func (self *TexturedCube) Setup() {
	self.theCube = core.NewEntity()
	self.theCube.Name = "Textured Cube"
	self.theCube.AddComponent(new(components.Visual))

	self.colorCube = core.NewEntity()
	self.colorCube.Name = "Colored Cube"
	self.colorCube.AddComponent(&components.Visual{
		MaterialName: "only_color",
		MeshName:     "ColorIndexCube",
	})

	transform := components.GetTransform(self.theCube)
	transform.Position = math3d.Vector{0, 0, -10}
	transform.Scale = math3d.Vector{2, 2, 2}
	transform.Speed = math3d.Vector{5, 5, 5}

	transform = components.GetTransform(self.colorCube)
	transform.Position = math3d.Vector{0, 0, -5}

	//	transform.MoveRelativeToRotation = true
	//	self.theCube.AddComponent(&components.Input{
	//		Mapping: FPSMapping,
	//	})

	skybox := factories.SkyBox("stevecube", self.game.Camera)

	self.game.RegisterEntity(skybox)
	self.game.RegisterEntity(self.theCube)
	self.game.RegisterEntity(self.colorCube)
}
示例#2
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func (self *Level) Generate() *core.Entity {
	// A square arena with walls
	self.volume = &volume.FunctionVolume{
		func(x, y, z float32) float32 {
			if y > 5 && (x > 3 && x < 47) && (z > 3 && z < 47) {
				return -1
			} else {
				return 1
			}
		},
	}

	volumeMesh := volume.MarchingCubes(self.volume, math3d.Vector{50, 10, 50}, 0.5)
	volumeMesh.Name = "Level Mesh"

	self.entity = core.NewEntity()
	self.entity.Name = "Level Geometry"
	self.entity.AddComponent(&components.Visual{
		Mesh:         volumeMesh,
		MaterialName: "only_color",
	})

	transform := components.GetTransform(self.entity)
	transform.Position = math3d.Vector{-25, -10, -25}

	return self.entity
}
func Test_TopDownCamera_TracksEntities(t *testing.T) {
	camera := NewTopDownCamera(core.NewCamera())
	entity := core.NewEntity()
	camera.TrackEntity(entity)

	assert.Equal(t, entity, camera.trackingEntity)
}
示例#4
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func Test_Update_PassesInputEventsToComponentsWhoWantThem(t *testing.T) {
	input, queue, entityDb := getTestInput()

	testMappingQuitCalled := false
	var testMappingQuitCalledEntity components.ComponentHolder

	testMapping := components.InputEventMap{
		events.Quit: func(entity components.ComponentHolder, event events.Event) {
			testMappingQuitCalledEntity = entity
			testMappingQuitCalled = true
		},
	}

	entity := core.NewEntity()
	entity.AddComponent(&components.Input{
		Mapping: testMapping,
	})
	entityDb.RegisterEntity(entity)

	queue.Events = append(queue.Events, events.Event{EventType: events.Quit})

	input.Update(0)

	assert.True(t, testMappingQuitCalled)
	assert.Equal(t, entity, testMappingQuitCalledEntity)
}
func Test_Update_CopiesPositionFromLinkedEntity(t *testing.T) {
	behavior, entityDb := getTestTransform()

	entity := core.NewEntity()
	entityDb.RegisterEntity(entity)

	followee := core.NewEntity()
	followeeTransform := components.GetTransform(followee)
	followeeTransform.Position = math3d.Vector{10, 11, -12}

	transform := components.GetTransform(entity)
	transform.UsingPositionOf = followee

	behavior.Update(1)

	assert.Equal(t, math3d.Vector{10, 11, -12}, transform.Position)
}
示例#6
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func NewPlayer() *Player {
	player := new(Player)
	player.entity = core.NewEntity()
	player.entity.Name = "The Player"
	player.initializeComponents()

	return player
}
func (self *TopDownTestScene) Setup() {
	self.game.RegisterEntity(factories.SkyBox("stevecube", self.game.Camera))

	self.levelVolume = &volume.FunctionVolume{
		func(x, y, z float32) float32 {
			if y > 5 && (x > 3 && x < 47) && (z > 3 && z < 47) {
				return -1
			} else {
				return 1
			}
		},
	}

	volumeMesh := volume.MarchingCubes(self.levelVolume, math3d.Vector{50, 10, 50}, 0.5)
	volumeMesh.Name = "Level Mesh"

	self.levelEntity = core.NewEntity()
	self.levelEntity.Name = "Level Geometry"
	self.levelEntity.AddComponent(&components.Visual{
		Mesh:         volumeMesh,
		MaterialName: "only_color",
	})

	self.game.RegisterEntity(self.levelEntity)

	self.game.Camera.AddComponent(&components.Input{
		Mapping: FPSMapping,
	})

