修改游戏底层矩阵相关
This commit is contained in:
3
.vscode/settings.json
vendored
3
.vscode/settings.json
vendored
@@ -94,6 +94,7 @@
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"string_view": "cpp",
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"numbers": "cpp",
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"semaphore": "cpp",
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"cinttypes": "cpp"
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"cinttypes": "cpp",
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"netfwd": "cpp"
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}
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}
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@@ -202,5 +202,17 @@
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},
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"source_game/Asset/Squirrel/Sqr_UI.hpp": {
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"description": "注册UI脚本"
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},
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"source_game/Asset/Squirrel/Sqr_CommonFunc.hpp": {
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"description": "通用工具函数"
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},
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"source_game/Asset/Squirrel/Sqr_System.hpp": {
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"description": "注册系统脚本"
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},
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"source_game/Asset/Squirrel/Sqr_Asset.hpp": {
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"description": "注册资源脚本"
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},
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"source/EngineFrame/Component/NumberText.h": {
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"description": "数字文本"
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}
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}
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@@ -277,7 +277,7 @@ namespace AniScriptParser
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case 7:
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{
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Key = "IMAGE_RATE";
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VecFPos pos{
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Vec2 pos{
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blob.getFloat(),
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blob.getFloat()};
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FrameObject.Flag.emplace(Key, pos);
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@@ -15,7 +15,7 @@ namespace AniScriptParser
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int,
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float,
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VecPos,
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VecFPos,
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Vec2,
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std::string,
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std::vector<int>,
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std::vector<float>>;
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@@ -1,4 +1,14 @@
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#include "BaseNode.h"
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#include "EngineCore/Game.h"
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BaseNode::BaseNode()
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{
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Game::GetInstance().m_nodeCount++;
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}
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BaseNode::~BaseNode()
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{
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Game::GetInstance().m_nodeCount--;
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}
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void BaseNode::Init()
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{
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@@ -67,7 +77,7 @@ void BaseNode::SetCallbackOnUpdate(const UpdateCallback &cb)
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void BaseNode::SetChildIterationTransform()
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{
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TransformT n_transform;
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Transform n_transform;
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n_transform.position = transform.position + transformIter.position;
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n_transform.scale = transform.scale * transformIter.scale;
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n_transform.rotation = transform.rotation + transformIter.rotation;
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@@ -147,7 +157,7 @@ void BaseNode::AddChild(RefPtr<BaseNode> child)
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// 如果组件有transform标签,则设置其位置
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if (child->hasTag(Tag::TRANSFORM))
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{
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TransformT n_transform;
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Transform n_transform;
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n_transform.position = transform.position + transformIter.position;
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n_transform.scale = transform.scale * transformIter.scale;
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n_transform.rotation = transform.rotation + transformIter.rotation;
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@@ -172,7 +182,7 @@ void BaseNode::OnAdded(BaseNode *node)
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m_Parent = node;
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}
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void BaseNode::SetIterationTransform(TransformT n_transform)
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void BaseNode::SetIterationTransform(Transform n_transform)
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{
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if (n_transform == transformIter)
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return;
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@@ -181,12 +191,12 @@ void BaseNode::SetIterationTransform(TransformT n_transform)
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SetChildIterationTransform();
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}
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TransformT BaseNode::GetIterationTransform()
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Transform BaseNode::GetIterationTransform()
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{
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return transformIter;
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}
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void BaseNode::SetTransform(TransformT n_transform)
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void BaseNode::SetTransform(Transform n_transform)
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{
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if (n_transform == transform)
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return;
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@@ -195,12 +205,12 @@ void BaseNode::SetTransform(TransformT n_transform)
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SetChildIterationTransform();
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}
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TransformT BaseNode::GetTransform()
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Transform BaseNode::GetTransform()
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{
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return transform;
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}
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void BaseNode::SetPos(VecFPos pos)
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void BaseNode::SetPos(Vec2 pos)
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{
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if (pos == this->transform.position)
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return;
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@@ -209,17 +219,17 @@ void BaseNode::SetPos(VecFPos pos)
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SetChildIterationTransform();
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}
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VecFPos BaseNode::GetPos()
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Vec2 BaseNode::GetPos()
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{
