本文整理匯總了Golang中components.GetTransform函數的典型用法代碼示例。如果您正苦於以下問題:Golang GetTransform函數的具體用法?Golang GetTransform怎麽用?Golang GetTransform使用的例子?那麽, 這裏精選的函數代碼示例或許可以為您提供幫助。
在下文中一共展示了GetTransform函數的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Golang代碼示例。
示例1: SwapInput
func (self *TopDownTestScene) SwapInput(event events.Event) {
log.Println("Swap Input!")
if !event.Pressed {
return
}
if self.inputPlayer {
self.playerCube.RemoveComponent(components.INPUT)
components.GetTransform(self.playerCube).Halt()
self.game.Camera.AddComponent(FixedCameraInput)
self.inputPlayer = false
self.topDownCamera.PauseTracking()
log.Println("[Camera] Player now", self.playerCube)
} else {
self.game.Camera.RemoveComponent(components.INPUT)
components.GetTransform(self.game.Camera.Entity).Halt()
self.playerCube.AddComponent(FixedYInput)
self.inputPlayer = true
self.topDownCamera.ResumeTracking()
log.Println("[Player] Player now", self.playerCube)
}
}
示例2: Setup
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3: Setup
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})
}
示例4: Update
func (self *Transform) Update(deltaT float32) {
var transform *components.Transform
for _, entity := range self.entitySet.Entities() {
transform = components.GetTransform(entity)
if transform.UsingPositionOf == nil {
self.processMovement(deltaT, transform)
self.processRotation(deltaT, transform)
} else {
transform.Position = components.GetTransform(transform.UsingPositionOf).Position
}
}
}
示例5: Generate
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
}
示例6: fixedYMouseMoved
// Make the entity always look towards the direction of the mouse cursor
// Always rotate around +Y (yaw)
func fixedYMouseMoved(entity components.ComponentHolder, event events.Event) {
transform := components.GetTransform(entity)
transform.CurrentYaw = math3d.RadToDeg(
math3d.Atan2(float32(event.MouseYDiff), float32(event.MouseXDiff)),
)*-1 + 90
}
示例7: initializeComponents
func (self *Player) initializeComponents() {
topDownInput := &components.Input{
Mapping: components.InputEventMap{
events.MoveForward: self.moveForward,
events.MoveBackward: self.moveBackward,
events.MoveLeft: self.moveLeft,
events.MoveRight: self.moveRight,
events.MouseMove: self.faceMouse,
},
Polling: []events.EventType{
events.MoveForward,
events.MoveBackward,
events.MoveLeft,
events.MoveRight,
},
}
self.entity.AddComponent(&components.Visual{})
self.entity.AddComponent(topDownInput)
transform := components.GetTransform(self.entity)
transform.Scale = math3d.Vector{0.25, 0.5, 0.25}
transform.Speed = math3d.Vector{3, 3, 3}
transform.MoveRelativeToRotation = false
}
示例8: faceMouse
func (self *Player) faceMouse(_ components.ComponentHolder, event events.Event) {
transform := components.GetTransform(self.entity)
transform.CurrentYaw = math3d.RadToDeg(
math3d.Atan2(float32(event.MouseYDiff), float32(event.MouseXDiff)),
)*-1 + 90
}
示例9: NewEntityAt
// NewEntityAt sets up a new Entity for use in the app and sets the
// initial Transform component's Position to the given Vector
func NewEntityAt(startingPosition math3d.Vector) *Entity {
entity := NewEntity()
transform := components.GetTransform(entity)
transform.Position = startingPosition
return entity
}
示例10: Test_Update_CopiesPositionFromLinkedEntity
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11: UpdatePosition
// UpdatePosition calculates where this camera needs to be to stay tracking
// on the Entity, handling any potential changes of the Entity's position
func (self *TopDownCamera) UpdatePosition() {
if self.currentlyTracking {
entityPosition := components.GetTransform(self.trackingEntity).Position
entityPosition.Y += self.trackingHeight
self.camera.SetPosition(entityPosition)
}
}
示例12: ResumeTracking
// ResumeTracking moves the camera back to the Entity being tracked and resumes
// camera position updates
func (self *TopDownCamera) ResumeTracking() {
aboveEntity := components.GetTransform(self.trackingEntity).Position
aboveEntity.Y += self.trackingHeight
self.camera.AddComponent(
components.NewPositionAnimation(
aboveEntity, 0.5, func() { self.currentlyTracking = true },
),
)
}
示例13: NewCamera
func NewCamera() *Camera {
camera := new(Camera)
camera.Entity = NewEntity()
camera.Entity.Name = "Camera"
camera.transform = components.GetTransform(camera.Entity)
camera.transform.MoveRelativeToRotation = true
return camera
}
示例14: Setup
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)
}
示例15: Test_SkyBox
func Test_SkyBox(t *testing.T) {
camera := core.NewCamera()
skybox := SkyBox("testMap", camera)
visual := components.GetVisual(skybox)
transform := components.GetTransform(skybox)
assert.Equal(t, "Skybox testMap", skybox.Name)
assert.Equal(t, "testMap", visual.MaterialName)
assert.Equal(t, camera.Entity, transform.UsingPositionOf)
}