cyberarm_engine 0.12.1 → 0.13.0

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Files changed (44) hide show
  1. checksums.yaml +4 -4
  2. data/.gitignore +8 -8
  3. data/.travis.yml +5 -5
  4. data/Gemfile +6 -6
  5. data/LICENSE.txt +21 -21
  6. data/README.md +43 -43
  7. data/Rakefile +10 -10
  8. data/bin/console +14 -14
  9. data/bin/setup +8 -8
  10. data/cyberarm_engine.gemspec +36 -36
  11. data/lib/cyberarm_engine.rb +47 -46
  12. data/lib/cyberarm_engine/animator.rb +54 -0
  13. data/lib/cyberarm_engine/background.rb +175 -175
  14. data/lib/cyberarm_engine/bounding_box.rb +149 -149
  15. data/lib/cyberarm_engine/common.rb +96 -96
  16. data/lib/cyberarm_engine/engine.rb +101 -101
  17. data/lib/cyberarm_engine/game_object.rb +256 -256
  18. data/lib/cyberarm_engine/game_state.rb +88 -88
  19. data/lib/cyberarm_engine/gosu_ext/circle.rb +8 -8
  20. data/lib/cyberarm_engine/ray.rb +55 -55
  21. data/lib/cyberarm_engine/shader.rb +262 -205
  22. data/lib/cyberarm_engine/text.rb +146 -146
  23. data/lib/cyberarm_engine/timer.rb +22 -22
  24. data/lib/cyberarm_engine/transform.rb +272 -83
  25. data/lib/cyberarm_engine/ui/border_canvas.rb +100 -100
  26. data/lib/cyberarm_engine/ui/dsl.rb +98 -101
  27. data/lib/cyberarm_engine/ui/element.rb +275 -259
  28. data/lib/cyberarm_engine/ui/elements/button.rb +66 -66
  29. data/lib/cyberarm_engine/ui/elements/check_box.rb +58 -58
  30. data/lib/cyberarm_engine/ui/elements/container.rb +176 -162
  31. data/lib/cyberarm_engine/ui/elements/edit_line.rb +171 -102
  32. data/lib/cyberarm_engine/ui/elements/flow.rb +16 -16
  33. data/lib/cyberarm_engine/ui/elements/image.rb +51 -51
  34. data/lib/cyberarm_engine/ui/elements/label.rb +49 -49
  35. data/lib/cyberarm_engine/ui/elements/progress.rb +49 -49
  36. data/lib/cyberarm_engine/ui/elements/stack.rb +12 -12
  37. data/lib/cyberarm_engine/ui/elements/toggle_button.rb +55 -55
  38. data/lib/cyberarm_engine/ui/event.rb +46 -45
  39. data/lib/cyberarm_engine/ui/gui_state.rb +134 -134
  40. data/lib/cyberarm_engine/ui/style.rb +36 -36
  41. data/lib/cyberarm_engine/ui/theme.rb +120 -119
  42. data/lib/cyberarm_engine/vector.rb +202 -198
  43. data/lib/cyberarm_engine/version.rb +4 -4
  44. metadata +6 -5
@@ -1,175 +1,175 @@
1
- module CyberarmEngine
2
- class Background
3
- attr_accessor :x, :y, :z, :width, :height, :angle, :debug
4
- attr_reader :background
5
- def initialize(x: 0, y: 0, z: 0, width: 0, height: 0, background: Gosu::Color::BLACK, angle: 0, debug: false)
6
- @x,@y,@z = x,y,z
7
- @width,@height = width,height
8
- @debug = debug
9
-
10
- @paint = Paint.new(background)
11
- @angle = angle
12
-
13
- @top_left = Vector.new(@x, @y)
14
- @top_right = Vector.new(@x + @width, @y)
15
- @bottom_left = Vector.new(@x, @y + @height)
16
- @bottom_right = Vector.new(@x + @width, @y + @height)
17
- end
18
-
19
- def draw
20
- Gosu.clip_to(@x, @y, @width, @height) do
21
- Gosu.draw_quad(
22
- @top_left.x, @top_left.y, @paint.top_left,
23
- @top_right.x, @top_right.y, @paint.top_right,
24
- @bottom_right.x, @bottom_right.y, @paint.bottom_right,
25
- @bottom_left.x, @bottom_left.y, @paint.bottom_left,
26
- @z
27
- )
28
- end
29
-
30
- debug_outline if @debug
31
- end
32
-
33
- def update
34
- origin_x = (@x + (@width/2))
35
- origin_y = (@y + (@height/2))
36
-
37
- points = [
38
- @top_left = Vector.new(@x, @y),
39
- @top_right = Vector.new(@x + @width, @y),
40
- @bottom_left = Vector.new(@x, @y + @height),
41
- @bottom_right = Vector.new(@x + @width, @y + @height)
42
- ]
43
-
44
- [@top_left, @top_right, @bottom_left, @bottom_right].each do |vector|
45
- temp_x = vector.x - origin_x
46
- temp_y = vector.y - origin_y
47
-
48
- # 90 is up here, while gosu uses 0 for up.
