mirror of
https://github.com/cyberarm/i-mic-fps.git
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135 lines
3.7 KiB
Ruby
135 lines
3.7 KiB
Ruby
class IMICFPS
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class Object
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include GL
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include GLU
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TextureCoordinate = Struct.new(:u, :v, :weight)
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Vertex = Struct.new(:x, :y, :z, :weight)
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Color = Struct.new(:red, :green, :blue)
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attr_accessor :vertexes, :texures, :normals, :faces
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def initialize(object = "objects/cube.obj")
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@object_path = object
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@file = File.open(object, 'r')
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@material_file = nil
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@vertexes = []
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@textures = []
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@normals = []
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@faces = []
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parse
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@color = Color.new(1.0,1.0,1.0)
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end
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def parse
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@file.each_line do |line|
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line = line.strip
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array = line.split(' ')
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case array[0]
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when 'mtllib'
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@material_file = array[1]
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puts @material_file
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parse_mtllib
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when 'usemtl'
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# PI*(r*r)
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set_material(array[1])
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when 'o'
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change_object(array[1])
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when 'v'
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add_vertex(array)
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when 'vt'
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add_texture_coordinate(array)
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when 'vn'
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add_normal(array)
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when 'f'
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vert = []
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norm = []
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array[1..3].each do |f|
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vert << f.split("/")[0]
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norm << f.split("/")[2]
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end
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vert.each_with_index do |v, index|
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face = [@vertexes[Integer(v)-1], @normals[Integer(norm[index])-1]]
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@faces << face
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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 parse_mtllib
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file = File.open(@object_path.sub(File.basename(@object_path), '')+@material_file, 'r')
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file.readlines.each do |line|
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array = line.strip.split(' ')
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p array
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case array.first
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when 'newmtl'
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when 'Ns' # Specular Exponent
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when 'Ka' # Ambient
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when 'Kd' # Diffuse
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when 'Ks' # Specular
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when 'Ke' # Emissive
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when 'Ni' # Unknown (Blender Specific?)
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when 'd' # Dissolved (Transparency)
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when 'illum' # Illumination model
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end
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end
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end
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def add_vertex(array)
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vert = nil
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if array.size == 5
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vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), Float(array[4]))
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elsif array.size == 4
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vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), 1.0)
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end
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@vertexes << vert
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end
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def add_normal(array)
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vert = nil
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if array.size == 5
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vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), Float(array[4]))
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elsif array.size == 4
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vert = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]), 1.0)
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end
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@normals << vert
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end
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def add_texture_coordinate(array)
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texture = nil
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if array.size == 4
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texture = Vertex.new(Float(array[1]), Float(array[2]), Float(array[3]))
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elsif array.size == 3
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texture = Vertex.new(Float(array[1]), Float(array[2]), 0.0)
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end
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@textures << texture
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end
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def draw
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glEnable(GL_CULL_FACE)
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glEnable(GL_COLOR_MATERIAL)
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
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glBegin(GL_TRIANGLES) # begin drawing model
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self.faces.each do |vert|
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vertex = vert[0]
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normal = vert[1]
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glColor3f(@color.red, @color.green, @color.blue)
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, [@color.red, @color.green, @color.blue, 1.0])
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, [@color.red, @color.green, @color.blue, 1.0])
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, [1,1,1,1])
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glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, [10.0])
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glNormal3f(normal.x, normal.y, normal.z)
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glVertex3f(vertex.x, vertex.y, vertex.z)
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end
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glEnd
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glDisable(GL_CULL_FACE)
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glDisable(GL_COLOR_MATERIAL)
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end
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end
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end
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