Files
i-mic-fps/lib/model.rb

241 lines
7.7 KiB
Ruby

class IMICFPS
class Model
include CommonMethods
attr_accessor :objects, :materials, :vertices, :uvs, :texures, :normals, :faces, :colors, :bones
attr_accessor :scale, :entity, :material_file, :current_material, :current_object, :vertex_count, :smoothing
attr_reader :position, :bounding_box, :textured_material, :file_path
attr_reader :vertices_buffer_id
attr_reader :vertices_buffer_data
attr_reader :vertices_buffer_size
attr_reader :vertex_array_id
attr_reader :aabb_tree
def initialize(file_path:, entity: nil, parser:)
@entity = entity
update if @entity
@file_path = file_path
@material_file = nil
@current_object = nil
@current_material=nil
@vertex_count = 0
@objects = []
@materials= {}
@vertices = []
@colors = []
@uvs = []
@normals = []
@faces = []
@bones = []
@smoothing= 0
@bounding_box = BoundingBox.new
start_time = Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond)
parse(parser)
puts "#{@file_path.split('/').last} took #{((Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond)-start_time)/1000.0).round(2)} seconds to parse" if $debug.get(:stats)
allocate_gl_objects
populate_vertex_buffer
configure_vao
@objects.each {|o| @vertex_count+=o.vertices.size}
@objects.each_with_index do |o, i|
puts " Model::Object Name: #{o.name}, Vertices: #{o.vertices.size}" if $debug.get(:stats)
end
window.number_of_vertices+=@vertex_count
@has_texture = false
@materials.each do |key, material|
if material.texture_id
@has_texture = true
@textured_material = key
end
end
start_time = Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond)
build_collision_tree
puts " Building mesh collision tree took #{((Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond)-start_time)/1000.0).round(2)} seconds" if $debug.get(:stats)
end
def parse(parser)
parser.new(self).parse
end
def calculate_bounding_box(vertices, bounding_box)
unless bounding_box.min.x.is_a?(Float)
vertex = vertices.last
bounding_box.min.x = vertex.x
bounding_box.min.y = vertex.y
bounding_box.min.z = vertex.z
bounding_box.max.x = vertex.x
bounding_box.max.y = vertex.y
bounding_box.max.z = vertex.z
end
vertices.each do |vertex|
bounding_box.min.x = vertex.x if vertex.x <= bounding_box.min.x
bounding_box.min.y = vertex.y if vertex.y <= bounding_box.min.y
bounding_box.min.z = vertex.z if vertex.z <= bounding_box.min.z
bounding_box.max.x = vertex.x if vertex.x >= bounding_box.max.x
bounding_box.max.y = vertex.y if vertex.y >= bounding_box.max.y
bounding_box.max.z = vertex.z if vertex.z >= bounding_box.max.z
end
end
def allocate_gl_objects
# Allocate arrays for future use
@vertex_array_id = nil
buffer = " " * 4
glGenVertexArrays(1, buffer)
@vertex_array_id = buffer.unpack('L2').first
# Allocate buffers for future use
@vertices_buffer_id = nil
buffer = " " * 4
glGenBuffers(1, buffer)
@vertices_buffer_id = buffer.unpack('L2').first
end
def populate_vertex_buffer
@vertices_buffer_size = 0
@vertices_buffer_data = []
verts = []
colors = []
norms = []
uvs = []
tex_ids = []
@faces.each do |face|
verts << face.vertices.map { |vert| [vert.x, vert.y, vert.z] }
colors << face.colors.map { |vert| [vert.x, vert.y, vert.z] }
norms << face.normals.map { |vert| [vert.x, vert.y, vert.z, vert.weight] }
if @has_texture
