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

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