Class: CyberarmEngine::Model

Inherits:
Object
  • Object
show all
Defined in:
lib/cyberarm_engine/model.rb,
lib/cyberarm_engine/model/parser.rb,
lib/cyberarm_engine/model/material.rb,
lib/cyberarm_engine/model/model_object.rb

Defined Under Namespace

Classes: Material, ModelObject, Parser

Instance Attribute Summary collapse

Instance Method Summary collapse

Constructor Details

#initialize(file_path:) ⇒ Model

Returns a new instance of Model.



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# File 'lib/cyberarm_engine/model.rb', line 9

def initialize(file_path:)
  @file_path = file_path

  @material_file  = nil
  @current_object = nil
  @current_material = nil
  @vertex_count = 0

  @objects = []
  @materials = {}
  @vertices = []
  @colors   = []
  @uvs      = []
  @normals  = []
  @faces    = []
  @bones    = []
  @smoothing = 0

  @vertices_count = 0

  @bounding_box = BoundingBox.new
  start_time = Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond)

  type = File.basename(file_path).split(".").last.to_sym
  parser = Model::Parser.find(type)
  raise "Unsupported model type '.#{type}', supported models are: #{Model::Parser.supported_formats}" unless parser

  parse(parser)

  @vertices_count = @vertices.size

  @has_texture = false

  @materials.each do |_key, material|
    @has_texture = true if material.texture_id
  end

  allocate_gl_objects
  populate_vertex_buffer
  configure_vao

  @objects.each { |o| @vertex_count += o.vertices.size }

  # start_time = Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond)

  # build_collision_tree

  # puts "    Building mesh collision tree took #{((Process.clock_gettime(Process::CLOCK_MONOTONIC, :float_millisecond) - start_time) / 1000.0).round(2)} seconds"

end

Instance Attribute Details

#aabb_treeObject (readonly)

Returns the value of attribute aabb_tree.



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# File 'lib/cyberarm_engine/model.rb', line 5

def aabb_tree
  @aabb_tree
end

#bonesObject

Returns the value of attribute bones.



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# File 'lib/cyberarm_engine/model.rb', line 3

def bones
  @bones
end

#bounding_boxObject (readonly)

Returns the value of attribute bounding_box.



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# File 'lib/cyberarm_engine/model.rb', line 5

def bounding_box
  @bounding_box
end

#colorsObject

Returns the value of attribute colors.



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# File 'lib/cyberarm_engine/model.rb', line 3

def colors
  @colors
end

#colors_buffer_idObject (readonly)

Returns the value of attribute colors_buffer_id.



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# File 'lib/cyberarm_engine/model.rb', line 5

def colors_buffer_id
  @colors_buffer_id
end

#current_materialObject

Returns the value of attribute current_material.



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# File 'lib/cyberarm_engine/model.rb', line 3

def current_material
  @current_material
end

#current_objectObject

Returns the value of attribute current_object.



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# File 'lib/cyberarm_engine/model.rb', line 3

def current_object
  @current_object
end

#facesObject

Returns the value of attribute faces.



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# File 'lib/cyberarm_engine/model.rb', line 3

def faces
  @faces
end

#file_pathObject (readonly)

Returns the value of attribute file_path.



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# File 'lib/cyberarm_engine/model.rb', line 5

def file_path
  @file_path
end

#material_fileObject

Returns the value of attribute material_file.



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# File 'lib/cyberarm_engine/model.rb', line 3

def material_file
  @material_file
end

#materialsObject

Returns the value of attribute materials.



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# File 'lib/cyberarm_engine/model.rb', line 3

def materials
  @materials
end

#normalsObject

Returns the value of attribute normals.



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# File 'lib/cyberarm_engine/model.rb', line 3

def normals
  @normals
end

#normals_buffer_idObject (readonly)

Returns the value of attribute normals_buffer_id.



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# File 'lib/cyberarm_engine/model.rb', line 5

def normals_buffer_id
  @normals_buffer_id
end

#objectsObject

Returns the value of attribute objects.



