Class: Engine::GameObject

Inherits:
Object
  • Object
show all
Includes:
Serializable
Defined in:
lib/engine/game_object.rb

Instance Attribute Summary collapse

Class Method Summary collapse

Instance Method Summary collapse

Methods included from Serializable

allowed_class?, get_class, included, register_class, #uuid

Instance Attribute Details

#componentsObject

Returns the value of attribute components.



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# File 'lib/engine/game_object.rb', line 15

def components
  @components
end

#created_atObject

Returns the value of attribute created_at.



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# File 'lib/engine/game_object.rb', line 15

def created_at
  @created_at
end

#local_versionObject (readonly)

Returns the value of attribute local_version.



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# File 'lib/engine/game_object.rb', line 16

def local_version
  @local_version
end

#nameObject

Returns the value of attribute name.



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# File 'lib/engine/game_object.rb', line 15

def name
  @name
end

#parentObject

Returns the value of attribute parent.



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# File 'lib/engine/game_object.rb', line 16

def parent
  @parent
end

#posObject

Returns the value of attribute pos.



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# File 'lib/engine/game_object.rb', line 16

def pos
  @pos
end

#renderersObject

Returns the value of attribute renderers.



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# File 'lib/engine/game_object.rb', line 15

def renderers
  @renderers
end

#rotationObject

Returns the value of attribute rotation.



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# File 'lib/engine/game_object.rb', line 16

def rotation
  @rotation
end

#scaleObject

Returns the value of attribute scale.



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# File 'lib/engine/game_object.rb', line 16

def scale
  @scale
end

#ui_renderersObject

Returns the value of attribute ui_renderers.



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# File 'lib/engine/game_object.rb', line 15

def ui_renderers
  @ui_renderers
end

Class Method Details

.destroy_allObject



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# File 'lib/engine/game_object.rb', line 269

def self.destroy_all
  GameObject.objects.dup.each do |object|
    object.destroy! unless object.destroyed?
  end
end

.destroyed_objectsObject



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# File 'lib/engine/game_object.rb', line 310

def self.destroyed_objects
  @destroyed_objects ||= []
end

.erase_destroyed_objectsObject



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# File 'lib/engine/game_object.rb', line 247

def self.erase_destroyed_objects
  destroyed_objects.each do |object|
    object._erase!
  end
  @destroyed_objects = []
end

.mesh_renderersObject



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# File 'lib/engine/game_object.rb', line 284

def self.mesh_renderers
  @cached_mesh_renderers ||= []
end

.method_added(name) ⇒ Object



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# File 'lib/engine/game_object.rb', line 9

def self.method_added(name)
  @methods ||= Set.new
  return if name == :initialize || name == :destroyed?
  @methods.add(name)
end

.object_spawned(object) ⇒ Object



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# File 'lib/engine/game_object.rb', line 302

def self.object_spawned(object)
  objects << object
end

.objectsObject



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# File 'lib/engine/game_object.rb', line 306

def self.objects
  @objects ||= []
end

.register_renderers(game_object) ⇒ Object



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# File 'lib/engine/game_object.rb', line 292

def self.register_renderers(game_object)
  game_object.renderers.each { |r| mesh_renderers << r }
  game_object.ui_renderers.each { |r| ui_renderers << r }
end

.ui_renderersObject



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# File 'lib/engine/game_object.rb', line 288

def self.ui_renderers
  @cached_ui_renderers ||= []
end

.unregister_renderers(game_object) ⇒ Object



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# File 'lib/engine/game_object.rb', line 297

def self.unregister_renderers(game_object)
  game_object.renderers.each { |r| mesh_renderers.delete(r) }
  game_object.ui_renderers.each { |r| ui_renderers.delete(r) }
end

.update_all(delta_time) ⇒ Object



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# File 'lib/engine/game_object.rb', line 275

def self.update_all(delta_time)
  GameObject.objects.each do |object|
    object.components.each { |component| component.update(delta_time) }
  end

  Component.erase_destroyed_components
  GameObject.erase_destroyed_objects
end

Instance Method Details

#_erase!Object



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# File 'lib/engine/game_object.rb', line 237

def _erase!
  GameObject.objects.delete(self)
  parent.children.delete(self) if parent
  name = @name
  self.class.instance_variable_get(:@methods).each do |method|
    singleton_class.send(:undef_method, method)
    singleton_class.send(:define_method, method) { raise "This object has been destroyed: #{name}" }
  end
end

#add_child(child) ⇒ Object



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# File 'lib/engine/game_object.rb', line 84

def add_child(child)
  child.parent = self
  children << child
end

#all_componentsObject



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# File 'lib/engine/game_object.rb', line 80

def all_components
  @all_components ||= @components + @renderers + @ui_renderers
end

#awakeObject



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# File 'lib/engine/game_object.rb', line 18

def awake
  # Set defaults
  @name ||= "Game Object"
  @pos ||= Vector[0, 0, 0]
  @rotation ||= Vector[0, 0, 0]
  @scale ||= Vector[1, 1, 1]
  @local_version ||= 0
  @cached_world_version ||= nil
  @created_at ||= Time.now

  # Normalize rotation (handle Numeric/Quaternion/Vector)
  @rotation = normalize_rotation(@rotation)
  @rotation_quaternion = Quaternion.from_euler(@rotation)

