本文整理汇总了Golang中github.com/runningwild/linear.Vec2类的典型用法代码示例。如果您正苦于以下问题:Golang Vec2类的具体用法?Golang Vec2怎么用?Golang Vec2使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Vec2类的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: fireDoLine
func fireDoLine(c *cmwc.Cmwc, pos linear.Vec2, angle, stored float64, speed int, level *game.Level) fireExplosion {
rng := rand.New(c)
ray := (linear.Vec2{1, 0})
// ray.Scale(math.Abs(rng.NormFloat64()/10) + 50)
scale := (stored/5 + 50) * (1 + rng.Float64()*(0.2+stored/2000))
ray = ray.Rotate(angle).Rotate(rng.NormFloat64() * (0.2 + stored/7500)).Scale(scale)
seg := linear.Seg2{pos, pos.Add(ray)}
base.DoOrdered(level.Room.Walls, func(a, b string) bool { return a < b }, func(_ string, poly linear.Poly) {
for i := range poly {
if seg.DoesIsect(poly.Seg(i)) {
isect := seg.Isect(poly.Seg(i))
seg.Q = isect
}
}
})
p1 := rng.Intn(speed)
p2 := rng.Intn(speed)
p3 := rng.Intn(speed)
return fireExplosion{
Pos: seg.Q,
Radius: rng.Float64()*40 + 30,
Timer: 0,
Start: 1*speed + p1,
Peak: 4*speed + p1 + p2,
End: 5*speed + p1 + p2 + p3,
}
}
示例2: Dir
func (pd *PathingData) Dir(src, dst linear.Vec2) linear.Vec2 {
x := int(src.X / pathingDataGrid)
y := int(src.Y / pathingDataGrid)
x2 := int(dst.X / pathingDataGrid)
y2 := int(dst.Y / pathingDataGrid)
if x < 0 || y < 0 || x >= len(pd.dstData) || y >= len(pd.dstData[x]) {
return linear.Vec2{0, 0}
}
if x2 < 0 || y2 < 0 || x2 >= len(pd.dstData) || y2 >= len(pd.dstData[x2]) {
return linear.Vec2{0, 0}
}
dstData := &pd.dstData[x2][y2]
dstData.RLock()
defer dstData.RUnlock()
if !dstData.complete {
dstData.once.Do(func() {
base.Log().Printf("Eval: %2.2v %2.2v", src, dst)
go func() {
pd.finishDirectPaths.Wait()
dstData.Lock()
defer dstData.Unlock()
pd.findAllPaths(x2, y2)
dstData.complete = true
}()
})
return dst.Sub(src).Norm()
}
cell := pd.dirs[x2][y2][x][y]
if !cell.direct {
return (linear.Vec2{1, 0}).Rotate(cell.angle)
}
return dst.Sub(src).Norm()
}
示例3: Think
func (p *pullProcess) Think(g *game.Game) {
_player := g.GetEnt(p.Player_id)
player := _player.(*game.Player)
base_force := p.Force * p.supplied / p.required
for _, _target := range g.Ents {
target, ok := _target.(*game.Player)
if !ok || target == player {
continue
}
target_pos := linear.Vec2{target.X, target.Y}
ray := target_pos.Sub(player.Pos())
target_angle := ray.Angle() - player.Angle
for target_angle < 0 {
target_angle += math.Pi * 2
}
for target_angle > math.Pi*2 {
target_angle -= math.Pi * 2
}
if target_angle > p.Angle/2 && target_angle < math.Pi*2-p.Angle/2 {
continue
}
ray = player.Pos().Sub(target.Pos())
// dist := ray.Mag()
ray = ray.Norm()
force := base_force // / math.Pow(dist, p.Angle/(2*math.Pi))
target.ApplyForce(ray.Scale(-force))
player.ApplyForce(ray.Scale(force))
}
}
示例4: getControllerDirection
// Queries the input system for the direction that this controller is moving in
func getControllerDirection(controller gin.DeviceId) linear.Vec2 {
v := linear.Vec2{
axisControl(control.right.CurPressAmt()) - axisControl(control.left.CurPressAmt()),
axisControl(control.down.CurPressAmt()) - axisControl(control.up.CurPressAmt()),
}
if v.Mag2() > 1 {
v = v.Norm()
}
return v
}
示例5: RenderLocalEditor
func (g *Game) RenderLocalEditor(region g2.Region) {
g.editor.Lock()
defer g.editor.Unlock()
