mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 15:42:35 +00:00
174 lines
5.0 KiB
Ruby
174 lines
5.0 KiB
Ruby
class IMICFPS
|
|
class Terrain < GameObject
|
|
def setup
|
|
bind_model(ModelLoader.new(type: :obj, file_path: "objects/randomish_terrain.obj", game_object: self))
|
|
self.scale = 1
|
|
@nearest_vertex_lookup = {}
|
|
|
|
generate_optimized_lists
|
|
end
|
|
|
|
def generate_optimized_lists
|
|
x_slot,y_slot = 0,0
|
|
model.vertices.each do |vert|
|
|
x_slot = vert.x.round
|
|
y_slot = vert.y.round
|
|
|
|
@nearest_vertex_lookup[x_slot] = {} unless @nearest_vertex_lookup[x_slot]
|
|
@nearest_vertex_lookup[x_slot][y_slot] = [] unless @nearest_vertex_lookup[x_slot][y_slot]
|
|
@nearest_vertex_lookup[x_slot][y_slot] << vert
|
|
end
|
|
|
|
p model.faces.first
|
|
end
|
|
|
|
def height_at(vertex)
|
|
if vert = find_nearest_vertex(vertex)
|
|
return vert.y
|
|
else
|
|
-1
|
|
end
|
|
end
|
|
|
|
def find_nearest_vertex(vertex)
|
|
nearest = nil
|
|
smaller_list = []
|
|
smaller_list << @nearest_vertex_lookup.dig(vertex.x.round-1, vertex.y.round-1)
|
|
smaller_list << @nearest_vertex_lookup.dig(vertex.x.round, vertex.y.round)
|
|
smaller_list << @nearest_vertex_lookup.dig(vertex.x.round+1, vertex.y.round+1)
|
|
smaller_list.flatten!
|
|
|
|
smaller_list.each do |vert|
|
|
next if vert.nil?
|
|
if nearest
|
|
if distance(vert, vertex) < distance(vert, nearest)
|
|
nearest = vert
|
|
end
|
|
end
|
|
|
|
nearest = vert unless nearest
|
|
end
|
|
|
|
return nearest
|
|
end
|
|
|
|
def distance(vertex, other)
|
|
return Math.sqrt((vertex.x-other.x)**2 + (vertex.y-other.y)**2 + (vertex.z-other.z)**2)
|
|
end
|
|
end
|
|
end
|
|
# class IMICFPS
|
|
# class Terrain
|
|
# TILE_SIZE = 0.5
|
|
# include OpenGL
|
|
# def initialize(size:, height: nil, width: nil, length: nil, heightmap: nil)
|
|
# @size = size
|
|
# @heightmap = heightmap
|
|
# @map = []
|
|
|
|
# @height = height ? height : 1
|
|
# @width = width ? width : @size
|
|
# @length = length ? length : @size
|
|
|
|
# @vertices = []
|
|
# @normals = []
|
|
# @colors = []
|
|
# generate
|
|
# end
|
|
|
|
# def generate
|
|
# #@width.times do |x|
|
|
# # @length.times do |z|
|
|
# # # TRIANGLE STRIP (BROKEN)
|
|
# # @map << Vertex.new((x+1)-@width.to_f/2, 0, z-@legth.to_f/2)
|
|
# # @map << Vertex.new(x-@width.to_f/2, 0, (z+1)-@length.to_f/2)
|
|
# # end
|
|
# #end
|
|
# @width.times do |x|
|
|
# @length.times do |z|
|
|
# # WORKING TRIANGLES
|
|
# @map << Vertex.new(x-@width.to_f/2, @height, z-@length.to_f/2)
|
|
# @map << Vertex.new((x+1)-@width.to_f/2, @height, z-@length.to_f/2)
|
|
# @map << Vertex.new(x-@width.to_f/2, @height, (z+1)-@length.to_f/2)
|
|
# #
|
|
# @map << Vertex.new(x-@width.to_f/2, @height, (z+1)-@length.to_f/2)
|
|
# @map << Vertex.new((x+1)-@width.to_f/2, @height, z-@length.to_f/2)
|
|
# @map << Vertex.new((x+1)-@width.to_f/2, @height, (z+1)-@length.to_f/2)
|
|
# end
|
|
# end
|
|
|
|
# @map.size.times do |i|
|
|
# @vertices << @map[i].x
|
|
# @vertices << @map[i].y
|
|
# @vertices << @map[i].z
|
|
# normal = Vertex.new(0,1,0)
|
|
# @normals << normal.x
|
|
# @normals << normal.y
|
|
# @normals << normal.z
|
|
# color = Color.new(rand(0.10..0.30),0,0)
|
|
# @colors << color.red
|
|
# @colors << color.green
|
|
# @colors << color.blue
|
|
# end
|
|
|
|
# @vertices_packed = @vertices.pack("f*")
|
|
# @normals_packed = @normals.pack("f*")
|
|
# @colors_packed = @colors.pack("f*")
|
|
# end
|
|
|
|
# def draw
|
|
# new_draw
|
|
# # old_draw
|
|
# end
|
|
|
|
# def old_draw
|
|
# glEnable(GL_COLOR_MATERIAL)
|
|
|
|
# # glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
|
|
# glPointSize(5)
|
|
# # glBegin(GL_LINES)
|
|
# # glBegin(GL_POINTS)
|
|
# glBegin(GL_TRIANGLES)
|
|
# @map.each_with_index do |vertex, index|
|
|
# glNormal3f(0,1,0)
|
|
# glColor3f(0.0, 0.5, 0) if index.even?
|
|
# glColor3f(0, 1.0, 0) if index.odd?
|
|
# glVertex3f(vertex.x, vertex.y, vertex.z)
|
|
# end
|
|
# glEnd
|
|
|
|
# glDisable(GL_COLOR_MATERIAL)
|
|
# glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
|
|
# end
|
|
|
|
# def new_draw
|
|
# glEnable(GL_NORMALIZE)
|
|
# glPushMatrix
|
|
|
|
# glEnable(GL_COLOR_MATERIAL)
|
|
# glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
|
|
# glShadeModel(GL_FLAT)
|
|
# glEnableClientState(GL_VERTEX_ARRAY)
|
|
# glEnableClientState(GL_NORMAL_ARRAY)
|
|
# glEnableClientState(GL_COLOR_ARRAY)
|
|
|
|
# glVertexPointer(3, GL_FLOAT, 0, @vertices_packed)
|
|
# glNormalPointer(GL_FLOAT, 0, @normals_packed)
|
|
# glColorPointer(3, GL_FLOAT, 0, @colors_packed)
|
|
|
|
# glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
|
|
# glDrawArrays(GL_TRIANGLES, 0, @vertices.size/3)
|
|
# glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
|
|
|
|
# # glDrawArrays(GL_TRIANGLE_STRIP, 0, @vertices.size/3)
|
|
# $window.number_of_faces+=@vertices.size/3
|
|
|
|
# glDisableClientState(GL_VERTEX_ARRAY)
|
|
# glDisableClientState(GL_NORMAL_ARRAY)
|
|
# glDisableClientState(GL_COLOR_ARRAY)
|
|
|
|
# glPopMatrix
|
|
# end
|
|
# end
|
|
# end
|