annotate tests/test_collision.nim @ 864:db6f2ec42e27

add: correct grid-mesh indices
author Sam <sam@basx.dev>
date Sat, 30 Dec 2023 00:17:04 +0700
parents 388c4b35a6e3
children 73b572f82a1f
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1 import semicongine
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2
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3 proc main() =
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4 var scene = Scene(name: "main")
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5
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6 scene.add rect(color="f00f")
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7 scene.add rect()
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8 scene.add circle(color="0f0f")
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9 scene.meshes[0].material = VERTEX_COLORED_MATERIAL.initMaterialData()
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10 scene.meshes[1].material = VERTEX_COLORED_MATERIAL.initMaterialData()
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11 scene.meshes[2].material = VERTEX_COLORED_MATERIAL.initMaterialData()
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12 scene.meshes[1].transform = scale(0.8, 0.8)
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13 scene.meshes[2].transform = scale(0.1, 0.1)
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14 scene.addShaderGlobal("perspective", Unit4F32)
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16 const
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17 shaderConfiguration = createShaderConfiguration(
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18 inputs=[
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19 attr[Mat4]("transform", memoryPerformanceHint=PreferFastRead, perInstance=true),
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20 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead),
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21 attr[Vec4f]("color", memoryPerformanceHint=PreferFastRead),
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22 ],
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23 intermediates=[attr[Vec4f]("colorout")],
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24 uniforms=[attr[Mat4]("perspective")],
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25 outputs=[attr[Vec4f]("fragcolor")],
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26 vertexCode="""gl_Position = vec4(position, 1.0) * (transform * Uniforms.perspective); colorout = color;""",
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27 fragmentCode="""fragcolor = colorout;""",
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28 )
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29
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30 var engine = initEngine("Test collisions")
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31
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32 engine.initRenderer({VERTEX_COLORED_MATERIAL: shaderConfiguration})
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33 engine.loadScene(scene)
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34
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35 while engine.updateInputs() == Running and not engine.keyIsDown(Escape):
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36 if engine.windowWasResized():
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37 var winSize = engine.getWindow().size
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38 scene.setShaderGlobal("perspective", orthoWindowAspect(winSize[1] / winSize[0]))
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39 if engine.keyIsDown(A): scene.meshes[0].transform = scene.meshes[0].transform * translate(-0.001, 0, 0)
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40 if engine.keyIsDown(D): scene.meshes[0].transform = scene.meshes[0].transform * translate( 0.001, 0, 0)
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41 if engine.keyIsDown(W): scene.meshes[0].transform = scene.meshes[0].transform * translate( 0, -0.001, 0)
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42 if engine.keyIsDown(S): scene.meshes[0].transform = scene.meshes[0].transform * translate( 0, 0.001, 0)
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43 if engine.keyIsDown(Q): scene.meshes[0].transform = scene.meshes[0].transform * rotate(-0.001, Z)
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44 if engine.keyIsDown(Key.E): scene.meshes[0].transform = scene.meshes[0].transform * rotate( 0.001, Z)
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46 if engine.keyIsDown(Key.Z): scene.meshes[1].transform = scene.meshes[1].transform * rotate(-0.001, Z)
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47 if engine.keyIsDown(Key.X): scene.meshes[1].transform = scene.meshes[1].transform * rotate( 0.001, Z)
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48 if engine.keyIsDown(Key.C): scene.meshes[1].transform = scene.meshes[1].transform * translate(0, -0.001, 0)
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49 if engine.keyIsDown(Key.V): scene.meshes[1].transform = scene.meshes[1].transform * translate(0, 0.001, 0)
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50 let hitbox = Collider(theType: Box, transform: scene.meshes[0].transform * translate(-0.5, -0.5))
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51 let hitsphere = Collider(theType: Sphere, transform: scene.meshes[2].transform, radius: 0.5)
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52 echo intersects(hitbox, hitsphere)
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53 engine.renderScene(scene)
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54 engine.destroy()
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55
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56
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57 when isMainModule:
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58 main()