本文整理汇总了Golang中github.com/go-gl/mathgl/mgl32.Vec2.X方法的典型用法代码示例。如果您正苦于以下问题:Golang Vec2.X方法的具体用法?Golang Vec2.X怎么用?Golang Vec2.X使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类github.com/go-gl/mathgl/mgl32.Vec2
的用法示例。
在下文中一共展示了Vec2.X方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Golang代码示例。
示例1: SegmentCircleIntersect
func SegmentCircleIntersect(radius float32, center, start, finish mgl32.Vec2) (mgl32.Vec2, error) {
d := finish.Sub(start)
f := start.Sub(center)
a := d.Dot(d)
b := f.Mul(2).Dot(d)
c := f.Dot(f) - radius*radius
discriminant := b*b - 4*a*c
if discriminant < 0 {
return mgl32.Vec2{}, fmt.Errorf("No intersection")
} else {
discriminant = float32(math.Sqrt(float64(discriminant)))
t1 := (-b - discriminant) / (2 * a)
t2 := (-b + discriminant) / (2 * a)
if t1 >= 0 && t1 <= 1 {
return mgl32.Vec2{start.X() + t1*d.X(), start.Y() + t1*d.Y()}, nil
}
if t2 >= 0 && t2 <= 1 {
return mgl32.Vec2{start.X() + t2*d.X(), start.Y() + t2*d.Y()}, nil
}
}
return mgl32.Vec2{}, fmt.Errorf("No intersections")
}
示例2: moveAlongPath
func (ai *AI) moveAlongPath(targetPosition mgl32.Vec2, path []graph.Node) {
minDistance2 := square(float32(ai.Me.Size) + costMapReduction*1.3)
var pathNode *mapNode
var pathVecs []mgl32.Vec2
for _, rawNode := range path {
node := rawNode.(*mapNode)
pos := mgl32.Vec2{float32(node.X) * costMapReduction, float32(node.Y) * costMapReduction}
if pathNode == nil && dist2(ai.Me.Position, pos) >= minDistance2 {
pathNode = node
}
pathVecs = append(pathVecs, pos)
}
if pathNode == nil {
ai.addStatusMessage("Failed to find path node that was far enough away. Moving directly to objective.")
ai.Path = []mgl32.Vec2{ai.Me.Position, targetPosition}
ai.g.SetTargetPos(targetPosition.X(), targetPosition.Y())
return
}
ai.Path = pathVecs
ai.g.SetTargetPos(float32(pathNode.X*costMapReduction), float32(pathNode.Y*costMapReduction))
}
示例3: getPseudoMe
func (ai *AI) getPseudoMe() *agario.Cell {
firstCell := ai.OwnCells[0]
me := &agario.Cell{
ID: firstCell.ID,
Name: firstCell.Name,
Heading: firstCell.Heading,
Color: firstCell.Color,
IsVirus: firstCell.IsVirus,
}
var avgPosition mgl32.Vec2
for _, cell := range ai.OwnCells {
me.Size += cell.Size
if avgPosition.X() == 0 && avgPosition.Y() == 0 {
avgPosition = cell.Position
continue
}
avgPosition = avgPosition.Add(cell.Position)
}
n := float32(len(ai.OwnCells))
avgPosition[0] = avgPosition[0] / n
avgPosition[1] = avgPosition[1] / n
me.Position = avgPosition
return me
}
示例4: textureBounds
func (s *Sprite) textureBounds(textureBounds mgl32.Vec2) render.UniformSprite {
return render.NewUniformSprite(
s.bounds.X()/textureBounds.X(),
s.bounds.Y()/textureBounds.Y(),
s.offset.X()/textureBounds.X(),
1.0-(s.offset.Y()+s.bounds.Y()-1.0)/textureBounds.Y(),
)
}
示例5: updateImage
func (te *TextElement) updateImage(size mgl32.Vec2) {
// Initialize the context.
bg := image.Transparent
c := te.getContext()
text := te.GetHiddenText()
if len(text) == 0 {
text = te.props.placeholder
r, g, b, _ := te.props.textColor.RGBA()
placeholderColor := color.RGBA{uint8(r), uint8(g), uint8(b), 80}
c.SetSrc(image.NewUniform(placeholderColor))
}
// Establish image dimensions and do word wrap
textHeight := c.PointToFixed(float64(te.props.textSize))
var width int
var height int = int(textHeight >> 6)
words := strings.Split(text, " ")
lines := []string{""}
lineNb := 0
for _, word := range words {
wordWithSpace := fmt.Sprintf("%v ", word)
dimensions, _ := c.StringDimensions(wordWithSpace)
width += int(dimensions.X >> 6)
if width > int(size.X()) {
width = int(dimensions.X >> 6)
height += int(dimensions.Y>>6) + 1
lines = append(lines, "")
lineNb += 1
}
lines[lineNb] = fmt.Sprintf("%v%v", lines[lineNb], wordWithSpace)
}
if te.props.height > 0 {
height = int(te.props.height)
}
rgba := image.NewRGBA(image.Rect(0, 0, int(size.X()), height+int(textHeight>>6)/3))
draw.Draw(rgba, rgba.Bounds(), bg, image.ZP, draw.Src)
c.SetClip(rgba.Bounds())
c.SetDst(rgba)
// Draw the text.