49
- radians = (@angle + 90).gosu_to_radians
50
- vector.x = (@x + (@width/2)) + ((temp_x * Math.cos(radians)) - (temp_y * Math.sin(radians)))
51
- vector.y = (@y + (@height/2)) + ((temp_x * Math.sin(radians)) + (temp_y * Math.cos(radians)))
52
- end
53
-
54
- # [
55
- # [:top, @top_left, @top_right],
56
- # [:right, @top_right, @bottom_right],
57
- # [:bottom, @bottom_right, @bottom_left],
58
- # [:left, @bottom_left, @top_left]
59
- # ].each do |edge|
60
- # points.each do |point|
61
- # puts "#{edge.first} -> #{shortest_distance(point, edge[1], edge[2])}"
62
- # end
63
- # end
64
- end
65
-
66
- def shortest_distance(point, la, lb)
67
- a = la.x - lb.x
68
- b = la.y - lb.y
69
- c = Gosu.distance(la.x, la.y, lb.x, lb.y)
70
- p a,b,c
71
- d = (a * point.x + b * point.y + c).abs / (Math.sqrt(a * a + b * b))
72
- puts "Distance: #{d}"
73
- exit!
74
- return d
75
- end
76
-
77
- def debug_outline
78
- # Top
79
- Gosu.draw_line(
80
- @x, @y, Gosu::Color::RED,
81
- @x + @width, @y, Gosu::Color::RED,
82
- @z
83
- )
84
-
85
- # Right
86
- Gosu.draw_line(
87
- @x + @width, @y, Gosu::Color::RED,
88
- @x + @width, @y + @height, Gosu::Color::RED,
89
- @z
90
- )
91
-
92
- # Bottom
93
- Gosu.draw_line(
94
- @x + @width, @y + @height, Gosu::Color::RED,
95
- @x, @y + @height, Gosu::Color::RED,
96
- @z
97
- )
98
-
99
- # Left
100
- Gosu.draw_line(
101
- @x, @y + @height, Gosu::Color::RED,
102
- @x, @y, Gosu::Color::RED,
103
- @z
104
- )
105
- end
106
-
107
- def background=(_background)
108
- @paint.set(_background)
109
- update
110
- end
111
-
112
- def angle=(n)
113
- @angle = n
114
- update
115
- end
116
- end
117
-
118
- class Paint
119
- attr_accessor :top_left, :top_right, :bottom_left, :bottom_right
120
- def initialize(background)
121
- set(background)
122
- end
123
-
124
- def set(background)
125
- @background = background
126
-
127
-
128
- if background.is_a?(Numeric)
129
- @top_left = background
130
- @top_right = background
131
- @bottom_left = background
132
- @bottom_right = background
133
- elsif background.is_a?(Gosu::Color)
134
- @top_left = background
135
- @top_right = background
136
- @bottom_left = background
137
- @bottom_right = background
138
- elsif background.is_a?(Array)
139
- if background.size == 1
140
- set(background.first)
141
- elsif background.size == 2
142
- @top_left = background.first
143
- @top_right = background.last
144
- @bottom_left = background.first
145
- @bottom_right = background.last
146
- elsif background.size == 4
147
- @top_left = background[0]
148
- @top_right = background[1]
149
- @bottom_left = background[2]
150
- @bottom_right = background[3]
151
- else
152
- raise ArgumentError, "background array was empty or had wrong number of elements (expected 2 or 4 elements)"
153
- end
154
- elsif background.is_a?(Hash)
155
- @top_left = background[:top_left]
156
- @top_right = background[:top_right]
