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119 lines
4.0 KiB
Ruby
119 lines
4.0 KiB
Ruby
class IMICFPS
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class Camera
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include CommonMethods
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include OpenGL
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include GLU
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attr_accessor :x,:y,:z, :field_of_view, :pitch, :yaw, :roll, :mouse_sensitivity
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attr_reader :game_object
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def initialize(x: 0, y: 0, z: 0, fov: 70.0, distance: 100.0)
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@x,@y,@z = x,y,z
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@render_pitch = 20.0
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@pitch = 20.0
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@yaw = 0.0
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@roll = 0.0
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@field_of_view = fov
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@view_distance = distance
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@game_object = nil
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@distance = 5
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self.mouse_x, self.mouse_y = Gosu.screen_width/2, Gosu.screen_height/2
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@true_mouse = Point.new(Gosu.screen_width/2, Gosu.screen_height/2)
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@true_mouse_checked = 0
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@mouse_sensitivity = 20.0
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end
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def attach_to(game_object)
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raise "Not a game object!" unless game_object.is_a?(GameObject)
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@game_object = game_object
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end
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def detach
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@game_object = nil
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end
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def distance_from_object
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@distance
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end
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def horizontal_distance_from_object
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distance_from_object * Math.cos(@pitch)
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end
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def vertical_distance_from_object
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distance_from_object * Math.sin(@pitch)
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end
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def position_camera
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x_offset = horizontal_distance_from_object * Math.sin(@game_object.y_rotation.degrees_to_radians)
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z_offset = horizontal_distance_from_object * Math.cos(@game_object.y_rotation.degrees_to_radians)
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# p @game_object.x, @game_object.z;exit
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@x = @game_object.x - x_offset
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@y = @game_object.y + 2
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@z = @game_object.z - z_offset
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@yaw = 180 - @game_object.y_rotation
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end
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def draw
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#glMatrixMode(matrix) indicates that following [matrix] is going to get used
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glMatrixMode(GL_PROJECTION) # The projection matrix is responsible for adding perspective to our scene.
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glLoadIdentity # Resets current modelview matrix
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# Calculates aspect ratio of the window. Gets perspective view. 45 is degree viewing angle, (0.1, 100) are ranges how deep can we draw into the screen
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gluPerspective(@field_of_view, $window.width / $window.height, 0.1, @view_distance)
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
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glRotatef(@render_pitch,1,0,0)
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glRotatef(@yaw,0,1,0)
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glTranslatef(-@x, -@y, -@z)
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glMatrixMode(GL_MODELVIEW) # The modelview matrix is where object information is stored.
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glLoadIdentity
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end
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def update
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position_camera if @game_object
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if @true_mouse_checked > 2
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@yaw-=Float(@true_mouse.x-self.mouse_x)/(@mouse_sensitivity*@field_of_view)*70 unless @game_object
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@game_object.y_rotation+=Float(@true_mouse.x-self.mouse_x)/(@mouse_sensitivity*@field_of_view)*70 if @game_object
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@render_pitch-=Float(@true_mouse.y-self.mouse_y)/(@mouse_sensitivity*@field_of_view)*70 #unless @game_object
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@yaw %= 360.0
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@pitch = @pitch.clamp(-90.0, 90.0)
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else
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@true_mouse_checked+=1
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@true_mouse.x = self.mouse_x
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@true_mouse.y = self.mouse_y
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end
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self.mouse_x, self.mouse_y = Gosu.screen_width/2.0, Gosu.screen_height/2.0
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@true_mouse_checked = 0 if (button_down?(Gosu::KbLeftAlt) && (button_down?(Gosu::KbEnter) || button_down?(Gosu::KbReturn)))
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@true_mouse_checked = 0 if (button_down?(Gosu::KbRightAlt) && (button_down?(Gosu::KbEnter) || button_down?(Gosu::KbReturn)))
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end
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def button_up(id)
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case id
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when Gosu::KB_NUMPAD_PLUS
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@mouse_sensitivity+=1
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@mouse_sensitivity = @mouse_sensitivity.clamp(1.0, 100.0)
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when Gosu::KbMinus, Gosu::KB_NUMPAD_MINUS
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@mouse_sensitivity-=1
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@mouse_sensitivity = @mouse_sensitivity.clamp(1.0, 100.0)
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when Gosu::KB_NUMPAD_MULTIPLY
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@mouse_sensitivity = 20.0
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when Gosu::MsWheelUp
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# @field_of_view += 1
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# @field_of_view = @field_of_view.clamp(1, 100)
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@view_distance += 1
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@view_distance = @view_distance.clamp(1, 1000)
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when Gosu::MsWheelDown
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# @field_of_view -= 1
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# @field_of_view = @field_of_view.clamp(1, 100)
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@view_distance -= 1
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@view_distance = @view_distance.clamp(1, 1000)
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end
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end
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end
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end
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