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# File 'lib/cyberarm_engine/model.rb', line 3

def objects
  @objects
end

#positionObject (readonly)

Returns the value of attribute position.



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# File 'lib/cyberarm_engine/model.rb', line 5

def position
  @position
end

#positions_buffer_idObject (readonly)

Returns the value of attribute positions_buffer_id.



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# File 'lib/cyberarm_engine/model.rb', line 5

def positions_buffer_id
  @positions_buffer_id
end

#smoothingObject

Returns the value of attribute smoothing.



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# File 'lib/cyberarm_engine/model.rb', line 3

def smoothing
  @smoothing
end

#textured_materialObject (readonly)

Returns the value of attribute textured_material.



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# File 'lib/cyberarm_engine/model.rb', line 5

def textured_material
  @textured_material
end

#textures_buffer_idObject (readonly)

Returns the value of attribute textures_buffer_id.



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# File 'lib/cyberarm_engine/model.rb', line 5

def textures_buffer_id
  @textures_buffer_id
end

#texuresObject

Returns the value of attribute texures.



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# File 'lib/cyberarm_engine/model.rb', line 3

def texures
  @texures
end

#uvsObject

Returns the value of attribute uvs.



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# File 'lib/cyberarm_engine/model.rb', line 3

def uvs
  @uvs
end

#uvs_buffer_idObject (readonly)

Returns the value of attribute uvs_buffer_id.



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# File 'lib/cyberarm_engine/model.rb', line 5

def uvs_buffer_id
  @uvs_buffer_id
end

#vertex_array_idObject (readonly)

Returns the value of attribute vertex_array_id.



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# File 'lib/cyberarm_engine/model.rb', line 5

def vertex_array_id
  @vertex_array_id
end

#vertex_countObject

Returns the value of attribute vertex_count.



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# File 'lib/cyberarm_engine/model.rb', line 3

def vertex_count
  @vertex_count
end

#verticesObject

Returns the value of attribute vertices.



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# File 'lib/cyberarm_engine/model.rb', line 3

def vertices
  @vertices
end

#vertices_countObject (readonly)

Returns the value of attribute vertices_count.



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# File 'lib/cyberarm_engine/model.rb', line 5

def vertices_count
  @vertices_count
end

Instance Method Details

#allocate_gl_objectsObject



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# File 'lib/cyberarm_engine/model.rb', line 84

def allocate_gl_objects
  # Allocate arrays for future use

  @vertex_array_id = nil
  buffer = " " * 4
  glGenVertexArrays(1, buffer)
  @vertex_array_id = buffer.unpack1("L2")

  # Allocate buffers for future use

  @positions_buffer_id = nil
  buffer = " " * 4
  glGenBuffers(1, buffer)
  @positions_buffer_id = buffer.unpack1("L2")

  @colors_buffer_id = nil
  buffer = " " * 4
  glGenBuffers(1, buffer)
  @colors_buffer_id = buffer.unpack1("L2")

  @normals_buffer_id = nil
  buffer = " " * 4
  glGenBuffers(1, buffer)
  @normals_buffer_id = buffer.unpack1("L2")

  @uvs_buffer_id = nil
  buffer = " " * 4
  glGenBuffers(1, buffer)
  @uvs_buffer_id = buffer.unpack1("L2")
end

#build_collision_treeObject



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# File 'lib/cyberarm_engine/model.rb', line 180

def build_collision_tree
  @aabb_tree = IMICFPS::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 *= 1.5
    box.max *= 1.5
    @aabb_tree.insert(face, box)
  end
end