157
- @bottom_left = background[:bottom_left]
158
- @bottom_right = background[:bottom_right]
159
- elsif background.is_a?(Range)
160
- set([background.begin, background.begin, background.end, background.end])
161
- else
162
- raise ArgumentError, "background '#{background}' of type '#{background.class}' was not able to be processed"
163
- end
164
- end
165
- end
166
- end
167
-
168
- # Add <=> method to support Range based gradients
169
- module Gosu
170
- class Color
171
- def <=>(other)
172
- self
173
- end
174
- end
175
- end
1
+ module CyberarmEngine
2
+ class Background
3
+ attr_accessor :x, :y, :z, :width, :height, :angle, :debug
4
+ attr_reader :background
5
+ def initialize(x: 0, y: 0, z: 0, width: 0, height: 0, background: Gosu::Color::BLACK, angle: 0, debug: false)
6
+ @x,@y,@z = x,y,z
7
+ @width,@height = width,height
8
+ @debug = debug
9
+
10
+ @paint = Paint.new(background)
11
+ @angle = angle
12
+
13
+ @top_left = Vector.new(@x, @y)
14
+ @top_right = Vector.new(@x + @width, @y)
15
+ @bottom_left = Vector.new(@x, @y + @height)
16
+ @bottom_right = Vector.new(@x + @width, @y + @height)
17
+ end
18
+
19
+ def draw
20
+ Gosu.clip_to(@x, @y, @width, @height) do
21
+ Gosu.draw_quad(
22
+ @top_left.x, @top_left.y, @paint.top_left,
23
+ @top_right.x, @top_right.y, @paint.top_right,
24
+ @bottom_right.x, @bottom_right.y, @paint.bottom_right,
25
+ @bottom_left.x, @bottom_left.y, @paint.bottom_left,
26
+ @z
27
+ )
28
+ end
29
+
30
+ debug_outline if @debug
31
+ end
32
+
33
+ def update
34
+ origin_x = (@x + (@width/2))
35
+ origin_y = (@y + (@height/2))
36
+
37
+ points = [
38
+ @top_left = Vector.new(@x, @y),
39
+ @top_right = Vector.new(@x + @width, @y),
40
+ @bottom_left = Vector.new(@x, @y + @height),
41
+ @bottom_right = Vector.new(@x + @width, @y + @height)
42
+ ]
43
+
44
+ [@top_left, @top_right, @bottom_left, @bottom_right].each do |vector|
45
+ temp_x = vector.x - origin_x
46
+ temp_y = vector.y - origin_y
47
+
48
+ # 90 is up here, while gosu uses 0 for up.
49
+ radians = (@angle + 90).gosu_to_radians
50
+ vector.x = (@x + (@width/2)) + ((temp_x * Math.cos(radians)) - (temp_y * Math.sin(radians)))
51
+ vector.y = (@y + (@height/2)) + ((temp_x * Math.sin(radians)) + (temp_y * Math.cos(radians)))
52
+ end
53
+
54
+ # [
55
+ # [:top, @top_left, @top_right],
56
+ # [:right, @top_right, @bottom_right],
57
+ # [:bottom, @bottom_right, @bottom_left],
58
+ # [:left, @bottom_left, @top_left]
59
+ # ].each do |edge|
60
+ # points.each do |point|
61
+ # puts "#{edge.first} -> #{shortest_distance(point, edge[1], edge[2])}"
62
+ # end
63
+ # end
64
+ end
65
+
66
+ def shortest_distance(point, la, lb)
67
+ a = la.x - lb.x
68
+ b = la.y - lb.y
69
+ c = Gosu.distance(la.x, la.y, lb.x, lb.y)
70
+ p a,b,c
71
+ d = (a * point.x + b * point.y + c).abs / (Math.sqrt(a * a + b * b))
72
+ puts "Distance: #{d}"
73
+ exit!
