Files
i-mic-fps/lib/objects/game_object.rb
2018-03-22 21:12:21 -05:00

183 lines
5.5 KiB
Ruby

class IMICFPS
# A game object is any renderable thing
class GameObject
include OpenGL
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
def initialize(x: 0, y: 0, z: 0, bound_model: nil, scale: MODEL_METER_SCALE, backface_culling: true, auto_manage: true)
@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)
ObjectManager.add_object(self) if auto_manage
setup
return self
end
def bind_model(model)
raise "model isn't a model!" unless model.is_a?(ModelLoader)
@bound_model = model
end
def model
@bound_model.model if @bound_model
end
def unbind_model
@bound_model = nil
end
def setup
end
def draw
handleGlError
glEnable(GL_NORMALIZE)
glPushMatrix
# Render bounding boxes before transformation is applied
render_bounding_box(model.bounding_box) if $debug
model.objects.each {|o| render_bounding_box(o.bounding_box, o.debug_color)} if $debug
glTranslatef(@x, @y, @z)
glRotatef(@x_rotation,1.0, 0, 0)
glRotatef(@y_rotation,0, 1.0, 0)
glRotatef(@z_rotation,0, 0, 1.0)
handleGlError
model.draw(@x, @y, @z, @scale, @backface_culling)
handleGlError
glPopMatrix
handleGlError
end
def update
model.update
end
# Do two Axis Aligned Bounding Boxes intersect?
def intersect(a, b)
a = normalize_bounding_box(a)
b = normalize_bounding_box(b)
puts "bounding boxes match!" if a == b
# if (((a.min_x <= b.min_x && b.max_x <= a.max_x) || (b.min_x <= a.min_x && a.min_x <= b.max_x)) &&
# ((a.min_y <= b.min_y && b.max_y <= a.max_y) || (b.min_y <= a.min_y && a.min_y <= b.max_y)) &&
# ((a.min_z <= b.min_z && b.max_z <= a.max_z) || (b.min_z <= a.min_z && a.min_z <= b.max_z)))
if (a.max_x >= b.max_x && a.min_x <= b.max_x) && (a.max_y >= b.min_y && a.min_y <= b.max_y) && (a.max_z >= b.min_z && a.min_z <= b.max_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+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
# puts "b: #{box}, Temp: #{temp}"
return temp
end
def render_bounding_box(box, color = @debug_color)
# TODO: Minimize number of calls in here
box = normalize_bounding_box(box)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
# glBegin(GL_LINES)
# glColor3f(0,0,1.0)
# glVertex3f(box.min_x, box.min_y, box.min_z)
# glColor3f(1.0,0,0)
# glVertex3f(box.max_x, box.max_y, box.max_z)
# glEnd
glBegin(GL_TRIANGLES)
# TOP
glNormal3f(0,1,0)
glColor3f(color.red, color.green, color.blue)
glVertex3f(box.min_x, box.max_y, box.max_z)
glVertex3f(box.min_x, box.max_y, box.min_z)
glVertex3f(box.max_x, box.max_y, box.min_z)
glVertex3f(box.min_x, box.max_y, box.max_z)
glVertex3f(box.max_x, box.max_y, box.max_z)
glVertex3f(box.max_x, box.max_y, box.min_z)
# BOTTOM
glNormal3f(0,-1,0)
glVertex3f(box.max_x, box.min_y, box.min_z)
glVertex3f(box.max_x, box.min_y, box.max_z)
glVertex3f(box.min_x, box.min_y, box.max_z)
glVertex3f(box.max_x, box.min_y, box.min_z)
glVertex3f(box.min_x, box.min_y, box.min_z)
glVertex3f(box.min_x, box.min_y, box.max_z)
# RIGHT SIDE
glNormal3f(0,0,1)
glVertex3f(box.min_x, box.max_y, box.max_z)
glVertex3f(box.min_x, box.max_y, box.min_z)
glVertex3f(box.min_x, box.min_y, box.min_z)
glVertex3f(box.min_x, box.min_y, box.max_z)
glVertex3f(box.min_x, box.min_y, box.min_z)
glVertex3f(box.min_x, box.max_y, box.max_z)
# LEFT SIDE
glNormal3f(1,0,0)
glVertex3f(box.max_x, box.max_y, box.max_z)
glVertex3f(box.max_x, box.max_y, box.min_z)
glVertex3f(box.max_x, box.min_y, box.min_z)
glVertex3f(box.max_x, box.min_y, box.max_z)
glVertex3f(box.max_x, box.min_y, box.min_z)
glVertex3f(box.max_x, box.max_y, box.max_z)
# FRONT
glNormal3f(-1,0,0)
glVertex3f(box.min_x, box.max_y, box.max_z)
glVertex3f(box.max_x, box.max_y, box.max_z)
glVertex3f(box.max_x, box.min_y, box.max_z)
glVertex3f(box.min_x, box.max_y, box.max_z)
glVertex3f(box.max_x, box.min_y, box.max_z)
glVertex3f(box.min_x, box.min_y, box.max_z)
# BACK
glNormal3f(-1,0,0)
glVertex3f(box.max_x, box.min_y, box.min_z)
glVertex3f(box.min_x, box.min_y, box.min_z)
glVertex3f(box.min_x, box.max_y, box.min_z)
glVertex3f(box.max_x, box.min_y, box.min_z)
glVertex3f(box.min_x, box.max_y, box.min_z)
glVertex3f(box.max_x, box.max_y, box.min_z)
glEnd
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
end
def handleGlError
e = glGetError()
if e != GL_NO_ERROR
$stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n"
exit
end
end
end
end