	// Get the camera facing downwards
	cameraTransform := components.GetTransform(self.game.Camera.Entity)
	cameraTransform.Position = math3d.Vector{25, 10, 25}
	cameraTransform.CurrentPitch = 90
	cameraTransform.Speed = math3d.Vector{8, 8, 8}
	cameraTransform.MoveRelativeToRotation = false

	// Our unit we'll control
	self.playerCube = core.NewEntityAt(math3d.Vector{25, 6, 25})
	self.playerCube.Name = "The Player"
	self.playerCube.AddComponent(&components.Visual{})

	playerTransform := components.GetTransform(self.playerCube)
	playerTransform.Scale = math3d.Vector{0.25, 0.5, 0.25}
	playerTransform.Speed = math3d.Vector{3, 3, 3}
	playerTransform.MoveRelativeToRotation = false

	self.topDownCamera = NewTopDownCamera(self.game.Camera)
	self.topDownCamera.SetTrackingHeight(5)
	self.topDownCamera.TrackEntity(self.playerCube)

	self.game.RegisterEntity(self.playerCube)

	self.game.Keyboard.OnKey(input.KeySpace, func(event events.Event) { self.SwapInput(event) })

	// Start by controlling the player unit. Game defaults to controlling the camera
	self.SwapInput(events.Event{Pressed: true})
}
func (self *VolumeScene) Setup() {
	skybox := factories.SkyBox("stevecube", self.game.Camera)
	self.game.RegisterEntity(skybox)

	self.game.Camera.AddComponent(FPSInput)

	self.game.Camera.SetSpeed(math3d.Vector{5, 5, 5})
	self.game.Camera.LookAt(math3d.Vector{0, 0, -5})

	self.game.Keyboard.OnKey(input.KeyJ, func(e events.Event) {
		if e.Pressed {
			self.marchingCubeSize -= 0.1

			if self.marchingCubeSize <= 0 {
				self.marchingCubeSize = 0.1
			} else {
				self.rebuildVolume()
			}
		}
	})

	self.game.Keyboard.OnKey(input.KeyK, func(e events.Event) {
		if e.Pressed {
			self.marchingCubeSize += 0.1

			self.rebuildVolume()
		}
	})

	self.cubeVolume = &volume.FunctionVolume{
		// A sphere!
		func(x, y, z float32) float32 {
			// Translate to treat middle of the volume as 0,0,0
			// Basically I want 0,0,0 of the volume to act like -25, -25, -25, so that
			// the center point of the sphere is at 25, 25, 25 in the volume,
			// then check the equation against the radius of the sphere.
			tX := x - 25
			tY := y - 25
			tZ := z - 25

			return -(tX*tX + tY*tY + tZ*tZ - 20)
		},
	}

	self.volumeEntity = core.NewEntity()
	self.volumeEntity.Name = "cube volume"

	self.rebuildVolume()

	// Move the volume into view of the starting camera
	transform := components.GetTransform(self.volumeEntity)
	transform.Position = math3d.Vector{-25, -25, -40}

	self.game.RegisterEntity(self.volumeEntity)
}
func Test_SetUpEntity_TellsRendererToLoadNewMeshFromVisual(t *testing.T) {
	graphical, renderer, entityDb := getTestGraphical()

	mesh := &render.Mesh{}
	entity := core.NewEntity()
	entity.AddComponent(&components.Visual{Mesh: mesh})
	entityDb.RegisterEntity(entity)

	assert.Equal(t, mesh, renderer.loadedMesh)
	assert.NotEqual(t, mesh, graphical.meshes[mesh.Name])
}
func Test_TearDownEntity_TellsRendererToUnload(t *testing.T) {
	_, renderer, entityDb := getTestGraphical()

	mesh := &render.Mesh{}
	entity := core.NewEntity()
	entity.AddComponent(&components.Visual{Mesh: mesh})
	entityDb.RegisterEntity(entity)

	entity.Destroy()

	assert.Equal(t, mesh, renderer.unloadedMesh)
}
示例#11
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func Test_SetUpEntity_TellsQueueWhatEventsToPollFor(t *testing.T) {
	_, queue, entityDb := getTestInput()

	pollEvents := events.EventTypeList{events.Quit, events.TurnLeft}
	entity := core.NewEntity()
	entity.AddComponent(&components.Input{
		Polling: pollEvents,
	})
	entityDb.RegisterEntity(entity)

	assert.Equal(t, pollEvents, queue.pollingEvents)
}
func Test_Update_AppliesEulerAngles(t *testing.T) {
	behavior, entityDb := getTestTransform()

	entity := core.NewEntity()
	entityDb.RegisterEntity(entity)

	transform := components.GetTransform(entity)
	startingQuat := transform.Rotation
	transform.CurrentPitch = 45

