Files
i-mic-fps/lib/game_objects/entity.rb
2020-12-02 17:37:48 -06:00

121 lines
2.8 KiB
Ruby

# frozen_string_literal: true
class IMICFPS
# A game object is any renderable thing
class Entity
include CommonMethods
attr_accessor :visible, :renderable, :backface_culling, :position, :orientation, :scale, :velocity, :debug_color
attr_reader :name, :bounding_box, :drag, :camera, :manifest, :model
def initialize(manifest:, map_entity: nil, spawnpoint: nil, backface_culling: true, run_scripts: true)
@manifest = manifest
if map_entity
@position = map_entity.position.clone
@orientation = map_entity.orientation.clone
@scale = map_entity.scale.clone
bind_model
elsif spawnpoint
@position = spawnpoint.position.clone
@orientation = spawnpoint.orientation.clone
@scale = Vector.new(1, 1, 1)
else
@position = Vector.new
@orientation = Vector.up
@scale = Vector.new(1, 1, 1)
end
@backface_culling = backface_culling
@name = @manifest.name
@visible = true
@renderable = true
@velocity = Vector.new(0, 0, 0)
@drag = 1.0
@debug_color = Color.new(0.0, 1.0, 0.0)
@last_position = Vector.new(@position.x, @position.y, @position.z)
@sandboxes = []
load_scripts if run_scripts
setup
if @model
@normalized_bounding_box = normalize_bounding_box_with_offset
normalize_bounding_box
end
@camera = nil
self
end
def load_scripts
@manifest.scripts.each do |script|
@sandboxes << Scripting::SandBox.new(entity: self, script: script)
end
end
def collidable?
@manifest.collision
end
def bind_model
model = ModelCache.find_or_cache(manifest: @manifest)
raise "model isn't a model!" unless model.is_a?(Model)
@model = model
@bounding_box = normalize_bounding_box_with_offset
end
def unbind_model
@model = nil
end
def attach_camera(camera)
@camera = camera
end
def detach_camera
@camera = nil
end
def setup
end
# Not advisable to put OpenGL code here, instead put it in Renderer.
def draw
end
def update
unless at_same_position?
Publisher.instance.publish(:entity_moved, nil, self)
@bounding_box = normalize_bounding_box_with_offset if model
end
@last_position = Vector.new(@position.x, @position.y, @position.z)
end
def at_same_position?
@position == @last_position
end
def normalize_bounding_box_with_offset
@model.bounding_box.normalize_with_offset(self)
end
def normalize_bounding_box
@model.bounding_box.normalize(self)
end
def model_matrix
Transform.rotate_3d(@orientation) * Transform.scale_3d(@scale) * Transform.translate_3d(@position)
end
end
end