uvs << face.uvs.map { |vert| [vert.x, vert.y, vert.z] }
tex_ids << face.material.texture_id ? face.material.texture_id.to_f : -1.0
end
end
verts.each_with_index do |vert, i|
@vertices_buffer_data << vert
@vertices_buffer_data << colors[i]
@vertices_buffer_data << norms[i]
# if @has_texture
# @vertices_buffer_data << uvs[i] if uvs.size > 0
# @vertices_buffer_data << tex_ids[i] if tex_ids.size > 0
# end
end
data_size = 0
data_size += Fiddle::SIZEOF_FLOAT * 3 * verts.size
data_size += Fiddle::SIZEOF_FLOAT * 3 * colors.size
data_size += Fiddle::SIZEOF_FLOAT * 4 * norms.size
if @has_texture
data_size += Fiddle::SIZEOF_FLOAT * 3 * uvs.size
data_size += Fiddle::SIZEOF_FLOAT * 1 * tex_ids.size
end
@vertices_buffer_size = data_size
data = @vertices_buffer_data.flatten
glBindBuffer(GL_ARRAY_BUFFER, @vertices_buffer_id)
glBufferData(GL_ARRAY_BUFFER, @vertices_buffer_size, data.pack("f*"), GL_STATIC_DRAW)
glBindBuffer(GL_ARRAY_BUFFER, 0)
end
def configure_vao
glBindBuffer(GL_ARRAY_BUFFER, @vertices_buffer_id)
glBindVertexArray(@vertex_array_id)
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glEnableVertexAttribArray(3)
glEnableVertexAttribArray(4)
program = Shader.get("default").program
stride = 0
position_stride = Fiddle::SIZEOF_FLOAT * 3
color_stride = Fiddle::SIZEOF_FLOAT * 3
normal_stride = Fiddle::SIZEOF_FLOAT * 4
uv_stride = Fiddle::SIZEOF_FLOAT * 3
texture_id_stride = Fiddle::SIZEOF_FLOAT
if @has_texture
stride = position_stride + color_stride + normal_stride + uv_stride + texture_id_stride
else
stride = position_stride + color_stride + normal_stride
end
# index, size, type, normalized, stride, pointer
# vertices (positions)
glVertexAttribPointer(glGetAttribLocation(program, "inPosition"), 3, GL_FLOAT, GL_FALSE, stride, nil)
handleGlError
# colors
glVertexAttribPointer(glGetAttribLocation(program, "inColor"), 3, GL_FLOAT, GL_FALSE, stride + position_stride, nil)
handleGlError
# normals
glVertexAttribPointer(glGetAttribLocation(program, "inNormal"), 4, GL_FLOAT, GL_FALSE, stride + position_stride + color_stride, nil)
handleGlError
# uvs
glVertexAttribPointer(glGetAttribLocation(program, "inUV"), 3, GL_FLOAT, GL_FALSE, stride + position_stride + color_stride + normal_stride, nil)
handleGlError
# texture ids
glVertexAttribPointer(glGetAttribLocation(program, "inTextureID"), 1, GL_FLOAT, GL_FALSE, stride + position_stride + color_stride + normal_stride + uv_stride, nil)
handleGlError
glDisableVertexAttribArray(4)
glDisableVertexAttribArray(3)
glDisableVertexAttribArray(2)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(0)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindVertexArray(0)
end
def build_collision_tree
@aabb_tree = AABBTree.new
@faces.each do |face|
box = BoundingBox.new
box.min = face.vertices.first.dup
box.max = face.vertices.first.dup
face.vertices.each do |vertex|
if vertex.sum < box.min.sum
box.min = vertex.dup
elsif vertex.sum > box.max.sum
box.max = vertex.dup
end
end
# FIXME: Handle negatives
box.min -= Vector.new(-0.1, -0.1, -0.1)
box.max += Vector.new( 0.1, 0.1, 0.1)
@aabb_tree.insert(face, box)
end
puts @aabb_tree.inspect if $debug.get(:stats)
end
def update
@position = @entity.position
@scale = @entity.scale
end
def has_texture?
@has_texture
end
end
end