#calculate_bounding_box(vertices, bounding_box) ⇒ Object



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# File 'lib/cyberarm_engine/model.rb', line 61

def calculate_bounding_box(vertices, bounding_box)
  unless bounding_box.min.x.is_a?(Float)
    vertex = vertices.last
    bounding_box.min.x = vertex.x
    bounding_box.min.y = vertex.y
    bounding_box.min.z = vertex.z

    bounding_box.max.x = vertex.x
    bounding_box.max.y = vertex.y
    bounding_box.max.z = vertex.z
  end

  vertices.each do |vertex|
    bounding_box.min.x = vertex.x if vertex.x <= bounding_box.min.x
    bounding_box.min.y = vertex.y if vertex.y <= bounding_box.min.y
    bounding_box.min.z = vertex.z if vertex.z <= bounding_box.min.z

    bounding_box.max.x = vertex.x if vertex.x >= bounding_box.max.x
    bounding_box.max.y = vertex.y if vertex.y >= bounding_box.max.y
    bounding_box.max.z = vertex.z if vertex.z >= bounding_box.max.z
  end
end

#configure_vaoObject



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# File 'lib/cyberarm_engine/model.rb', line 145

def configure_vao
  glBindVertexArray(@vertex_array_id)
  gl_error?

  # index, size, type, normalized, stride, pointer

  # vertices (positions)

  glBindBuffer(GL_ARRAY_BUFFER, @positions_buffer_id)
  gl_error?

  #                     in_position

  glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nil)
  gl_error?
  # colors

  glBindBuffer(GL_ARRAY_BUFFER, @colors_buffer_id)
  #                     in_color

  glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, nil)
  gl_error?
  # normals

  glBindBuffer(GL_ARRAY_BUFFER, @normals_buffer_id)
  #                     in_normal

  glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 0, nil)
  gl_error?

  if has_texture?
    # uvs

    glBindBuffer(GL_ARRAY_BUFFER, @uvs_buffer_id)
    #                     in_uv

    glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 0, nil)
    gl_error?
  end

  glBindBuffer(GL_ARRAY_BUFFER, 0)
  glBindVertexArray(0)
end

#has_texture?Boolean

Returns:

  • (Boolean)


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# File 'lib/cyberarm_engine/model.rb', line 203

def has_texture?
  @has_texture
end

#parse(parser) ⇒ Object



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# File 'lib/cyberarm_engine/model.rb', line 57

def parse(parser)
  parser.new(self).parse
end

#populate_vertex_bufferObject



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# File 'lib/cyberarm_engine/model.rb', line 113

def populate_vertex_buffer
  pos     = []
  colors  = []
  norms   = []
  uvs     = []

  @faces.each do |face|
    pos     << face.vertices.map { |vert| [vert.x, vert.y, vert.z] }
    colors  << face.colors.map   { |color| [color.red, color.green, color.blue] }
    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 has_texture?
  end

  glBindBuffer(GL_ARRAY_BUFFER, @positions_buffer_id)
  glBufferData(GL_ARRAY_BUFFER, pos.flatten.size * Fiddle::SIZEOF_FLOAT, pos.flatten.pack("f*"), GL_STATIC_DRAW)

  glBindBuffer(GL_ARRAY_BUFFER, @colors_buffer_id)
  glBufferData(GL_ARRAY_BUFFER, colors.flatten.size * Fiddle::SIZEOF_FLOAT, colors.flatten.pack("f*"),
               GL_STATIC_DRAW)

  glBindBuffer(GL_ARRAY_BUFFER, @normals_buffer_id)
  glBufferData(GL_ARRAY_BUFFER, norms.flatten.size * Fiddle::SIZEOF_FLOAT, norms.flatten.pack("f*"), GL_STATIC_DRAW)

  if has_texture?
    glBindBuffer(GL_ARRAY_BUFFER, @uvs_buffer_id)
    glBufferData(GL_ARRAY_BUFFER, uvs.flatten.size * Fiddle::SIZEOF_FLOAT, uvs.flatten.pack("f*"), GL_STATIC_DRAW)
  end

  glBindBuffer(GL_ARRAY_BUFFER, 0)
end

#release_gl_resourcesObject



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# File 'lib/cyberarm_engine/model.rb', line 207

def release_gl_resources
  if @vertex_array_id

  end
end