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