Files
i-mic-fps/lib/objects/entity.rb

162 lines
4.4 KiB
Ruby

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