end def attach_camera(camera) @camera = camera end def detach_camera @camera = 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 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 end end