Files
i-mic-fps/lib/objects/entity.rb
2019-02-25 11:33:18 -06:00

115 lines
3.0 KiB
Ruby

class IMICFPS
# A game object is any renderable thing
class Entity
include OpenGL
include GLU
include CommonMethods
attr_accessor :scale, :visible, :renderable, :backface_culling
attr_reader :position, :rotation, :velocity, :collision
attr_reader :model, :name, :debug_color, :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 => no collision check, entities can pass through
@physics = false # Entity affected by gravity and what not
@mass = 100 # kg
@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
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}
@bounding_box = normalize_bounding_box_with_offset
# box = normalize_bounding_box
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?
@bounding_box = normalize_bounding_box_with_offset if model
end
end
def debug_color=(color)
@debug_color = color
end
def at_same_position?
@position == @last_position
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_with_offset
@bound_model.model.bounding_box.normalize_with_offset(self)
end
def normalize_bounding_box
@bound_model.model.bounding_box.normalize(self)
end
def handleGlError
e = glGetError()
if e != GL_NO_ERROR
$stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n"
exit
end
end
end
end