74
+ return d
75
+ end
76
+
77
+ def debug_outline
78
+ # Top
79
+ Gosu.draw_line(
80
+ @x, @y, Gosu::Color::RED,
81
+ @x + @width, @y, Gosu::Color::RED,
82
+ @z
83
+ )
84
+
85
+ # Right
86
+ Gosu.draw_line(
87
+ @x + @width, @y, Gosu::Color::RED,
88
+ @x + @width, @y + @height, Gosu::Color::RED,
89
+ @z
90
+ )
91
+
92
+ # Bottom
93
+ Gosu.draw_line(
94
+ @x + @width, @y + @height, Gosu::Color::RED,
95
+ @x, @y + @height, Gosu::Color::RED,
96
+ @z
97
+ )
98
+
99
+ # Left
100
+ Gosu.draw_line(
101
+ @x, @y + @height, Gosu::Color::RED,
102
+ @x, @y, Gosu::Color::RED,
103
+ @z
104
+ )
105
+ end
106
+
107
+ def background=(_background)
108
+ @paint.set(_background)
109
+ update
110
+ end
111
+
112
+ def angle=(n)
113
+ @angle = n
114
+ update
115
+ end
116
+ end
117
+
118
+ class Paint
119
+ attr_accessor :top_left, :top_right, :bottom_left, :bottom_right
120
+ def initialize(background)
121
+ set(background)
122
+ end
123
+
124
+ def set(background)
125
+ @background = background
126
+
127
+
128
+ if background.is_a?(Numeric)
129
+ @top_left = background
130
+ @top_right = background
131
+ @bottom_left = background
132
+ @bottom_right = background
133
+ elsif background.is_a?(Gosu::Color)
134
+ @top_left = background
135
+ @top_right = background
136
+ @bottom_left = background
137
+ @bottom_right = background
138
+ elsif background.is_a?(Array)
139
+ if background.size == 1
140
+ set(background.first)
141
+ elsif background.size == 2
142
+ @top_left = background.first
143
+ @top_right = background.last
144
+ @bottom_left = background.first
145
+ @bottom_right = background.last
146
+ elsif background.size == 4
147
+ @top_left = background[0]
148
+ @top_right = background[1]
149
+ @bottom_left = background[2]
150
+ @bottom_right = background[3]
151
+ else
152
+ raise ArgumentError, "background array was empty or had wrong number of elements (expected 2 or 4 elements)"
153
+ end
154
+ elsif background.is_a?(Hash)
155
+ @top_left = background[:top_left]
156
+ @top_right = background[:top_right]
157
+ @bottom_left = background[:bottom_left]
158
+ @bottom_right = background[:bottom_right]
159
+ elsif background.is_a?(Range)
160
+ set([background.begin, background.begin, background.end, background.end])
161
+ else
162
+ raise ArgumentError, "background '#{background}' of type '#{background.class}' was not able to be processed"
163
+ end
164
+ end
165
+ end
166
+ end
167
+
168
+ # Add <=> method to support Range based gradients
169
+ module Gosu
170
+ class Color
171
+ def <=>(other)
172
+ self
173
+ end
174
+ end
175
+ end
@@ -1,150 +1,150 @@
1
- module CyberarmEngine
2
- class BoundingBox
3
- attr_accessor :min, :max
4
-
5
- def initialize(*args)
6
- case args.size
7
- when 0
8
- @min = Vector.new(0, 0, 0)
9
- @max = Vector.new(0, 0, 0)
10
- when 2
11
- @min = args.first.clone
12
- @max = args.last.clone
13
- when 4
14
- @min = Vector.new(args[0], args[1], 0)
15
- @max = Vector.new(args[2], args[3], 0)
16
- when 6
17
- @min = Vector.new(args[0], args[1], args[2])
18
- @max = Vector.new(args[3], args[4], args[5])
19
- else
20
- raise "Invalid number of arguments! Got: #{args.size}, expected: 0, 2, 4, or 6."
21
- end
22
- end
23
-
24
- def ==(other)
25
- @min == other.min &&
26
- @max == other.max
27
- end
28
-
29
- # returns a new bounding box that includes both bounding boxes
30
- def union(other)
31
- temp = BoundingBox.new
32
- temp.min.x = [@min.x, other.min.x].min
33
- temp.min.y = [@min.y, other.min.y].min
34
- temp.min.z = [@min.z, other.min.z].min
35
-
36
- temp.max.x = [@max.x, other.max.x].max
37
- temp.max.y = [@max.y, other.max.y].max
38
- temp.max.z = [@max.z, other.max.z].max
39
-
40
- return temp
41
- end
42
-
43
