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148 lines
4.1 KiB
Ruby
148 lines
4.1 KiB
Ruby
class IMICFPS
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# A game object is any renderable thing
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class GameObject
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include OpenGL
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include GLU
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include CommonMethods
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attr_accessor :x, :y, :z, :scale
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attr_accessor :visible, :renderable, :backface_culling
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attr_accessor :x_rotation, :y_rotation, :z_rotation
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attr_reader :model, :name, :debug_color, :terrain, :width, :height, :depth, :last_x, :last_y, :last_z, :normalized_bounding_box
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def initialize(x: 0, y: 0, z: 0, bound_model: nil, scale: MODEL_METER_SCALE, backface_culling: true, auto_manage: true, terrain: nil, game_state: nil)
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@x,@y,@z,@scale = x,y,z,scale
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@bound_model = bound_model
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@backface_culling = backface_culling
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@visible = true
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@renderable = true
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@x_rotation,@y_rotation,@z_rotation = 0,0,0
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@debug_color = Color.new(0.0, 1.0, 0.0)
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@terrain = terrain
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@game_state = game_state
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@width, @height, @depth = 0,0,0
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@delta_time = Gosu.milliseconds
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@last_x, @last_y, @last_z = @x, @y, @z
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game_state.add_object(self) if auto_manage && game_state
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setup
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if @bound_model
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@bound_model.model.game_object = self
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@bound_model.model.objects.each {|o| o.scale = self.scale}
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@normalized_bounding_box = normalize_bounding_box_with_offset(model.bounding_box)
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box = normalize_bounding_box(@bound_model.model.bounding_box)
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@width = box.max_x-box.min_x
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@height = box.max_y-box.min_y
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@depth = box.max_z-box.min_z
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end
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return self
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end
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def bind_model(package, name)
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model = ModelLoader.new(manifest_file: IMICFPS.assets_path + "/#{package}/#{name}/#{name}.yaml", game_object: @dummy_game_object)
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raise "model isn't a model!" unless model.is_a?(ModelLoader)
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@bound_model = model
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@bound_model.model.game_object = self
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@bound_model.model.objects.each {|o| o.scale = self.scale}
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@normalized_bounding_box = normalize_bounding_box_with_offset(@bound_model.model.bounding_box)
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box = normalize_bounding_box(@bound_model.model.bounding_box)
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@width = box.max_x-box.min_x
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@height = box.max_y-box.min_y
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@depth = box.max_z-box.min_z
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end
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def model
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@bound_model.model if @bound_model
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end
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def unbind_model
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@bound_model = 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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model.update
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@delta_time = Gosu.milliseconds
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unless at_same_position?
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@normalized_bounding_box = normalize_bounding_box_with_offset(@bound_model.model.bounding_box) if model
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end
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@last_x, @last_y, @last_z = @x, @y, @z
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end
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def debug_color=(color)
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@debug_color = color
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end
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def at_same_position?
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@x == @last_x &&
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@y == @last_y &&
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@z == @last_z
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end
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# Do two Axis Aligned Bounding Boxes intersect?
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def intersect(a, b)
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a = a.normalized_bounding_box
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b = b.normalized_bounding_box
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# puts "bounding boxes match!" if a == b
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if (a.min_x <= b.max_x && a.max_x >= b.min_x) &&
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(a.min_y <= b.max_y && a.max_y >= b.min_y) &&
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(a.min_z <= b.max_z && a.max_z >= b.min_z)
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return true
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else
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return false
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end
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end
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def normalize_bounding_box(box)
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temp = BoundingBox.new
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temp.min_x = box.min_x.to_f*scale
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temp.min_y = box.min_y.to_f*scale
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temp.min_z = box.min_z.to_f*scale
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temp.max_x = box.max_x.to_f*scale
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temp.max_y = box.max_y.to_f*scale
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temp.max_z = box.max_z.to_f*scale
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return temp
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end
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def normalize_bounding_box_with_offset(box)
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temp = BoundingBox.new
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temp.min_x = box.min_x.to_f*scale+x
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temp.min_y = box.min_y.to_f*scale+y
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temp.min_z = box.min_z.to_f*scale+z
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temp.max_x = box.max_x.to_f*scale+x
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temp.max_y = box.max_y.to_f*scale+y
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temp.max_z = box.max_z.to_f*scale+z
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return temp
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end
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def handleGlError
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e = glGetError()
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if e != GL_NO_ERROR
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$stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n"
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exit
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end
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end
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end
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end
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