g.editor.region = region
g.editor.camera.regionDims = linear.Vec2{float64(region.Dims.Dx), float64(region.Dims.Dy)}
levelDims := linear.Vec2{float64(g.Level.Room.Dx), float64(g.Level.Room.Dy)}
g.editor.camera.StandardRegion(levelDims.Scale(0.5), levelDims)
g.editor.camera.approachTarget()
gl.MatrixMode(gl.PROJECTION)
gl.PushMatrix()
gl.LoadIdentity()
defer gl.PopMatrix()
gl.PushAttrib(gl.VIEWPORT_BIT)
gl.Viewport(gl.Int(region.X), gl.Int(region.Y), gl.Sizei(region.Dx), gl.Sizei(region.Dy))
defer gl.PopAttrib()
current := &g.editor.camera.current
gl.Ortho(
gl.Double(current.mid.X-current.dims.X/2),
gl.Double(current.mid.X+current.dims.X/2),
gl.Double(current.mid.Y+current.dims.Y/2),
gl.Double(current.mid.Y-current.dims.Y/2),
gl.Double(1000),
gl.Double(-1000),
)
defer func() {
gl.MatrixMode(gl.PROJECTION)
gl.PopMatrix()
gl.MatrixMode(gl.MODELVIEW)
}()
gl.MatrixMode(gl.MODELVIEW)
gl.Enable(gl.BLEND)
gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
g.renderWalls()
g.renderEdges()
g.renderBases()
g.renderEntsAndAbilities()
g.renderProcesses()
g.editor.renderPathing(&g.Level.Room, g.local.pathingData)
switch g.editor.action {
case editorActionNone:
case editorActionPlaceBlock:
g.editor.renderPlaceBlock(g)
default:
base.Error().Printf("Unexpected editorAction: %v", g.editor.action)
}
}
示例6: getPoly
func (editor *editorData) getPoly(g *Game) linear.Poly {
pos := editor.cursorPosInGameCoords(&g.Level.Room)
var offset linear.Vec2
offset.X = pos.X - editor.placeBlock.offset.X
offset.X = math.Floor(offset.X/editor.placeBlock.grid+0.5) * editor.placeBlock.grid
offset.Y = pos.Y - editor.placeBlock.offset.Y
offset.Y = math.Floor(offset.Y/editor.placeBlock.grid+0.5) * editor.placeBlock.grid
block := make(linear.Poly, len(editor.placeBlock.block))
for i := range editor.placeBlock.block {
block[i] = editor.placeBlock.block[i].Add(offset)
}
return block
}
示例7: ComplexOperationsSpec
func ComplexOperationsSpec(c gospec.Context) {
c.Specify("Vec2.DistToLine() works.", func() {
centers := []linear.Vec2{
linear.Vec2{10, 12},
linear.Vec2{1, -9},
linear.Vec2{-100, -42},
linear.Vec2{0, 1232},
}
radiuses := []float64{3, 10.232, 435, 1}
thetas := []float64{0.001, 0.1, 1, 1.01, 0.034241, 0.789, 90, 179, 180}
angles := []float64{1.01, 1.0, 1.11111, 930142}
for _, center := range centers {
for _, radius := range radiuses {
for _, angle := range angles {
for _, theta := range thetas {
a := linear.Vec2{math.Cos(angle), math.Sin(angle)}
b := linear.Vec2{math.Cos(angle + theta), math.Sin(angle + theta)}
seg := linear.Seg2{a.Scale(radius).Add(center), b.Scale(radius).Add(center)}
dist := center.DistToLine(seg)
real_dist := radius * math.Cos(theta/2)
if real_dist < 0 {
real_dist = -real_dist
}
c.Expect(dist, IsWithin(1e-9), real_dist)
}
}
}
}
})
}
示例8: AddCreeps
func (g *Game) AddCreeps(pos linear.Vec2, count, side int, params map[string]interface{}) {
if side < 0 || side >= len(g.Level.Room.SideData) {
base.Error().Fatalf("Got side %d, but this level only supports sides from 0 to %d.", side, len(g.Level.Room.SideData)-1)
return
}
for i := 0; i < count; i++ {
var c CreepEnt
c.StatsInst = stats.Make(stats.Base{
Health: 100,
Mass: 250,
Acc: 50.0,
Rate: 0.0,
Size: 8,
Vision: 400,
})
// Evenly space the players on a circle around the starting position.
