Files
i-mic-fps/lib/objects/model.rb
2018-03-20 22:48:01 -05:00

211 lines
7.0 KiB
Ruby

class IMICFPS
class Model
def self.supported_models
["Wavefront OBJ"]
end
CACHE = {}
include OpenGL
include GLU
attr_accessor :x, :y, :z, :scale
attr_accessor :visible, :renderable
attr_accessor :x_rotation, :y_rotation, :z_rotation
attr_reader :model, :name, :debug_color
def initialize(type:, file_path:, x: 0, y: 0, z: 0, scale: MODEL_METER_SCALE, backface_culling: true)
@type = type
@file_path = file_path
@x,@y,@z,@scale = x,y,z,scale
@backface_culling = backface_culling
@visible = true
@renderable = true
@x_rotation,@y_rotation,@z_rotation = 0,0,0
@name = file_path.split("/").last.split(".").first
@debug_color = Color.new(rand(0.0..1.0), rand(0.0..1.0), rand(0.0..1.0))
@temp_bounding_box = BoundingBox.new(0,0,0, 0,0,0)
@model = nil
unless load_model_from_cache
case type
when :obj
@model = Wavefront::Model.new(file_path: @file_path, x: x, y: y, z: z, scale: scale)
else
raise "Unsupported model type, supported models are: #{Model.supported_models.join(', ')}"
end
cache_model
end
ObjectManager.add_object(self)
setup
return self
end
def setup
end
def draw
handleGlError
glEnable(GL_NORMALIZE)
glPushMatrix
# Render bounding boxes before transformation is applied
render_bounding_box(@model.bounding_box) if $debug
@model.objects.each {|o| render_bounding_box(o.bounding_box, o.debug_color)} if $debug
glTranslatef(@x, @y, @z)
glRotatef(@x_rotation,1.0, 0, 0)
glRotatef(@y_rotation,0, 1.0, 0)
glRotatef(@z_rotation,0, 0, 1.0)
handleGlError
@model.draw(@x, @y, @z, @scale, @backface_culling)
handleGlError
glPopMatrix
handleGlError
end
def update
ObjectManager.objects.each do |a|
ObjectManager.objects.each do |b|
next if a == b
next if b.name == "skydome"
if a.intersect(a.model.bounding_box, b.model.bounding_box)
if a.name == "tree"
puts "#{b.name} is touching me"
a.y_rotation+=0.01
end
end
end
end
end
def load_model_from_cache
found = false
if CACHE[@type].is_a?(Hash)
if CACHE[@type][@file_path]
@model = CACHE[@type][@file_path]
puts "Used cached model for: #{@file_path.split('/').last}"
found = true
end
end
return found
end
def cache_model
CACHE[@type] = {} unless CACHE[@type].is_a?(Hash)
CACHE[@type][@file_path] = @model
end
# Do two Axis Aligned Bounding Boxes intersect?
def intersect(a, b)
a = normalize_bounding_box(a)
b = normalize_bounding_box(b)
if (a.min_x <= b.max_x && a.max_x >= b.min_x) &&
(a.min_y <= b.max_y && a.max_y >= b.min_y) &&
(a.min_z <= b.max_z && a.max_z >= b.min_z)
return true
else
return false
end
end
def normalize_bounding_box(bounding_box)
@temp_bounding_box.min_x = bounding_box.min_x*scale+x
@temp_bounding_box.min_y = bounding_box.min_y*scale+y
@temp_bounding_box.min_z = bounding_box.min_z*scale+z
@temp_bounding_box.max_x = bounding_box.max_x*scale+x
@temp_bounding_box.max_y = bounding_box.max_y*scale+y
@temp_bounding_box.max_z = bounding_box.max_z*scale+z
return @temp_bounding_box
end
def render_bounding_box(bounding_box, color = @debug_color)
# TODO: Minimize number of calls in here
bounding_box = normalize_bounding_box(bounding_box)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
glBegin(GL_TRIANGLES)
# TOP
glNormal3f(0,1,0)
glColor3f(color.red, color.green, color.blue)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z)
# BOTTOM
glNormal3f(0,-1,0)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z)
# RIGHT SIDE
glNormal3f(0,0,1)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
# LEFT SIDE
glNormal3f(1,0,0)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z)
# FRONT
glNormal3f(-1,0,0)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.max_z)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.max_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.max_z)
# BACK
glNormal3f(-1,0,0)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z)
glVertex3f(bounding_box.max_x, bounding_box.min_y, bounding_box.min_z)
glVertex3f(bounding_box.min_x, bounding_box.max_y, bounding_box.min_z)
glVertex3f(bounding_box.max_x, bounding_box.max_y, bounding_box.min_z)
glEnd
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
end
def handleGlError
e = glGetError()
if e != GL_NO_ERROR
$stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n"
exit
end
end
end
end