Files
i-mic-fps/lib/wavefront/model.rb

156 lines
4.5 KiB
Ruby

require_relative "parser"
require_relative "object"
require_relative "material"
class IMICFPS
class Wavefront
class Model
include OpenGL
include CommonMethods
include Parser
attr_accessor :objects, :materials, :vertices, :texures, :normals, :faces, :colors
attr_accessor :scale, :entity
attr_reader :position, :bounding_box, :textured_material
attr_reader :vertices_buffer
attr_reader :vertices_buffer_data
attr_reader :vertex_array_id
attr_reader :aabb_tree
def initialize(file_path:, entity: nil)
@entity = entity
update if @entity
@file_path = file_path
@file = File.open(file_path, 'r')
@material_file = nil
@current_object = nil
@current_material=nil
@vertex_count = 0
@objects = []
@materials= {}
@vertices = []
@colors = []
@uvs = []
@normals = []
@faces = []
@smoothing= 0
@bounding_box = BoundingBox.new
start_time = Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond)
parse
puts "#{@file_path.split('/').last} took #{((Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond)-start_time)/1000.0).round(2)} seconds to parse" if $debug.get(:stats)
allocate_gl_objects
populate_buffers
# populate_arrays
@objects.each {|o| @vertex_count+=o.vertices.size}
@objects.each_with_index do |o, i|
puts " Model::Object Name: #{o.name}, Vertices: #{o.vertices.size}" if $debug.get(:stats)
end
window.number_of_vertices+=@vertex_count
@has_texture = false
@materials.each do |key, material|
if material.texture_id
@has_texture = true
@textured_material = key
end
end
build_collision_tree
end
def allocate_gl_objects
# Allocate arrays for future use
@vertex_array_id = nil
buffer = " " * 4
glGenVertexArrays(1, buffer)
@vertex_array_id = buffer.unpack('L2').first
# Allocate buffers for future use
@vertices_buffer = nil
buffer = " " * 4
glGenBuffers(1, buffer)
@vertices_buffer = buffer.unpack('L2').first
end
def populate_buffers
@vertices_buffer_data = []
verts = []
colors = []
norms = []
uvs = []
tex_ids = []
@faces.each do |face|
verts << face.vertices.map { |vert| [vert.x, vert.y, vert.z] }
colors << face.colors.map { |vert| [vert.x, vert.y, vert.z] }
norms << face.normals.map { |vert| [vert.x, vert.y, vert.z, vert.weight] }
uvs << face.uvs.map { |vert| [vert.x, vert.y, vert.z] } if face.material.texture_id
tex_ids << face.material.texture_id if face.material.texture_id
end
verts.each_with_index do |vert, i|
@vertices_buffer_data << vert
@vertices_buffer_data << colors[i]
@vertices_buffer_data << norms[i]
@vertices_buffer_data << uvs[i] if uvs.size > 0
@vertices_buffer_data << tex_ids[i] if tex_ids.size > 0
end
data = @vertices_buffer_data.flatten.pack("f*")
glBindBuffer(GL_ARRAY_BUFFER, @vertices_buffer)
glBufferData(GL_ARRAY_BUFFER, Fiddle::SIZEOF_FLOAT * @vertices_buffer_data.size, data, GL_STATIC_DRAW)
glBindBuffer(GL_ARRAY_BUFFER, 0)
end
def populate_arrays
glBindVertexArray(@vertex_array_id)
glBindBuffer(GL_ARRAY_BUFFER, @vertices_buffer)
glBindVertexArray(0)
glBindBuffer(GL_ARRAY_BUFFER, 0)
end
def build_collision_tree
@aabb_tree = AABBTree.new
@faces.each do |face|
box = BoundingBox.new
box.min = face.vertices.first.dup
box.max = face.vertices.first.dup
face.vertices.each do |vertex|
if vertex.sum < box.min.sum
box.min = vertex.dup
elsif vertex.sum > box.max.sum
box.max = vertex.dup
end
end
# FIXME: Handle negatives
box.min -= Vector.new(-0.1, -0.1, -0.1)
box.max += Vector.new( 0.1, 0.1, 0.1)
@aabb_tree.insert(face, box)
end
puts @aabb_tree.inspect if $debug.get(:stats)
end
def update
@position = @entity.position
@scale = @entity.scale
end
def has_texture?
@has_texture
end
end
end
end