	behavior.Update(1)
	assert.NotEqual(t, startingQuat, transform.Rotation)
}
示例#13
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func Test_TearDownEntity_TurnsOffPollingForRelatedEvents(t *testing.T) {
	_, queue, entityDb := getTestInput()

	pollEvents := events.EventTypeList{events.Quit, events.TurnLeft}
	entity := core.NewEntity()
	entity.AddComponent(&components.Input{
		Polling: pollEvents,
	})
	entityDb.RegisterEntity(entity)
	entityDb.EntityDestroyed(entity)

	assert.Equal(t, pollEvents, queue.unpollingEvents)
}
func Test_Update_RemovesAFinishedOneTimeAnimation(t *testing.T) {
	behavior, entityDb := getTestAnimation()

	entity := core.NewEntity()
	entity.AddComponent(
		components.NewPositionAnimation(math3d.Vector{10, 10, 10}, 0.5, func() {}),
	)
	entityDb.RegisterEntity(entity)

	behavior.Update(1)

	assert.Nil(t, entity.GetComponent(components.ANIMATION))
}
func Test_Update_AppliesSpeedToMovingDir(t *testing.T) {
	behavior, entityDb := getTestTransform()

	entity := core.NewEntity()
	entityDb.RegisterEntity(entity)

	transform := components.GetTransform(entity)
	transform.Moving(math3d.Vector{1, 0, 0})
	transform.Speed = math3d.Vector{2, 2, 2}

	// Time passed? change!
	behavior.Update(0.5)
	assert.Equal(t, math3d.Vector{1, 0, 0}, transform.Position)
}
func Test_MouseMove(t *testing.T) {
	event := events.Event{
		MouseXDiff: 30,
		MouseYDiff: 40,
	}

	entity := core.NewEntity()
	transform := components.GetTransform(entity)

	FPSMapping[events.MouseMove](entity, event)

	assert.Equal(t, 15, transform.CurrentYaw)
	assert.Equal(t, 20, transform.CurrentPitch)
}
func Test_MouseMove_ClampsPitch(t *testing.T) {
	event := events.Event{
		MouseXDiff: 0,
		MouseYDiff: 40,
	}

	entity := core.NewEntity()
	transform := components.GetTransform(entity)
	transform.CurrentPitch = 80

	FPSMapping[events.MouseMove](entity, event)

	assert.Equal(t, 89, transform.CurrentPitch)
}
func Test_Update_UsesMeshLinkedToVisualIfExists(t *testing.T) {
	graphical, renderer, entityDb := getTestGraphical()

	mesh := &render.Mesh{}

	entity := core.NewEntity()
	entity.AddComponent(&components.Visual{Mesh: mesh})
	entityDb.RegisterEntity(entity)

	graphical.Update(core.NewCamera(), 0)
	renderOp := renderer.queueRendered.RenderOperations()[0]

	assert.Equal(t, mesh, renderOp.Mesh)
}
func Test_MouseMove_ConstrainsYaw(t *testing.T) {
	event := events.Event{
		MouseXDiff: 40,
		MouseYDiff: 0,
	}

	entity := core.NewEntity()
	transform := components.GetTransform(entity)
	transform.CurrentYaw = 350

	FPSMapping[events.MouseMove](entity, event)

	assert.Equal(t, 10, transform.CurrentYaw)
}
func Test_Update_CallsCompletionCallbackOnCompletion(t *testing.T) {
	behavior, entityDb := getTestAnimation()

	callbackCalled := false

	entity := core.NewEntity()
	entity.AddComponent(
		components.NewPositionAnimation(math3d.Vector{10, 10, 10}, 0.5, func() { callbackCalled = true }),
	)
	entityDb.RegisterEntity(entity)

	behavior.Update(1)

	assert.True(t, callbackCalled)
}
示例#21
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// SkyBox returns an Entity that is set up as a SkyBox. The material given
// needs to be the name of a cube-map Material definition. The resulting entity
// will be position-locked to the passed in camera so that it never looks like
// it's moving.
func SkyBox(skyboxMaterial string, camera *core.Camera) *core.Entity {
	entity := core.NewEntity()
	entity.Name = "Skybox " + skyboxMaterial

	visual := new(components.Visual)
	visual.MeshName = "SkyBoxMesh"
	visual.MaterialName = skyboxMaterial

	transform := components.GetTransform(entity)
	transform.UsingPositionOf = camera.Entity
	transform.Scale = math3d.Vector{20, 20, 20}

	entity.AddComponent(visual)

	return entity
}
func Test_Update_MovesWithRotationIfSoFlagged(t *testing.T) {
	behavior, entityDb := getTestTransform()

	entity := core.NewEntity()
	entityDb.RegisterEntity(entity)

	transform := components.GetTransform(entity)
	transform.Moving(math3d.Vector{1, 0, 0})
	transform.Speed = math3d.Vector{1, 1, 1}
	transform.Rotation = math3d.Quaternion{0, 0, 1, 0}
	transform.MoveRelativeToRotation = true

