teien 0.0.2 → 0.0.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- data/README.md +11 -6
- data/bin/teien +16 -2
- data/lib/teien/ai.rb +27 -0
- data/lib/teien/animation.rb +34 -0
- data/lib/teien/animation_operator.rb +6 -0
- data/lib/teien/controller.rb +30 -0
- data/lib/teien/dispatcher.rb +22 -0
- data/lib/teien/event.rb +60 -0
- data/lib/teien/event_router.rb +118 -0
- data/lib/teien/garden.rb +60 -172
- data/lib/teien/garden_base.rb +117 -0
- data/lib/teien/garden_object.rb +119 -136
- data/lib/teien/model.rb +34 -0
- data/lib/teien/network.rb +108 -0
- data/lib/teien/object_info.rb +21 -0
- data/lib/teien/physics.rb +47 -39
- data/lib/teien/physics_object.rb +57 -0
- data/lib/teien/physics_object_factory.rb +170 -0
- data/lib/teien/proxy_garden.rb +118 -0
- data/lib/teien/remote_info.rb +20 -0
- data/lib/teien/sky_dome.rb +15 -0
- data/lib/teien/smooth_mover.rb +31 -42
- data/lib/teien/synchronizer.rb +26 -0
- data/lib/teien/tools.rb +30 -2
- data/lib/teien/user_interface.rb +58 -5
- data/lib/teien/version.rb +1 -1
- data/lib/teien/view.rb +52 -33
- data/lib/teien/view_object.rb +67 -0
- data/lib/teien/view_object_factory.rb +210 -0
- data/lib/teien.rb +62 -14
- data/sample/actor/app/ais/actor_ai.rb +112 -0
- data/sample/actor/app/controllers/actor_controller.rb +182 -0
- data/sample/actor/app/helpers/sinbad/sinbad.rb +176 -0
- data/sample/actor/app/helpers/sinbad/sinbad_state.rb +224 -0
- data/sample/actor/app/helpers/user_event.rb +75 -0
- data/sample/actor/app/models/actor_model.rb +108 -0
- data/sample/actor/config/plugins.cfg +19 -0
- data/sample/actor/config/resources.cfg +24 -0
- data/sample/hello_garden/app/controllers/hello_garden_controller.rb +90 -0
- data/sample/hello_garden/app/helpers/user_event.rb +12 -0
- data/sample/{standalone/hello_garden/hello_garden.rb → hello_garden/app/models/hello_garden_model.rb} +29 -83
- data/sample/{standalone/hello_garden → hello_garden/config}/plugins.cfg +0 -0
- data/sample/{standalone/hello_garden → hello_garden/config}/resources.cfg +0 -0
- data/sample/hello_garden/run +6 -0
- data/teien.gemspec +2 -1
- metadata +52 -15
- data/lib/teien/light_object.rb +0 -36
- data/lib/teien/object_factory.rb +0 -308
- data/sample/standalone/hello_garden/run +0 -5
data/lib/teien/object_factory.rb
DELETED
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require 'teien/garden_object'
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module Teien
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class ObjectFactory
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def initialize(garden)
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@garden = garden
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end
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def create_object(name, object_info, physics_info)
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case object_info
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when FloorObjectInfo
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return create_floor_object(name, object_info, physics_info)
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when BoxObjectInfo
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return create_box_object(name, object_info, physics_info)
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when SphereObjectInfo
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return create_sphere_object(name, object_info, physics_info)
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when CapsuleObjectInfo
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return create_capsule_object(name, object_info, physics_info)
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when ConeObjectInfo
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return create_cone_object(name, object_info, physics_info)
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when CylinderObjectInfo
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return create_cylinder_object(name, object_info, physics_info)
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when MeshBBObjectInfo
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return create_meshBB_object(name, object_info, physics_info)
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when MeshObjectInfo
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return create_mesh_object(name, object_info, physics_info)
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else
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puts "Error: passed no supported object_info."
