Mercurial > games > semicongine
comparison tests/test_collision.nim @ 1021:73b572f82a1f
add: bases for a better input-system
| author | sam <sam@basx.dev> |
|---|---|
| date | Thu, 09 May 2024 23:02:35 +0700 |
| parents | f054b8bacab8 |
| children | 74957cbf589b |
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| 1020:355ef428b5f4 | 1021:73b572f82a1f |
|---|---|
| 1 import semicongine | 1 import semicongine |
| 2 | 2 |
| 3 proc main() = | 3 proc main() = |
| 4 var scene = Scene(name: "main") | 4 var scene = Scene(name: "main") |
| 5 | 5 |
| 6 scene.add rect(color="f00f") | 6 scene.add rect(color = "f00f") |
| 7 scene.add rect() | 7 scene.add rect() |
| 8 scene.add circle(color="0f0f") | 8 scene.add circle(color = "0f0f") |
| 9 scene.meshes[0].material = VERTEX_COLORED_MATERIAL.initMaterialData() | 9 scene.meshes[0].material = VERTEX_COLORED_MATERIAL.initMaterialData() |
| 10 scene.meshes[1].material = VERTEX_COLORED_MATERIAL.initMaterialData() | 10 scene.meshes[1].material = VERTEX_COLORED_MATERIAL.initMaterialData() |
| 11 scene.meshes[2].material = VERTEX_COLORED_MATERIAL.initMaterialData() | 11 scene.meshes[2].material = VERTEX_COLORED_MATERIAL.initMaterialData() |
| 12 scene.meshes[1].transform = scale(0.8, 0.8) | 12 scene.meshes[1].transform = scale(0.8, 0.8) |
| 13 scene.meshes[2].transform = scale(0.1, 0.1) | 13 scene.meshes[2].transform = scale(0.1, 0.1) |
| 14 scene.addShaderGlobal("perspective", Unit4F32) | 14 scene.addShaderGlobal("perspective", Unit4F32) |
| 15 | 15 |
| 16 const | 16 const |
| 17 shaderConfiguration = createShaderConfiguration( | 17 shaderConfiguration = createShaderConfiguration( |
| 18 inputs=[ | 18 name = "default shader", |
| 19 attr[Mat4]("transform", memoryPerformanceHint=PreferFastRead, perInstance=true), | 19 inputs = [ |
| 20 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), | 20 attr[Mat4]("transform", memoryPerformanceHint = PreferFastRead, perInstance = true), |
| 21 attr[Vec4f]("color", memoryPerformanceHint=PreferFastRead), | 21 attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead), |
| 22 attr[Vec4f]("color", memoryPerformanceHint = PreferFastRead), | |
| 22 ], | 23 ], |
| 23 intermediates=[attr[Vec4f]("colorout")], | 24 intermediates = [attr[Vec4f]("colorout")], |
| 24 uniforms=[attr[Mat4]("perspective")], | 25 uniforms = [attr[Mat4]("perspective")], |
| 25 outputs=[attr[Vec4f]("fragcolor")], | 26 outputs = [attr[Vec4f]("fragcolor")], |
| 26 vertexCode="""gl_Position = vec4(position, 1.0) * (transform * Uniforms.perspective); colorout = color;""", | 27 vertexCode = """gl_Position = vec4(position, 1.0) * (transform * Uniforms.perspective); colorout = color;""", |
| 27 fragmentCode="""fragcolor = colorout;""", | 28 fragmentCode = """fragcolor = colorout;""", |
| 28 ) | 29 ) |
| 29 | 30 |
| 30 var engine = initEngine("Test collisions") | 31 var engine = initEngine("Test collisions") |
| 31 | 32 |
| 32 engine.initRenderer({VERTEX_COLORED_MATERIAL: shaderConfiguration}) | 33 engine.initRenderer({VERTEX_COLORED_MATERIAL: shaderConfiguration}) |
| 33 engine.loadScene(scene) | 34 engine.loadScene(scene) |
| 34 | 35 |