pt := freetype.Pt(0, int(textHeight>>6))
for _, line := range lines {
_, err := c.DrawString(line, pt)
if err != nil {
log.Printf("Error drawing string: %v\n", err)
return
}
pt.Y += textHeight
}
te.img.SetImage(imaging.FlipV(rgba))
te.img.SetWidth(float32(rgba.Bounds().Size().X))
te.img.SetHeight(float32(rgba.Bounds().Size().Y))
}
示例6: splashConfig
func (r *SplashRenderer) splashConfig(sheet *twodee.Spritesheet, pt mgl32.Vec2, name string) twodee.SpriteConfig {
frame := sheet.GetFrame(name)
return twodee.SpriteConfig{
View: twodee.ModelViewConfig{
pt.X() + frame.Width/2.0, pt.Y() + frame.Height/2.0, 0.0, // Center
0, 0, 0,
1.0, 1.0, 1.0,
},
Frame: frame.Frame,
}
}
示例7: cursorSpriteConfig
func (h *HudLayer) cursorSpriteConfig(sheet *twodee.Spritesheet, pt mgl32.Vec2, cursor string) twodee.SpriteConfig {
frame := sheet.GetFrame(cursor)
return twodee.SpriteConfig{
View: twodee.ModelViewConfig{
pt.X(), pt.Y(), 0.0,
0, 0, 0,
1.0, 1.0, 1.0,
},
Frame: frame.Frame,
}
}
示例8: highlightSpriteConfig
func (h *HudLayer) highlightSpriteConfig(sheet *twodee.Spritesheet, pt mgl32.Vec2, name string) twodee.SpriteConfig {
frame := sheet.GetFrame(name)
return twodee.SpriteConfig{
View: twodee.ModelViewConfig{
pt.X() + frame.Width/2.0, pt.Y() + frame.Height/6.0, 0.0, // Left aligned
0, 0, 0,
1.0, 1.0, 1.0,
},
Frame: frame.Frame,
}
}
示例9: ScreenToWorldCoords
func (c *Camera) ScreenToWorldCoords(screenCoords mgl32.Vec2) mgl32.Vec2 {
// http://stackoverflow.com/questions/7692988/
var (
half = c.ScreenSize.Mul(0.5)
pt = mgl32.Vec2{
(screenCoords.X() - half.X()) / half.X(),
(half.Y() - screenCoords.Y()) / half.Y(),
}
)
return c.unproject(pt)
}
示例10: Render
func (te *TextElement) Render(size, offset mgl32.Vec2) mgl32.Vec2 {
te.props.size, te.props.offset = size, offset
textWidth, textHeight := size.X(), size.Y()
if te.props.width > 0 {
textWidth = te.props.width
}
if te.props.height > 0 {
textHeight = te.props.height
}
if te.previousProps != te.props {
te.updateImage(mgl32.Vec2{textWidth, textHeight})
te.previousProps = te.props
}
return te.img.Render(size, offset)
}
示例11: Render
func (ie *ImageElement) Render(size, offset mgl32.Vec2) mgl32.Vec2 {
ie.size, ie.offset = size, offset
width, height := ie.getWidth(size.X()), ie.getHeight(size.X())
if ie.img != nil {
if width <= 0 && height <= 0 {
width = float32(ie.img.Bounds().Size().X)
height = float32(ie.img.Bounds().Size().Y)
} else if width <= 0 {
width = height * float32(ie.img.Bounds().Size().X) / float32(ie.img.Bounds().Size().Y)
} else if height <= 0 {
height = width * float32(ie.img.Bounds().Size().Y) / float32(ie.img.Bounds().Size().X)
}
}
imgSize := mgl32.Vec2{width, height}
ie.node.SetScale(imgSize.Vec3(0))
ie.node.SetTranslation(offset.Vec3(0))
ie.offset = offset
ie.Hitbox.SetSize(imgSize)
return imgSize
}
示例12: createTextVertices
func createTextVertices(text string, position mgl32.Vec2, size float32, font *Font) (vertices []mgl32.Vec2, uvs []mgl32.Vec2) {
x := position.X()
y := float32(currentWindow.Height()) - position.Y()
for c, char := range text {
i := float32(c)
upLeft := mgl32.Vec2{x + i*size, y + size}
upRight := mgl32.Vec2{x + i*size + size, y + size}
downRight := mgl32.Vec2{x + i*size + size, y}
downLeft := mgl32.Vec2{x + i*size, y}
vertices = append(vertices, upLeft, downLeft, upRight)
vertices = append(vertices, downRight, upRight, downLeft)
glyph := font.font.Glyphs().Find(string(char))
fullWidth := float32(font.font.Width)
fullHeight := float32(font.font.Height)
width := float32(glyph.Width)
height := float32(glyph.Height)
x := float32(glyph.X)
y := float32(glyph.Y)
uvX := x / fullWidth
uvY := (fullHeight - y) / fullHeight
uvWidth := width / fullWidth
uvHeight := height / fullHeight
uvUpLeft := mgl32.Vec2{uvX, uvY}