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end
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end
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private
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def create_floor_object(name, object_info, physics_info)
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obj = GardenObject.new(@garden)
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obj.name = name
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obj.object_info = object_info
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obj.physics_info = physics_info
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unless @garden.is_server
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# Setting an entity and a node of Ogre3d.
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normal = Ogre::Vector3.new(0, 1, 0)
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up = Ogre::Vector3.new(0, 0, 1)
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Ogre::MeshManager::get_singleton().create_plane(name,
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Ogre::ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME,
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Ogre::Plane.new(normal, 0),
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object_info.width * 2.0,
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object_info.height * 2.0,
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object_info.num_seg_x,
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object_info.num_seg_y,
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true, 1,
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object_info.u_tile,
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object_info.v_tile, up)
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entity = @garden.view.scene_mgr.create_entity(name, name)
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entity.set_cast_shadows(true)
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entity.set_material_name(object_info.material_name)
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node = obj.create_scene_node(entity)
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end
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# Setting a collision shape and rigid body of Bullet.
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cShape = Bullet::BtBoxShape.new(Vector3D.new(object_info.width, object_info.depth, object_info.height))
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rb = obj.create_rigid_body(0, cShape, Vector3D.new(0, 0, 0), Vector3D.new(0.0, -object_info.depth, 0.0))
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rb.set_angular_factor(physics_info.angular_factor)
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rb.set_restitution(physics_info.restitution)
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rb.set_friction(physics_info.friction)
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rb.set_damping(physics_info.linear_damping, physics_info.angular_damping)
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@garden.add_object(obj)
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return obj
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end
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def create_box_object(name, object_info, physics_info)
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obj = GardenObject.new(@garden)
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obj.name = name
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obj.object_info = object_info
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obj.physics_info = physics_info
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unless @garden.is_server
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gen = Procedural::BoxGenerator.new()
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gen.set_size_x(object_info.size.x * 2.0)
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gen.set_size_y(object_info.size.y * 2.0)
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gen.set_size_z(object_info.size.z * 2.0)
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gen.set_num_seg_x(object_info.num_seg_x)
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gen.set_num_seg_y(object_info.num_seg_y)
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gen.set_num_seg_z(object_info.num_seg_z)
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gen.set_utile(object_info.u_tile).set_vtile(object_info.v_tile).realize_mesh(name)
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entity = @garden.view.scene_mgr.create_entity(name)
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entity.set_cast_shadows(true)
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entity.set_material_name(object_info.material_name)
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node = obj.create_scene_node(entity)
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end
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cShape = Bullet::BtBoxShape.new(Vector3D.new(object_info.size.x, object_info.size.y, object_info.size.z))
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inertia = Bullet::BtVector3.new()
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cShape.calculate_local_inertia(physics_info.mass, inertia)
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rb = obj.create_rigid_body(physics_info.mass, cShape, inertia)
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rb.set_angular_factor(physics_info.angular_factor)
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rb.set_restitution(physics_info.restitution)
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rb.set_friction(physics_info.friction)
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rb.set_damping(physics_info.linear_damping, physics_info.angular_damping)
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@garden.add_object(obj)
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return obj
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end
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def create_sphere_object(name, object_info, physics_info)
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obj = GardenObject.new(@garden)
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obj.name = name
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obj.object_info = object_info
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obj.physics_info = physics_info
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unless @garden.is_server
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gen = Procedural::SphereGenerator.new()
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gen.set_radius(object_info.radius)
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gen.set_num_rings(object_info.num_rings)
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gen.set_num_segments(object_info.num_segments)