| 35 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): | 36 while engine.updateInputs() and not keyIsDown(Escape): |
| 36 if engine.windowWasResized(): | 37 if windowWasResized(): |
| 37 var winSize = engine.getWindow().size | 38 var winSize = engine.getWindow().size |
| 38 scene.setShaderGlobal("perspective", orthoWindowAspect(winSize[1] / winSize[0])) | 39 scene.setShaderGlobal("perspective", orthoWindowAspect(winSize[0] / winSize[1])) |
| 39 if engine.keyIsDown(A): scene.meshes[0].transform = scene.meshes[0].transform * translate(-0.001, 0, 0) | 40 if keyIsDown(A): scene.meshes[0].transform = scene.meshes[0].transform * translate(-0.001, 0, 0) |
| 40 if engine.keyIsDown(D): scene.meshes[0].transform = scene.meshes[0].transform * translate( 0.001, 0, 0) | 41 if keyIsDown(D): scene.meshes[0].transform = scene.meshes[0].transform * translate(0.001, 0, 0) |
| 41 if engine.keyIsDown(W): scene.meshes[0].transform = scene.meshes[0].transform * translate( 0, -0.001, 0) | 42 if keyIsDown(W): scene.meshes[0].transform = scene.meshes[0].transform * translate(0, -0.001, 0) |
| 42 if engine.keyIsDown(S): scene.meshes[0].transform = scene.meshes[0].transform * translate( 0, 0.001, 0) | 43 if keyIsDown(S): scene.meshes[0].transform = scene.meshes[0].transform * translate(0, 0.001, 0) |
| 43 if engine.keyIsDown(Q): scene.meshes[0].transform = scene.meshes[0].transform * rotate(-0.001, Z) | 44 if keyIsDown(Q): scene.meshes[0].transform = scene.meshes[0].transform * rotate(-0.001, Z) |
| 44 if engine.keyIsDown(Key.E): scene.meshes[0].transform = scene.meshes[0].transform * rotate( 0.001, Z) | 45 if keyIsDown(Key.E): scene.meshes[0].transform = scene.meshes[0].transform * rotate(0.001, Z) |
| 45 | 46 |
| 46 if engine.keyIsDown(Key.Z): scene.meshes[1].transform = scene.meshes[1].transform * rotate(-0.001, Z) | 47 if keyIsDown(Key.Z): scene.meshes[1].transform = scene.meshes[1].transform * rotate(-0.001, Z) |
| 47 if engine.keyIsDown(Key.X): scene.meshes[1].transform = scene.meshes[1].transform * rotate( 0.001, Z) | 48 if keyIsDown(Key.X): scene.meshes[1].transform = scene.meshes[1].transform * rotate(0.001, Z) |
| 48 if engine.keyIsDown(Key.C): scene.meshes[1].transform = scene.meshes[1].transform * translate(0, -0.001, 0) | 49 if keyIsDown(Key.C): scene.meshes[1].transform = scene.meshes[1].transform * translate(0, -0.001, 0) |
| 49 if engine.keyIsDown(Key.V): scene.meshes[1].transform = scene.meshes[1].transform * translate(0, 0.001, 0) | 50 if keyIsDown(Key.V): scene.meshes[1].transform = scene.meshes[1].transform * translate(0, 0.001, 0) |
| 50 let hitbox = Collider(theType: Box, transform: scene.meshes[0].transform * translate(-0.5, -0.5)) | 51 let hitbox = Collider(theType: Box, transform: scene.meshes[0].transform * translate(-0.5, -0.5)) |
| 51 let hitsphere = Collider(theType: Sphere, transform: scene.meshes[2].transform, radius: 0.5) | 52 let hitsphere = Collider(theType: Sphere, transform: scene.meshes[2].transform, radius: 0.5) |
| 52 echo intersects(hitbox, hitsphere) | 53 echo intersects(hitbox, hitsphere) |
| 53 engine.renderScene(scene) | 54 engine.renderScene(scene) |
| 54 engine.destroy() | 55 engine.destroy() |
