Mercurial > games > semicongine
comparison tests/test_collision.nim @ 277:1fbef3a2d769
add: collision tests
| author | Sam <sam@basx.dev> |
|---|---|
| date | Sat, 03 Jun 2023 13:32:15 +0700 |
| parents | |
| children | 89800309ab09 |
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| 276:dcfab05ed9ac | 277:1fbef3a2d769 |
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| 1 import semicongine | |
| 2 | |
| 3 | |
| 4 proc main() = | |
| 5 var scene = newScene("main", root=newEntity("rect")) | |
| 6 | |
| 7 var obj1 = newEntity("Obj1", rect(color="f00f")) | |
| 8 var obj2 = newEntity("Obj2", rect()) | |
| 9 var obj3 = newEntity("Obj3", circle(color="0f0f")) | |
| 10 | |
| 11 scene.root.add obj2 | |
| 12 scene.root.add obj1 | |
| 13 scene.root.add obj3 | |
| 14 obj1.transform = scale3d(0.8, 0.8) | |
| 15 obj3.transform = scale3d(0.1, 0.1) | |
| 16 obj1.add HitBox(transform: translate3d(-0.5, -0.5, -0.5)) | |
| 17 obj2.add HitBox(transform: translate3d(-0.5, -0.5, -0.5)) | |
| 18 obj3.add HitSphere(radius: 0.5) | |
| 19 | |
| 20 const | |
| 21 vertexInput = @[ | |
| 22 attr[Mat4]("transform", memoryPerformanceHint=PreferFastRead, perInstance=true), | |
| 23 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), | |
| 24 attr[Vec4f]("color", memoryPerformanceHint=PreferFastRead), | |
| 25 ] | |
| 26 intermediate = @[attr[Vec4f]("colorout"),] | |
| 27 uniforms = @[attr[Mat4]("perspective")] | |
| 28 fragOutput = @[attr[Vec4f]("fragcolor")] | |
| 29 (vertexCode, fragmentCode) = compileVertexFragmentShaderSet( | |
| 30 inputs=vertexInput, | |
| 31 intermediate=intermediate, | |
| 32 outputs=fragOutput, | |
| 33 uniforms=uniforms, | |
| 34 vertexCode="""gl_Position = vec4(position, 1.0) * (transform * Uniforms.perspective); colorout = color;""", | |
| 35 fragmentCode="""fragcolor = colorout;""", | |
| 36 ) | |
| 37 | |
| 38 var engine = initEngine("Test collisions") | |
| 39 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) | |
| 40 engine.addScene(scene, vertexInput, @[]) | |
| 41 scene.addShaderGlobal("perspective", Unit4F32) | |
| 42 | |
| 43 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): | |
| 44 if engine.windowWasResized(): | |
| 45 var winSize = engine.getWindow().size | |
| 46 scene.setShaderGlobal("perspective", orthoWindowAspect(winSize[1] / winSize[0])) | |
| 47 if engine.keyIsDown(A): obj1.transform = obj1.transform * translate3d(-0.001, 0, 0) | |
| 48 if engine.keyIsDown(D): obj1.transform = obj1.transform * translate3d( 0.001, 0, 0) | |
| 49 if engine.keyIsDown(W): obj1.transform = obj1.transform * translate3d( 0, -0.001, 0) | |
| 50 if engine.keyIsDown(S): obj1.transform = obj1.transform * translate3d( 0, 0.001, 0) | |
| 51 if engine.keyIsDown(Q): obj1.transform = obj1.transform * rotate3d(-0.001, Z) | |
| 52 if engine.keyIsDown(Key.E): obj1.transform = obj1.transform * rotate3d( 0.001, Z) | |
| 53 | |
| 54 if engine.keyIsDown(Key.Z): obj2.transform = obj2.transform * rotate3d(-0.001, Z) | |
| 55 if engine.keyIsDown(Key.X): obj2.transform = obj2.transform * rotate3d( 0.001, Z) | |
| 56 if engine.keyIsDown(Key.C): obj2.transform = obj2.transform * translate3d(0, -0.001, 0) | |
| 57 if engine.keyIsDown(Key.V): obj2.transform = obj2.transform * translate3d(0, 0.001, 0) | |
| 58 var hb1 = HitBox(obj1.components[1]) | |
| 59 var hb2 = HitBox(obj2.components[1]) | |
| 60 var hb3 = HitSphere(obj3.components[1]) | |
| 61 echo overlaps(hb1, hb3) | |
| 62 engine.renderScene(scene) | |
| 63 engine.destroy() | |
| 64 | |
| 65 | |
| 66 when isMainModule: | |
| 67 main() |