	// Time passed? change!
	behavior.Update(1)
	assert.Equal(t, math3d.Vector{-1, 0, 0}, transform.Position)
}
func Test_Update_AppliesMovementDirOnTransforms(t *testing.T) {
	behavior, entityDb := getTestTransform()

	entity := core.NewEntity()
	entityDb.RegisterEntity(entity)

	transform := components.GetTransform(entity)
	transform.Moving(math3d.Vector{1, 0, 0})

	// No time passed? no change
	behavior.Update(0)
	assert.Equal(t, math3d.Vector{0, 0, 0}, transform.Position)

	// Time passed? change!
	behavior.Update(1)
	assert.Equal(t, math3d.Vector{1, 0, 0}, transform.Position)
}
func Test_Update_UpdatesOverMultipleSeconds(t *testing.T) {
	behavior, entityDb := getTestAnimation()

	entity := core.NewEntity()
	entity.AddComponent(
		components.NewPositionAnimation(math3d.Vector{10, 10, 10}, 10, func() {}),
	)
	entityDb.RegisterEntity(entity)

	var i float32 = 1
	for ; i <= 10; i++ {
		behavior.Update(1)

		transform := components.GetTransform(entity)
		assert.Equal(t, math3d.Vector{i, i, i}, transform.Position)
	}
}
func Test_Update_RendersAllVisualEntityMeshesWithMaterials(t *testing.T) {
	graphical, renderer, entityDb := getTestGraphical()

	entity := core.NewEntity()
	entity.AddComponent(new(components.Visual))
	entityDb.RegisterEntity(entity)

	graphical.Update(core.NewCamera(), 0)

	assert.NotNil(t, renderer.queueRendered)

	assert.Equal(t, 1, len(renderer.queueRendered.RenderOperations()))

	renderOp := renderer.queueRendered.RenderOperations()[0]

	assert.Equal(t, render.DefaultMesh, renderOp.Mesh)
	assert.Equal(t, render.DefaultMaterial.Name, renderOp.Material.Name)
	assert.Equal(t, math3d.IdentityMatrix(), renderOp.Transform)
}
func Test_Update_AppliesRotationDir(t *testing.T) {
	behavior, entityDb := getTestTransform()

	entity := core.NewEntity()
	entityDb.RegisterEntity(entity)

	transform := components.GetTransform(entity)
	transform.Rotating(math3d.Vector{0, 1, 0})

	startingQuat := transform.Rotation

	// No time passed? no change
	behavior.Update(0)
	assert.Equal(t, startingQuat, transform.Rotation)

	// Time passed? change!
	behavior.Update(1)
	assert.NotEqual(t, startingQuat, transform.Rotation)
}
func Test_FixedCamera_CardinalMovement(t *testing.T) {
	event := events.Event{}

	for _, testValue := range panningCardinalTests {
		entity := core.NewEntity()
		transform := components.GetTransform(entity)

		// Set on pressed
		event.Pressed = true

		FixedCameraMapping[testValue.event](entity, event)
		assert.Equal(t, testValue.expectedDir, transform.MoveDir())

		// And undo the change on key release
		event.Pressed = false

		FixedCameraMapping[testValue.event](entity, event)
		assert.Equal(t, math3d.Vector{0, 0, 0}, transform.MoveDir())
	}
}
func Test_Turning(t *testing.T) {
	event := events.Event{}

	for _, testValue := range turnTests {
		entity := core.NewEntity()
		transform := components.GetTransform(entity)

		// Set on pressed
		event.Pressed = true

		FPSMapping[testValue.event](entity, event)
		assert.Equal(t, testValue.expectedDir, transform.RotateDir())

		// And undo the change on key release
		event.Pressed = false

		FPSMapping[testValue.event](entity, event)
		assert.Equal(t, math3d.Vector{0, 0, 0}, transform.RotateDir())
	}
}
func Test_Update_UpdatesAPositionAnimationOverTime(t *testing.T) {
	behavior, entityDb := getTestAnimation()

	entity := core.NewEntity()
	entity.AddComponent(
		components.NewPositionAnimation(math3d.Vector{2, 2, 2}, 1, func() {}),
	)
	entityDb.RegisterEntity(entity)

	// Move half way
	behavior.Update(0.5)

	transform := components.GetTransform(entity)
	assert.Equal(t, math3d.Vector{1, 1, 1}, transform.Position)

	// Move the rest of the way
	behavior.Update(0.5)

	transform = components.GetTransform(entity)
	assert.Equal(t, math3d.Vector{2, 2, 2}, transform.Position)
}