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