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gen.set_vtile(object_info.u_tile).set_vtile(object_info.v_tile).realize_mesh(name)
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entity = @garden.view.scene_mgr.create_entity(name)
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entity.set_cast_shadows(true)
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entity.set_material_name(object_info.material_name)
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node = obj.create_scene_node(entity)
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end
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cShape = Bullet::BtSphereShape.new(object_info.radius)
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inertia = Bullet::BtVector3.new()
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cShape.calculate_local_inertia(physics_info.mass, inertia)
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rb = obj.create_rigid_body(physics_info.mass, cShape, inertia)
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rb.set_angular_factor(physics_info.angular_factor)
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rb.set_restitution(physics_info.restitution)
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rb.set_friction(physics_info.friction)
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rb.set_damping(physics_info.linear_damping, physics_info.angular_damping)
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@garden.add_object(obj)
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return obj
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end
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def create_capsule_object(name, object_info, physics_info)
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obj = GardenObject.new(@garden)
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obj.name = name
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obj.object_info = object_info
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obj.physics_info = physics_info
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unless @garden.is_server
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gen = Procedural::CapsuleGenerator.new()
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gen.set_radius(object_info.radius).set_height(object_info.height)
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gen.set_num_rings(object_info.num_rings)
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gen.set_num_segments(object_info.num_segments)
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gen.set_num_seg_height(object_info.num_seg_height)
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gen.set_vtile(object_info.u_tile).set_vtile(object_info.v_tile).realize_mesh(name)
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entity = @garden.view.scene_mgr.create_entity(name)
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entity.set_cast_shadows(true)
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entity.set_material_name(object_info.material_name)
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node = obj.create_scene_node(entity)
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end
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cShape = Bullet::BtCapsuleShape.new(object_info.radius, object_info.height)
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inertia = Bullet::BtVector3.new()
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cShape.calculate_local_inertia(physics_info.mass, inertia)
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rb = obj.create_rigid_body(physics_info.mass, cShape, inertia)
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rb.set_angular_factor(physics_info.angular_factor)
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rb.set_restitution(physics_info.restitution)
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rb.set_friction(physics_info.friction)
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rb.set_damping(physics_info.linear_damping, physics_info.angular_damping)
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@garden.add_object(obj)
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return obj
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end
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def create_cone_object(name, object_info, physics_info)
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obj = GardenObject.new(@garden)
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obj.name = name
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obj.object_info = object_info
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obj.physics_info = physics_info
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unless @garden.is_server
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gen = Procedural::ConeGenerator.new
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gen.set_radius(object_info.radius).set_height(object_info.height)
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gen.set_num_seg_base(object_info.num_seg_base).set_num_seg_height(object_info.num_seg_height)
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gen.set_utile(object_info.u_tile).set_vtile(object_info.v_tile).realize_mesh(name)
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entity = @garden.view.scene_mgr.create_entity(name)
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entity.set_cast_shadows(true)
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entity.set_material_name(object_info.material_name)
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node = obj.create_scene_node(entity)
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end
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cShape = Bullet::BtConeShape.new(object_info.radius, object_info.height)
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inertia = Bullet::BtVector3.new()
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cShape.calculate_local_inertia(physics_info.mass, inertia)
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rb = obj.create_rigid_body(physics_info.mass, cShape, inertia, Vector3D.new(0, object_info.height / 2, 0))
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rb.set_angular_factor(physics_info.angular_factor)
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rb.set_restitution(physics_info.restitution)
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rb.set_friction(physics_info.friction)
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rb.set_damping(physics_info.linear_damping, physics_info.angular_damping)
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@garden.add_object(obj)
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return obj
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end
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def create_cylinder_object(name, object_info, physics_info)
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obj = GardenObject.new(@garden)