- # returns the difference between both bounding boxes
44
- def difference(other)
45
- temp = BoundingBox.new
46
- temp.min = @min - other.min
47
- temp.max = @max - other.max
48
-
49
- return temp
50
- end
51
-
52
- # returns whether bounding box intersects other
53
- def intersect?(other)
54
- if other.is_a?(Ray)
55
- other.intersect?(self)
56
- elsif other.is_a?(BoundingBox)
57
- (@min.x <= other.max.x && @max.x >= other.min.x) &&
58
- (@min.y <= other.max.y && @max.y >= other.min.y) &&
59
- (@min.z <= other.max.z && @max.z >= other.min.z)
60
- else
61
- raise "Unknown collider: #{other.class}"
62
- end
63
- end
64
-
65
- # does this bounding box envelop other bounding box? (inclusive of border)
66
- def contains?(other)
67
- other.min.x >= min.x && other.min.y >= min.y && other.min.z >= min.z &&
68
- other.max.x <= max.x && other.max.y <= max.y && other.max.z <= max.z
69
- end
70
-
71
- # returns whether the 3D vector is inside of the bounding box
72
- def inside?(vector)
73
- (vector.x.between?(@min.x, @max.x) || vector.x.between?(@max.x, @min.x)) &&
74
- (vector.y.between?(@min.y, @max.y) || vector.y.between?(@max.y, @min.y)) &&
75
- (vector.z.between?(@min.z, @max.z) || vector.z.between?(@max.z, @min.z))
76
- end
77
-
78
- # returns whether the 2D vector is inside of the bounding box
79
- def point?(vector)
80
- (vector.x.between?(@min.x, @max.x) || vector.x.between?(@max.x, @min.x)) &&
81
- (vector.y.between?(@min.y, @max.y) || vector.y.between?(@max.y, @min.y))
82
- end
83
-
84
- def volume
85
- width * height * depth
86
- end
87
-
88
- def width
89
- @max.x - @min.x
90
- end
91
-
92
- def height
93
- @max.y - @min.y
94
- end
95
-
96
- def depth
97
- @max.z - @min.z
98
- end
99
-
100
- def normalize(entity)
101
- temp = BoundingBox.new
102
- temp.min.x = @min.x.to_f * entity.scale.x
103
- temp.min.y = @min.y.to_f * entity.scale.y
104
- temp.min.z = @min.z.to_f * entity.scale.z
105
-
106
- temp.max.x = @max.x.to_f * entity.scale.x
107
- temp.max.y = @max.y.to_f * entity.scale.y
108
- temp.max.z = @max.z.to_f * entity.scale.z
109
-
110
- return temp
111
- end
112
-
113
- def normalize_with_offset(entity)
114
- temp = BoundingBox.new
115
- temp.min.x = @min.x.to_f * entity.scale.x + entity.position.x
116
- temp.min.y = @min.y.to_f * entity.scale.y + entity.position.y
117
- temp.min.z = @min.z.to_f * entity.scale.z + entity.position.z
118
-
119
- temp.max.x = @max.x.to_f * entity.scale.x + entity.position.x
120
- temp.max.y = @max.y.to_f * entity.scale.y + entity.position.y
121
- temp.max.z = @max.z.to_f * entity.scale.z + entity.position.z
122
-
123
- return temp
124
- end
125
-
126
- def +(other)
127
- box = BoundingBox.new
128
- box.min = self.min + other.min
129
- box.min = self.max + other.max
130
-
131
- return box
132
- end
133
-
134
- def -(other)
135
- box = BoundingBox.new
136
- box.min = self.min - other.min
137
- box.min = self.max - other.max
138
-
139
- return box
140
- end
141
-
142
- def sum
143
- @min.sum + @max.sum
144
- end
145
-
146
- def clone
147
- BoundingBox.new(@min.x, @min.y, @min.z, @max.x, @max.y, @max.z)
148
- end
149
- end
1
+ module CyberarmEngine
2
+ class BoundingBox
3
+ attr_accessor :min, :max
4
+
5
+ def initialize(*args)
6
+ case args.size
7
+ when 0
8
+ @min = Vector.new(0, 0, 0)
9
+ @max = Vector.new(0, 0, 0)
10
+ when 2
11
+ @min = args.first.clone
12
+ @max = args.last.clone
13
+ when 4
14
+ @min = Vector.new(args[0], args[1], 0)
15
+ @max = Vector.new(args[2], args[3], 0)
16
+ when 6
17
+ @min = Vector.new(args[0], args[1], args[2])
18
+ @max = Vector.new(args[3], args[4], args[5])
19
+ else
20
+ raise "Invalid number of arguments! Got: #{args.size}, expected: 0, 2, 4, or 6."