randAngle := rand.New(g.Rng).Float64() * math.Pi
rot := (linear.Vec2{15, 0}).Rotate(randAngle + float64(i)*2*3.1415926535/float64(count))
c.Position = pos.Add(rot)
c.Side_ = side
c.Gid = g.NextGid()
c.Abilities_ = append(
c.Abilities_,
ability_makers["asplode"](map[string]float64{"startRadius": 40, "endRadius": 70, "durationThinks": 50, "dps": 5}))
// if playerData.gid[0:2] == "Ai" {
// c.BindAi("simple", g.local.Engine)
// }
g.AddEnt(&c)
c.BindAi("creep", g.local.Engine)
for name, value := range params {
c.ai.SetParam(name, value)
}
}
}
示例9: Draw
func (tm *ThunderMenu) Draw(region Region, style StyleStack) {
// Set clip planes
gl.PushAttrib(gl.TRANSFORM_BIT)
defer gl.PopAttrib()
var eqs [4][4]gl.Double
eqs[0][0], eqs[0][1], eqs[0][2], eqs[0][3] = 1, 0, 0, -gl.Double(region.X)
eqs[1][0], eqs[1][1], eqs[1][2], eqs[1][3] = -1, 0, 0, gl.Double(region.X+region.Dx)
eqs[2][0], eqs[2][1], eqs[2][2], eqs[2][3] = 0, 1, 0, -gl.Double(region.Y)
eqs[3][0], eqs[3][1], eqs[3][2], eqs[3][3] = 0, -1, 0, gl.Double(region.Y+region.Dy)
gl.Enable(gl.CLIP_PLANE0)
gl.Enable(gl.CLIP_PLANE1)
gl.Enable(gl.CLIP_PLANE2)
gl.Enable(gl.CLIP_PLANE3)
gl.ClipPlane(gl.CLIP_PLANE0, &eqs[0][0])
gl.ClipPlane(gl.CLIP_PLANE1, &eqs[1][0])
gl.ClipPlane(gl.CLIP_PLANE2, &eqs[2][0])
gl.ClipPlane(gl.CLIP_PLANE3, &eqs[3][0])
var start, end int
if tm.delta <= 0 {
start = tm.current + int(math.Floor(tm.delta))
end = tm.current
region.X += int(float64(region.Dx) * (float64(start-tm.current) - tm.delta))
} else {
start = tm.current
end = tm.current + int(math.Ceil(tm.delta))
region.X += int(float64(region.Dx) * (float64(end-tm.current) - tm.delta - math.Floor(tm.delta) - 1))
}
var offset linear.Vec2
offset.X = (float64(tm.current) + tm.delta) * float64(region.Dx)
for i := start; i <= end; i++ {
style.PushStyle(map[string]interface{}{"offset": offset})
tm.Subs[tm.menuStack[i]].Draw(region, style)
style.Pop()
region.X += region.Dx
}
}
示例10: cursorPosInGameCoords
func (editor *editorData) cursorPosInGameCoords(room *Room) linear.Vec2 {
x, y := editor.sys.GetCursorPos()
pos := linear.Vec2{float64(x), float64(y)}
regionPos := linear.Vec2{float64(editor.region.Pos.X), float64(editor.region.Pos.Y)}
pos = pos.Sub(regionPos)
pos = pos.Scale(float64(room.Dx) / float64(editor.region.Dims.Dx))
cameraOffset := linear.Vec2{
editor.camera.current.dims.X/2 - editor.camera.current.mid.X,
editor.camera.current.dims.Y/2 - editor.camera.current.mid.Y,
}
pos = pos.Sub(cameraOffset)
return pos
}
示例11: findAllDirectPaths
func (pd *PathingData) findAllDirectPaths(dstx, dsty int, room *Room) {
defer pd.finishDirectPaths.Done()
dst := linear.Vec2{(float64(dstx) + 0.5) * pathingDataGrid, (float64(dsty) + 0.5) * pathingDataGrid}
for x := range pd.dirs[dstx][dsty] {
for y := range pd.dirs[dstx][dsty][x] {
src := linear.Vec2{(float64(x) + 0.5) * pathingDataGrid, (float64(y) + 0.5) * pathingDataGrid}
if dstx == 1 && dsty == 4 {
}
if room.ExistsLos(src, dst) {
if dstx == 1 && dsty == 4 {
}
pd.conns[dstx][dsty] = append(pd.conns[dstx][dsty], pathingConnection{
x: x,
y: y,
dist: dst.Sub(src).Mag(),
})
data := &pd.dirs[dstx][dsty][x][y]
data.angle = src.Sub(dst).Angle()
data.direct = true
// data.filled = true
}
}
}
}
示例12: BasicPropertiesSpec
func BasicPropertiesSpec(c gospec.Context) {
a := linear.Vec2{3, 4}
b := linear.Vec2{5, 6}
c.Specify("Check that (cross a) dot a == 0.", func() {