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return this->transform.position;
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}
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VecFPos BaseNode::GetWorldPos()
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Vec2 BaseNode::GetWorldPos()
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{
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return this->transform.position + this->transformIter.position;
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}
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void BaseNode::SetScale(VecFPos scale)
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void BaseNode::SetScale(Vec2 scale)
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{
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if (scale == this->transform.scale)
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return;
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@@ -228,7 +238,7 @@ void BaseNode::SetScale(VecFPos scale)
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SetChildIterationTransform();
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}
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VecFPos BaseNode::GetScale()
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Vec2 BaseNode::GetScale()
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{
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return this->transform.scale;
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}
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@@ -247,7 +257,7 @@ float BaseNode::GetRotation()
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return this->transform.rotation;
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}
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void BaseNode::SetAnchor(VecFPos anchor)
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void BaseNode::SetAnchor(Vec2 anchor)
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{
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if (anchor == this->Anchor)
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return;
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@@ -255,9 +265,9 @@ void BaseNode::SetAnchor(VecFPos anchor)
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Anchor.y = anchor.y;
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}
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VecFPos BaseNode::GetAnchor()
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Vec2 BaseNode::GetAnchor()
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{
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VecFPos P;
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Vec2 P;
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P.x = Anchor.x;
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P.y = Anchor.y;
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return P;
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@@ -298,7 +308,7 @@ float BaseNode::GetAlpha()
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return this->Alpha;
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}
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void BaseNode::SetIterationPos(VecFPos pos)
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void BaseNode::SetIterationPos(Vec2 pos)
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{
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if (pos == this->transformIter.position)
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return;
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@@ -307,12 +317,12 @@ void BaseNode::SetIterationPos(VecFPos pos)
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SetChildIterationTransform();
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}
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VecFPos BaseNode::GetIterationPos()
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Vec2 BaseNode::GetIterationPos()
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{
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return this->transformIter.position;
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}
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void BaseNode::SetIterationScale(VecFPos scale)
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void BaseNode::SetIterationScale(Vec2 scale)
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{
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if (scale == this->transformIter.scale)
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return;
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@@ -321,7 +331,7 @@ void BaseNode::SetIterationScale(VecFPos scale)
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SetChildIterationTransform();
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}
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VecFPos BaseNode::GetIterationScale()
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Vec2 BaseNode::GetIterationScale()
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{
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return this->transformIter.scale;
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}
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@@ -339,3 +349,13 @@ float BaseNode::GetIterationRotation()
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{
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return this->transformIter.rotation;
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}
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void BaseNode::SetBlendMode(LE_BlEND_MODE mode)
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{
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this->_BlendMode = mode;
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}
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LE_BlEND_MODE BaseNode::GetBlendMode()
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{
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return this->_BlendMode;
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}
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@@ -6,7 +6,9 @@
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#include "Tool/RefPtr.h"
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#include "Tool/IntrusiveList.hpp"
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#include "Tool/TagGed.h"
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#include "Tool/TransformT.h"
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#include "math/Transform.hpp"
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#include "math/Math.h"
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using namespace ember;
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class BaseNode : public RefObject, public TagGed, protected IntrusiveListValue<RefPtr<BaseNode>>
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{
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@@ -28,23 +30,25 @@ public:
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// 渲染层级
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int m_RenderZOrder = 0;
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// 二维仿射变换
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TransformT transform;
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Transform transform;
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// 迭代的二维仿射变换
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TransformT transformIter;
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Transform transformIter;
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// 锚点
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VecFPos Anchor = {0.f, 0.f};
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Vec2 Anchor = {0.f, 0.f};
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// 大小
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VecSize Size = {0, 0};
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// 透明度
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float Alpha = 1.f;
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// 混合模式
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LE_BlEND_MODE _BlendMode = NONE;
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// 是否显示
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bool Visible = true;
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// 计算渲染信息Flag (为了保证每帧只计算一次)
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bool CalcRenderInfoFlag = true;
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public:
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BaseNode(/* args */) = default;
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~BaseNode() = default;
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BaseNode(/* args */);
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~BaseNode();
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public:
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virtual void Init();