  # Normalize pos to ensure 3 components
  @pos = Vector[@pos[0], @pos[1], @pos[2] || 0]

  # Split components by type (handles both .create with mixed array and deserialization with separate arrays)
  all_components = (@components || []) + (@renderers || []) + (@ui_renderers || [])
  @components = all_components.select { |c| !c.renderer? && !c.ui_renderer? }
  @renderers = all_components.select { |c| c.renderer? }
  @ui_renderers = all_components.select { |c| c.ui_renderer? }

  GameObject.object_spawned(self)
  @parent&.add_child(self)

  all_components.each { |component| component.set_game_object(self) }
  all_components.each(&:start)
  GameObject.register_renderers(self)
end

#childrenObject



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# File 'lib/engine/game_object.rb', line 67

def children
  @children ||= Set.new
end

#component(klass) ⇒ Object



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# File 'lib/engine/game_object.rb', line 71

def component(klass)
  components_of_type(klass).first
end

#components_of_type(klass) ⇒ Object



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# File 'lib/engine/game_object.rb', line 75

def components_of_type(klass)
  @components_cache ||= {}
  @components_cache[klass] ||= all_components.select { |c| c.is_a?(klass) }
end

#destroy!Object



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# File 'lib/engine/game_object.rb', line 225

def destroy!
  return unless GameObject.objects.include?(self)
  children.each(&:destroy!)
  components.each(&:destroy!)
  ui_renderers.each(&:destroy!)
  renderers.each(&:destroy!)

  GameObject.unregister_renderers(self)
  GameObject.destroyed_objects << self unless @destroyed
  @destroyed = true
end

#destroyed?Boolean

Returns:

  • (Boolean)


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# File 'lib/engine/game_object.rb', line 221

def destroyed?
  @destroyed
end

#euler_anglesObject



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# File 'lib/engine/game_object.rb', line 117

def euler_angles
  rotation.to_euler
end

#forwardObject



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# File 'lib/engine/game_object.rb', line 264

def forward
  model_matrix
  @cached_forward ||= local_to_world_direction(Vector[0, 0, 1])
end

#local_to_world_coordinate(local) ⇒ Object



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# File 'lib/engine/game_object.rb', line 153

def local_to_world_coordinate(local)
  local_x4 = Matrix[[local[0], local[1], local[2], 1.0]]
  world = local_x4 * model_matrix
  Vector[world[0, 0], world[0, 1], world[0, 2]]
end

#local_to_world_direction(local) ⇒ Object



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# File 'lib/engine/game_object.rb', line 165

def local_to_world_direction(local)
  local_to_world_coordinate(local) - world_pos
end

#model_matrixObject



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# File 'lib/engine/game_object.rb', line 179

def model_matrix
  current_version = world_transform_version
  return @cached_world_matrix if @cached_world_version == current_version

  # Invalidate derived caches
  @cached_world_pos = nil
  @cached_right = nil
  @cached_up = nil
  @cached_forward = nil

  @cached_world_version = current_version
  @cached_world_matrix = compute_world_matrix
end

#rightObject



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# File 'lib/engine/game_object.rb', line 259

def right
  model_matrix
  @cached_right ||= local_to_world_direction(Vector[1, 0, 0])
end

#rotate_around(axis, angle) ⇒ Object



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# File 'lib/engine/game_object.rb', line 169

def rotate_around(axis, angle)
  rotation_quaternion = Quaternion.from_angle_axis(angle, axis)

  self.rotation = rotation_quaternion * rotation
end

#to_sObject



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# File 'lib/engine/game_object.rb', line 63

def to_s
  @name
end

#upObject



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# File 'lib/engine/game_object.rb', line 254

def up
  model_matrix
  @cached_up ||= local_to_world_direction(Vector[0, 1, 0])
end

#world_posObject



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# File 'lib/engine/game_object.rb', line 148

def world_pos
  m = model_matrix
  @cached_world_pos ||= Vector[m[3, 0], m[3, 1], m[3, 2]]
end

#world_to_local_coordinate(world) ⇒ Object



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# File 'lib/engine/game_object.rb', line 159

def world_to_local_coordinate(world)
  world_x4 = Matrix[[world[0], world[1], world[2], 1.0]]
  local = world_x4 * model_matrix.inverse
  Vector[local[0, 0], local[0, 1], local[0, 2]]
end

#world_transform_versionObject



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# File 'lib/engine/game_object.rb', line 175

def world_transform_version
  @local_version + (@parent&.world_transform_version || 0)
end

#xObject



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# File 'lib/engine/game_object.rb', line 121

def x
  @pos[0]
end

#x=(value) ⇒ Object



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# File 'lib/engine/game_object.rb', line 125

def x=(value)
  @pos = Vector[value, y, z]
  @local_version += 1
end

#yObject



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# File 'lib/engine/game_object.rb', line 130

def y
  @pos[1]
end

#y=(value) ⇒ Object



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# File 'lib/engine/game_object.rb', line 134

def y=(value)
  @pos = Vector[x, value, z]
  @local_version += 1
end

#zObject



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# File 'lib/engine/game_object.rb', line 139

def z
  @pos[2]
end

#z=(value) ⇒ Object



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# File 'lib/engine/game_object.rb', line 143

def z=(value)
  @pos = Vector[x, y, value]
  @local_version += 1
end