Files
i-mic-fps/lib/objects/game_object.rb

148 lines
4.1 KiB
Ruby

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