Mercurial > games > semicongine
view tests/test_collision.nim @ 1139:114f395b9144
did: finish refactoring and updated all tests accordingly
author | sam <sam@basx.dev> |
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date | Sat, 08 Jun 2024 14:58:25 +0700 |
parents | 02e1d2658ff5 |
children |
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import semicongine proc main() = var scene = Scene(name: "main") scene.Add Rect(color = "f00f") scene.Add Rect() scene.Add Circle(color = "0f0f") scene.meshes[0].material = VERTEX_COLORED_MATERIAL.InitMaterialData() scene.meshes[1].material = VERTEX_COLORED_MATERIAL.InitMaterialData() scene.meshes[2].material = VERTEX_COLORED_MATERIAL.InitMaterialData() scene.meshes[1].transform = Scale(0.8, 0.8) scene.meshes[2].transform = Scale(0.1, 0.1) scene.AddShaderGlobal("perspective", Unit4F32) const shaderConfiguration = CreateShaderConfiguration( name = "default shader", inputs = [ Attr[Mat4]("transform", memoryPerformanceHint = PreferFastRead, perInstance = true), Attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead), Attr[Vec4f]("color", memoryPerformanceHint = PreferFastRead), ], intermediates = [Attr[Vec4f]("colorout")], uniforms = [Attr[Mat4]("perspective")], outputs = [Attr[Vec4f]("fragcolor")], vertexCode = """gl_Position = vec4(position, 1.0) * (transform * Uniforms.perspective); colorout = color;""", fragmentCode = """fragcolor = colorout;""", ) var engine = InitEngine("Test collisions") engine.InitRenderer({VERTEX_COLORED_MATERIAL: shaderConfiguration}) engine.LoadScene(scene) while engine.UpdateInputs() and not KeyIsDown(Escape): if WindowWasResized(): var winSize = engine.GetWindow().Size scene.SetShaderGlobal("perspective", OrthoWindowAspect(winSize[0] / winSize[1])) if KeyIsDown(A): scene.meshes[0].transform = scene.meshes[0].transform * Translate(-0.001, 0, 0) if KeyIsDown(D): scene.meshes[0].transform = scene.meshes[0].transform * Translate(0.001, 0, 0) if KeyIsDown(W): scene.meshes[0].transform = scene.meshes[0].transform * Translate(0, -0.001, 0) if KeyIsDown(S): scene.meshes[0].transform = scene.meshes[0].transform * Translate(0, 0.001, 0) if KeyIsDown(Q): scene.meshes[0].transform = scene.meshes[0].transform * Rotate(-0.001, Z) if KeyIsDown(Key.E): scene.meshes[0].transform = scene.meshes[0].transform * Rotate(0.001, Z) if KeyIsDown(Key.Z): scene.meshes[1].transform = scene.meshes[1].transform * Rotate(-0.001, Z) if KeyIsDown(Key.X): scene.meshes[1].transform = scene.meshes[1].transform * Rotate(0.001, Z) if KeyIsDown(Key.C): scene.meshes[1].transform = scene.meshes[1].transform * Translate(0, -0.001, 0) if KeyIsDown(Key.V): scene.meshes[1].transform = scene.meshes[1].transform * Translate(0, 0.001, 0) let hitbox = Collider(theType: Box, transform: scene.meshes[0].transform * Translate(-0.5, -0.5)) let hitsphere = Collider(theType: Sphere, transform: scene.meshes[2].transform, radius: 0.5) echo Intersects(hitbox, hitsphere) engine.RenderScene(scene) engine.Destroy() when isMainModule: main()