21
+ end
22
+ end
23
+
24
+ def ==(other)
25
+ @min == other.min &&
26
+ @max == other.max
27
+ end
28
+
29
+ # returns a new bounding box that includes both bounding boxes
30
+ def union(other)
31
+ temp = BoundingBox.new
32
+ temp.min.x = [@min.x, other.min.x].min
33
+ temp.min.y = [@min.y, other.min.y].min
34
+ temp.min.z = [@min.z, other.min.z].min
35
+
36
+ temp.max.x = [@max.x, other.max.x].max
37
+ temp.max.y = [@max.y, other.max.y].max
38
+ temp.max.z = [@max.z, other.max.z].max
39
+
40
+ return temp
41
+ end
42
+
43
+ # returns the difference between both bounding boxes
44
+ def difference(other)
45
+ temp = BoundingBox.new
46
+ temp.min = @min - other.min
47
+ temp.max = @max - other.max
48
+
49
+ return temp
50
+ end
51
+
52
+ # returns whether bounding box intersects other
53
+ def intersect?(other)
54
+ if other.is_a?(Ray)
55
+ other.intersect?(self)
56
+ elsif other.is_a?(BoundingBox)
57
+ (@min.x <= other.max.x && @max.x >= other.min.x) &&
58
+ (@min.y <= other.max.y && @max.y >= other.min.y) &&
59
+ (@min.z <= other.max.z && @max.z >= other.min.z)
60
+ else
61
+ raise "Unknown collider: #{other.class}"
62
+ end
63
+ end
64
+
65
+ # does this bounding box envelop other bounding box? (inclusive of border)
66
+ def contains?(other)
67
+ other.min.x >= min.x && other.min.y >= min.y && other.min.z >= min.z &&
68
+ other.max.x <= max.x && other.max.y <= max.y && other.max.z <= max.z
69
+ end
70
+
71
+ # returns whether the 3D vector is inside of the bounding box
72
+ def inside?(vector)
73
+ (vector.x.between?(@min.x, @max.x) || vector.x.between?(@max.x, @min.x)) &&
74
+ (vector.y.between?(@min.y, @max.y) || vector.y.between?(@max.y, @min.y)) &&
75
+ (vector.z.between?(@min.z, @max.z) || vector.z.between?(@max.z, @min.z))
76
+ end
77
+
78
+ # returns whether the 2D vector is inside of the bounding box
79
+ def point?(vector)
80
+ (vector.x.between?(@min.x, @max.x) || vector.x.between?(@max.x, @min.x)) &&
81
+ (vector.y.between?(@min.y, @max.y) || vector.y.between?(@max.y, @min.y))
82
+ end
83
+
84
+ def volume
85
+ width * height * depth
86
+ end
87
+
88
+ def width
89
+ @max.x - @min.x
90
+ end
91
+
92
+ def height
93
+ @max.y - @min.y
94
+ end
95
+
96
+ def depth
97
+ @max.z - @min.z
98
+ end
99
+
100
+ def normalize(entity)
101
+ temp = BoundingBox.new
102
+ temp.min.x = @min.x.to_f * entity.scale.x
103
+ temp.min.y = @min.y.to_f * entity.scale.y
104
+ temp.min.z = @min.z.to_f * entity.scale.z
105
+
106
+ temp.max.x = @max.x.to_f * entity.scale.x
107
+ temp.max.y = @max.y.to_f * entity.scale.y
108
+ temp.max.z = @max.z.to_f * entity.scale.z
109
+
110
+ return temp
111
+ end
112
+
113
+ def normalize_with_offset(entity)
114
+ temp = BoundingBox.new
115
+ temp.min.x = @min.x.to_f * entity.scale.x + entity.position.x
116
+ temp.min.y = @min.y.to_f * entity.scale.y + entity.position.y
117
+ temp.min.z = @min.z.to_f * entity.scale.z + entity.position.z
118
+
119
+ temp.max.x = @max.x.to_f * entity.scale.x + entity.position.x
120
+ temp.max.y = @max.y.to_f * entity.scale.y + entity.position.y
121
+ temp.max.z = @max.z.to_f * entity.scale.z + entity.position.z
122
+
123
+ return temp
124
+ end
125
+
126
+ def +(other)
127
+ box = BoundingBox.new
128
+ box.min = self.min + other.min
129
+ box.min = self.max + other.max
130
+
131
+ return box
132
+ end
133
+
134
+ def -(other)
135
+ box = BoundingBox.new
136
+ box.min = self.min - other.min
137
+ box.min = self.max - other.max
138
+
139
+ return box
140
+ end
141
+
142
+ def sum
143
+ @min.sum + @max.sum
144
+ end
145
+
146
+ def clone
147
+ BoundingBox.new(@min.x, @min.y, @min.z, @max.x, @max.y, @max.z)
148
+ end
149
+ end
150
150
  end