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obj.name = name
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obj.object_info = object_info
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obj.physics_info = physics_info
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unless @garden.is_server
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gen = Procedural::CylinderGenerator.new
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gen.set_radius(object_info.radius).set_height(object_info.height).set_capped(object_info.capped)
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gen.set_num_seg_base(object_info.num_seg_base).set_num_seg_height(object_info.num_seg_height)
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gen.set_utile(object_info.u_tile).set_vtile(object_info.v_tile).realize_mesh(name)
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entity = @garden.view.scene_mgr.create_entity(name)
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entity.set_cast_shadows(true)
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entity.set_material_name(object_info.material_name)
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node = obj.create_scene_node(entity, Vector3D.new(0, -object_info.height / 2, 0))
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end
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cShape = Bullet::BtCylinderShape.new(Bullet::BtVector3.new(object_info.radius,
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object_info.height / 2,
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object_info.radius))
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inertia = Bullet::BtVector3.new()
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cShape.calculate_local_inertia(physics_info.mass, inertia)
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rb = obj.create_rigid_body(physics_info.mass, cShape, inertia)
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rb.set_angular_factor(physics_info.angular_factor)
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rb.set_restitution(physics_info.restitution)
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rb.set_friction(physics_info.friction)
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rb.set_damping(physics_info.linear_damping, physics_info.angular_damping)
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@garden.add_object(obj)
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return obj
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end
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def create_meshBB_object(name, object_info, physics_info)
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obj = GardenObject.new(@garden)
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obj.name = name
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obj.object_info = object_info
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obj.physics_info = physics_info
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unless @garden.is_server
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entity = @garden.view.scene_mgr.create_entity(name, object_info.mesh_path)
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entity.set_cast_shadows(true)
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entity.set_material_name(object_info.material_name) if object_info.material_name
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node = obj.create_scene_node(entity, object_info.view_offset, object_info.view_rotation)
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node.set_scale(object_info.size.x * object_info.scale.x,
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object_info.size.y * object_info.scale.y,
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object_info.size.z * object_info.scale.z)
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end
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cShape = Bullet::BtBoxShape.new(object_info.size)
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inertia = Bullet::BtVector3.new()
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cShape.calculate_local_inertia(physics_info.mass, inertia)
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rb = obj.create_rigid_body(physics_info.mass, cShape, inertia, object_info.physics_offset)
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rb.set_angular_factor(physics_info.angular_factor)
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rb.set_restitution(physics_info.restitution)
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rb.set_friction(physics_info.friction)
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rb.set_damping(physics_info.linear_damping, physics_info.angular_damping)
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@garden.add_object(obj)
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return obj
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end
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def create_mesh_object(name, object_info, physics_info)
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obj = GardenObject.new(@garden)
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obj.name = name
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obj.object_info = object_info
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obj.physics_info = physics_info
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unless @garden.is_server
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entity = @garden.view.scene_mgr.create_entity(name, object_info.mesh_path)
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entity.set_cast_shadows(true)
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281
|
-
entity.set_material_name(object_info.material_name) if object_info.material_name
|
282
|
-
node = obj.create_scene_node(entity, object_info.view_offset)
|
283
|
-
node.set_scale(object_info.scale.x, object_info.scale.y, object_info.scale.z)
|
284
|
-
strider = Teienlib::MeshStrider.new(entity.get_mesh().get())
|
285
|
-
cShape = Bullet::BtGImpactMeshShape.new(strider)
|
286
|
-
cShape.set_local_scaling(Bullet::BtVector3.new(object_info.scale.x,
|
287
|
-
object_info.scale.y,
|
288
|
-
object_info.scale.z))
|
289
|
-
cShape.instance_variable_set(:@strider, strider) # prevent this from GC.
|
290
|
-
cShape.post_update()
|
291
|
-
cShape.update_bound()
|
292
|
-
inertia = Bullet::BtVector3.new()
|
293
|
-
cShape.calculate_local_inertia(physics_info.mass, inertia)
|
294
|
-
rb = obj.create_rigid_body(physics_info.mass, cShape, inertia, object_info.physics_offset)
|
295
|
-
rb.set_angular_factor(physics_info.angular_factor)
|
296
|
-
rb.set_restitution(physics_info.restitution)
|
297
|
-
rb.set_friction(physics_info.friction)
|
298
|
-
rb.set_damping(physics_info.linear_damping, physics_info.angular_damping)
|
299
|
-
end
|
300
|
-
|
301
|
-
@garden.add_object(obj)
|
302
|
-
|
303
|
-
return obj
|
304
|
-
end
|
305
|
-
end
|
306
|
-
|
307
|
-
|
308
|
-
end
|