uvUpRight := mgl32.Vec2{uvX + uvWidth, uvY}
uvDownRight := mgl32.Vec2{uvX + uvWidth, uvY - uvHeight}
uvDownLeft := mgl32.Vec2{uvX, uvY - uvHeight}
uvs = append(uvs, uvUpLeft, uvDownLeft, uvUpRight)
uvs = append(uvs, uvDownRight, uvUpRight, uvDownLeft)
}
return
}
示例13: moveTowardExit
func (m *Mob) moveTowardExit(elapsed time.Duration, level *Level) {
var (
dest mgl32.Vec2
ok bool
pct = float32(elapsed) / float32(time.Second)
gridDist mgl32.Vec2
goalDist int32
stepDist = pct * m.Speed
)
if dest, goalDist, ok = level.Grid.GetNextStepToSink(m.Pos); !ok {
return
}
gridDist = dest.Sub(m.Pos)
if goalDist == 1 && gridDist.Len() < stepDist+0.5 {
m.PendingDisable = true
}
if gridDist.X() > 0 {
m.swapState(Left, Right)
} else {
m.swapState(Right, Left)
}
m.Pos = m.Pos.Add(gridDist.Normalize().Mul(stepDist))
}
示例14: movePathed
func (ai *AI) movePathed(position mgl32.Vec2) {
minDistance2 := square(float32(ai.Me.Size) + costMapReduction*1.3)
if dist2(ai.Me.Position, position) < minDistance2 {
ai.addStatusMessage("Objective is within minimum distance. Moving directly to objective.")
ai.Path = []mgl32.Vec2{ai.Me.Position, position}
ai.g.SetTargetPos(position.X(), position.Y())
return
}
// meNode := ai.Map.GetNode(gameToCostMap(ai.Me.Position.Elem()))
// positionNode := ai.Map.GetNode(gameToCostMap(position.Elem()))
// path, cost, nodes := search.AStar(meNode, positionNode, ai.Map, nil, nil)
// if path == nil {
// ai.addStatusMessage("Failed to find path. Trying undirected.")
// ai.movePathedUndirected(position)
// return
// }
// ai.addStatusMessage(fmt.Sprintf("A*: path cost: %.2f / nodes expanded: %d", cost, nodes))
positionNode := ai.Map.GetNode(gameToCostMap(position.Elem()))
path, cost := ai.DijkstraMap.To(positionNode)
if path == nil {
ai.addStatusMessage("movePathed: Failed to find path. Moving directly to objective.")
ai.Path = []mgl32.Vec2{ai.Me.Position, position}
ai.g.SetTargetPos(position.X(), position.Y())
return
}
ai.addStatusMessage(fmt.Sprintf("movePathed: path cost: %.2f", cost))
ai.moveAlongPath(position, path)
}
示例15: Render
func (c *Container) Render(size, offset mgl32.Vec2) mgl32.Vec2 {
c.size, c.offset = size, offset
padding := convertMargin(c.padding, c.paddingPercent, size.X())
margin := convertMargin(c.margin, c.marginPercent, size.X())
sizeMinusMargins := size.Sub(mgl32.Vec2{
margin.Left + margin.Right + padding.Left + padding.Right,
margin.Top + margin.Bottom + padding.Top + padding.Bottom,
})
containerSize := sizeMinusMargins
if c.width > 0 {
containerSize[0] = c.getWidth(size.X()) - padding.Left - padding.Right
}
if c.height > 0 {
containerSize[1] = c.getHeight(size.X()) - padding.Top - padding.Bottom
}
var width, height, highest float32 = 0, 0, 0
for _, child := range c.children {
childSize := child.Render(containerSize, mgl32.Vec2{width, height})
width += childSize.X()
if width > containerSize.X() {
height += highest
highest = 0
childSize = child.Render(containerSize, mgl32.Vec2{0, height})
width = childSize.X()
}
if childSize.Y() > highest {
highest = childSize.Y()
}
}
height += highest
if mgl32.FloatEqual(c.height, 0) {
containerSize[1] = height
}
//offsets and sizes
c.backgroundOffset = mgl32.Vec2{margin.Left, margin.Top}
c.elementsOffset = mgl32.Vec2{margin.Left + padding.Left, margin.Top + padding.Top}
backgroundSize := containerSize.Add(mgl32.Vec2{padding.Left + padding.Right, padding.Top + padding.Bottom})
totalSize := backgroundSize.Add(mgl32.Vec2{margin.Left + margin.Right, margin.Top + margin.Bottom})
c.background.SetScale(backgroundSize.Vec3(0))
c.background.SetTranslation(c.backgroundOffset.Vec3(0))
c.elementsNode.SetTranslation(c.elementsOffset.Vec3(0))
c.node.SetTranslation(c.offset.Vec3(0))
c.Hitbox.SetSize(backgroundSize)
return totalSize
}