本文整理汇总了Golang中github.com/runningwild/mathgl.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5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: Think
func (hv *HouseViewer) Think(g *gui.Gui, t int64) {
dt := t - hv.last_timestamp
if hv.last_timestamp == 0 {
dt = 0
}
hv.last_timestamp = t
scale := 1 - float32(math.Pow(0.005, float64(dt)/1000))
if hv.target_on {
f := mathgl.Vec2{hv.fx, hv.fy}
v := mathgl.Vec2{hv.targetx, hv.targety}
v.Subtract(&f)
v.Scale(scale)
f.Add(&v)
hv.fx = f.X
hv.fy = f.Y
}
if hv.target_zoom_on {
exp := math.Log(float64(hv.zoom))
exp += (float64(hv.targetzoom) - exp) * float64(scale)
hv.zoom = float32(math.Exp(exp))
}
}
示例2: TurnToFace
func (e *Entity) TurnToFace(x, y int) {
target := mathgl.Vec2{float32(x), float32(y)}
source := mathgl.Vec2{float32(e.X), float32(e.Y)}
var seg mathgl.Vec2
seg.Assign(&target)
seg.Subtract(&source)
target_facing := facing(seg)
f_diff := target_facing - e.sprite.sp.StateFacing()
if f_diff != 0 {
f_diff = (f_diff + 6) % 6
if f_diff > 3 {
f_diff -= 6
}
for f_diff < 0 {
e.sprite.sp.Command("turn_left")
f_diff++
}
for f_diff > 0 {
e.sprite.sp.Command("turn_right")
f_diff--
}
}
}
示例3: Think
func (hv *HouseViewer) Think(g *gui.Gui, t int64) {
dt := t - hv.last_timestamp
if hv.last_timestamp == 0 {
dt = 0
}
hv.last_timestamp = t
if hv.target_on {
f := mathgl.Vec2{hv.fx, hv.fy}
v := mathgl.Vec2{hv.targetx, hv.targety}
v.Subtract(&f)
scale := 1 - float32(math.Pow(0.005, float64(dt)/1000))
v.Scale(scale)
f.Add(&v)
hv.fx = f.X
hv.fy = f.Y
}
}
示例4: DoAdvance
// Advances ent up to dist towards the target cell. Returns the distance
// traveled.
func (e *Entity) DoAdvance(dist float32, x, y int) float32 {
if dist <= 0 {
e.sprite.sp.Command("stop")
return 0
}
e.sprite.sp.Command("move")
source := mathgl.Vec2{float32(e.X), float32(e.Y)}
target := mathgl.Vec2{float32(x), float32(y)}
var seg mathgl.Vec2
seg.Assign(&target)
seg.Subtract(&source)
e.TurnToFace(x, y)
var traveled float32
if seg.Length() > dist {
seg.Scale(dist / seg.Length())
traveled = dist
} else {
traveled = seg.Length()
}
seg.Add(&source)
e.X = float64(seg.X)
e.Y = float64(seg.Y)
return dist - traveled
}
示例5: setupGlStuff
func (wt *WallTexture) setupGlStuff(x, y, dx, dy int, gl_ids *wallTextureGlIds) {
if gl_ids.vbuffer != 0 {
gl.DeleteBuffers(1, &gl_ids.vbuffer)
gl.DeleteBuffers(1, &gl_ids.left_buffer)
gl.DeleteBuffers(1, &gl_ids.right_buffer)
gl.DeleteBuffers(1, &gl_ids.floor_buffer)
gl_ids.vbuffer = 0
gl_ids.left_buffer = 0
gl_ids.right_buffer = 0
gl_ids.floor_buffer = 0
}
// All vertices for both walls and the floor will go here and get sent to
// opengl all at once
var vs []roomVertex
// Conveniently casted values
frx := float32(x)
fry := float32(y)
frdx := float32(dx)
frdy := float32(dy)
tdx := float32(wt.Texture.Data().Dx()) / 100
tdy := float32(wt.Texture.Data().Dy()) / 100
wtx := wt.X
wty := wt.Y
wtr := wt.Rot
if wtx > frdx {
wtr -= 3.1415926535 / 2
}
// Floor
verts := []mathgl.Vec2{
{-tdx / 2, -tdy / 2},
{-tdx / 2, tdy / 2},
{tdx / 2, tdy / 2},
{tdx / 2, -tdy / 2},
}
var m, run mathgl.Mat3
run.Identity()
m.Translation(wtx, wty)
run.Multiply(&m)
m.RotationZ(wtr)
run.Multiply(&m)
if wt.Flip {
m.Scaling(-1, 1)
run.Multiply(&m)
}
for i := range verts {
verts[i].Transform(&run)
}
p := mathgl.Poly(verts)
p.Clip(&mathgl.Seg2{A: mathgl.Vec2{0, 0}, B: mathgl.Vec2{0, frdy}})
p.Clip(&mathgl.Seg2{A: mathgl.Vec2{0, frdy}, B: mathgl.Vec2{frdx, frdy}})
p.Clip(&mathgl.Seg2{A: mathgl.Vec2{frdx, frdy}, B: mathgl.Vec2{frdx, 0}})
p.Clip(&mathgl.Seg2{A: mathgl.Vec2{frdx, 0}, B: mathgl.Vec2{0, 0}})
if len(p) >= 3 {
// floor indices
var is []uint16
for i := 1; i < len(p)-1; i++ {
is = append(is, uint16(len(vs)+0))
is = append(is, uint16(len(vs)+i))
is = append(is, uint16(len(vs)+i+1))
}
gl.GenBuffers(1, &gl_ids.floor_buffer)
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl_ids.floor_buffer)
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, gl.Sizeiptr(int(unsafe.Sizeof(is[0]))*len(is)), gl.Pointer(&is[0]), gl.STATIC_DRAW)
gl_ids.floor_count = gl.Sizei(len(is))
run.Inverse()
for i := range p {
v := mathgl.Vec2{p[i].X, p[i].Y}
v.Transform(&run)
vs = append(vs, roomVertex{
x: p[i].X,
y: p[i].Y,
u: v.X/tdx + 0.5,
v: -(v.Y/tdy + 0.5),
los_u: (fry + p[i].Y) / LosTextureSize,
los_v: (frx + p[i].X) / LosTextureSize,
})
}
}
// Left Wall
verts = []mathgl.Vec2{
{-tdx / 2, -tdy / 2},
{-tdx / 2, tdy / 2},
{tdx / 2, tdy / 2},
{tdx / 2, -tdy / 2},
}
run.Identity()
m.Translation(wtx, wty)
run.Multiply(&m)
m.RotationZ(wtr)
run.Multiply(&m)
if wt.Flip {
m.Scaling(-1, 1)
run.Multiply(&m)
//.........这里部分代码省略.........