c.Expect(a.Cross().Dot(a), Equals, 0.0)
})
c.Specify("Check that a normalize vector's magnitude is 1.", func() {
c.Expect(a.Norm().Mag(), IsWithin(1e-9), 1.0)
})
c.Specify("Check that v.Mag2() == v.Mag()*v.Mag()", func() {
c.Expect(a.Mag2(), IsWithin(1e-9), a.Mag()*a.Mag())
})
c.Specify("Check that a scaled vector's magnitude is appropriately scaled.", func() {
c.Expect(a.Scale(3.5).Mag(), IsWithin(1e-9), a.Mag()*3.5)
})
c.Specify("Check that a-(a-b) == b.", func() {
VecExpect(c, a.Sub(a.Sub(b)), IsWithin(1e-9), b)
})
}
示例13: ApplyForce
func (p *Player) ApplyForce(f linear.Vec2) {
dv := f.Scale(1 / p.Mass())
p.Vx += dv.X
p.Vy += dv.Y
}
示例14: BasicOperationsSpec
func BasicOperationsSpec(c gospec.Context) {
a := linear.Vec2{3, 4}
b := linear.Vec2{5, 6}
c.Specify("Make sure adding vectors works.", func() {
VecExpect(c, a.Add(b), Equals, linear.Vec2{8, 10})
})
c.Specify("Make sure subtracting vectors works.", func() {
VecExpect(c, a.Sub(b), Equals, linear.Vec2{-2, -2})
})
c.Specify("Make sure dotting vectors works.", func() {
c.Expect(a.Dot(b), IsWithin(1e-9), 39.0)
})
c.Specify("Make sure crossing vectors works.", func() {
VecExpect(c, a.Cross(), Equals, linear.Vec2{-4, 3})
})
c.Specify("Make sure taking the magnitude of vectors works.", func() {
c.Expect(a.Mag(), IsWithin(1e-9), 5.0)
c.Expect(a.Mag2(), IsWithin(1e-9), 25.0)
})
c.Specify("Make sure scaling vectors works.", func() {
VecExpect(c, a.Scale(3), Equals, linear.Vec2{9, 12})
})
}
示例15: doInvadersFocusRegion
func (camera *cameraInfo) doInvadersFocusRegion(g *Game, side int) {
min := linear.Vec2{1e9, 1e9}
max := linear.Vec2{-1e9, -1e9}
hits := 0
for _, ent := range g.temp.AllEnts {
if ent.Side() != side {
continue
}
if player, ok := ent.(*PlayerEnt); ok {
hits++
pos := player.Pos()
if pos.X < min.X {
min.X = pos.X
}
if pos.Y < min.Y {
min.Y = pos.Y
}
if pos.X > max.X {
max.X = pos.X
}
if pos.Y > max.Y {
max.Y = pos.Y
}
}
}
if hits == 0 {
min.X = 0
min.Y = 0
max.X = float64(g.Levels[GidInvadersStart].Room.Dx)
max.Y = float64(g.Levels[GidInvadersStart].Room.Dy)
} else {
min.X -= stats.LosPlayerHorizon + 50
min.Y -= stats.LosPlayerHorizon + 50
if min.X < 0 {
min.X = 0
}
if min.Y < 0 {
min.Y = 0
}
max.X += stats.LosPlayerHorizon + 50
max.Y += stats.LosPlayerHorizon + 50
if max.X > float64(g.Levels[GidInvadersStart].Room.Dx) {
max.X = float64(g.Levels[GidInvadersStart].Room.Dx)
}
if max.Y > float64(g.Levels[GidInvadersStart].Room.Dy) {
max.Y = float64(g.Levels[GidInvadersStart].Room.Dy)
}
}
mid := min.Add(max).Scale(0.5)
dims := max.Sub(min)
if dims.X/dims.Y < camera.regionDims.X/camera.regionDims.Y {
dims.X = dims.Y * camera.regionDims.X / camera.regionDims.Y
} else {
dims.Y = dims.X * camera.regionDims.Y / camera.regionDims.X
}
camera.target.dims = dims
camera.target.mid = mid
if camera.current.mid.X == 0 && camera.current.mid.Y == 0 {
// On the very first frame the current midpoint will be (0,0), which should
// never happen after the game begins. In this one case we'll immediately
// set current to target so we don't start off by approaching it from the
// origin.
camera.current = camera.target
} else {
// speed is in (0, 1), the higher it is, the faster current approaches target.
speed := 0.1
camera.current.dims = camera.current.dims.Scale(1 - speed).Add(camera.target.dims.Scale(speed))
camera.current.mid = camera.current.mid.Scale(1 - speed).Add(camera.target.mid.Scale(speed))
}
}