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@@ -81,45 +85,45 @@ public:
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// 被添加时
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virtual void OnAdded(BaseNode *node);
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// 设置迭代的二维仿射变换
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void SetIterationTransform(TransformT transform);
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void SetIterationTransform(Transform transform);
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// 获取迭代的二维仿射变换
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TransformT GetIterationTransform();
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Transform GetIterationTransform();
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// 设置二维仿射变换
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void SetTransform(TransformT transform);
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void SetTransform(Transform transform);
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// 获取二维仿射变换
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TransformT GetTransform();
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Transform GetTransform();
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// 设置迭代的坐标
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virtual void SetIterationPos(VecFPos pos);
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virtual void SetIterationPos(Vec2 pos);
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// 获取迭代的坐标
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VecFPos GetIterationPos();
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Vec2 GetIterationPos();
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// 设置迭代的缩放
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virtual void SetIterationScale(VecFPos scale);
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virtual void SetIterationScale(Vec2 scale);
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// 获取迭代的缩放
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VecFPos GetIterationScale();
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Vec2 GetIterationScale();
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// 设置迭代的旋转角度
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virtual void SetIterationRotation(float angle);
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// 获取迭代的旋转角度
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float GetIterationRotation();
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// 设置坐标
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virtual void SetPos(VecFPos pos);
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virtual void SetPos(Vec2 pos);
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// 获取坐标
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VecFPos GetPos();
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Vec2 GetPos();
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// 获取世界坐标
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VecFPos GetWorldPos();
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Vec2 GetWorldPos();
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// 设置缩放
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virtual void SetScale(VecFPos scale);
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virtual void SetScale(Vec2 scale);
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// 获取缩放
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VecFPos GetScale();
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Vec2 GetScale();
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// 设置旋转角度
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virtual void SetRotation(float angle);
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// 获取旋转角度
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float GetRotation();
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// 设置中心点
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virtual void SetAnchor(VecFPos anchor);
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virtual void SetAnchor(Vec2 anchor);
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// 获取中心点
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VecFPos GetAnchor();
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Vec2 GetAnchor();
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// 设置大小
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virtual void SetSize(VecSize size);
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// 获取大小
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@@ -132,6 +136,10 @@ public:
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virtual void SetAlpha(float alpha);
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// 获取透明度
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float GetAlpha();
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// 设置混合模式
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void SetBlendMode(LE_BlEND_MODE mode);
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// 获取混合模式
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LE_BlEND_MODE GetBlendMode();
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//获取父对象
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BaseNode *GetParent();
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@@ -45,8 +45,8 @@ void Animation::Init(std::string AniPath)
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FrameObj.Img_Path = AdditionalOptions(FrameObj.Img_Path, this->AdditionalOptionsData);
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}
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SpriteObj = new Sprite(FrameObj.Img_Path, FrameObj.Img_Index);
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SpriteObj->SetAnchor(VecFPos(0.5f, 0.5f));
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SpriteObj->SetPos(VecFPos(FrameObj.Img_Pos.x, FrameObj.Img_Pos.y));
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SpriteObj->SetAnchor(Vec2(0.5f, 0.5f));
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SpriteObj->SetPos(Vec2(FrameObj.Img_Pos.x, FrameObj.Img_Pos.y));
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SpriteObj->SetVisible(false);
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}
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else
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@@ -191,8 +191,8 @@ void Animation::FlushFrame(int Index)
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// 缩放
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if (FlagBuf.count("IMAGE_RATE"))
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{
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VecFPos Rate = std::get<VecFPos>(FlagBuf["IMAGE_RATE"]);
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CurrentFrame->SetScale(VecFPos{Rate.x, Rate.y});
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Vec2 Rate = std::get<Vec2>(FlagBuf["IMAGE_RATE"]);
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CurrentFrame->SetScale(Vec2{Rate.x, Rate.y});
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}
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// 线性减淡
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if (FlagBuf.count("GRAPHIC_EFFECT_LINEARDODGE"))
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@@ -202,7 +202,7 @@ void Animation::FlushFrame(int Index)
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// 旋转
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if (FlagBuf.count("IMAGE_ROTATE"))
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{
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CurrentFrame->SetAnchor(VecFPos{0.5f, 0.5f});
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CurrentFrame->SetAnchor(Vec2{0.5f, 0.5f});
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CurrentFrame->SetRotation(std::get<float>(FlagBuf["IMAGE_ROTATE"]));
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}
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// 染色
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@@ -277,27 +277,27 @@ void Animation::InterpolationLogic()
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}
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// 坐标
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{
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VecFPos PosData = {
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Vec2 PosData = {
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(OldData.Img_Pos.x + (NewData.Img_Pos.x - OldData.Img_Pos.x) * InterRate),
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(OldData.Img_Pos.y + (NewData.Img_Pos.y - OldData.Img_Pos.y) * InterRate)};
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CurrentFrame->SetPos(PosData);
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}
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// 缩放
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{
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VecFPos OldRateData = {1.0f, 1.0f};
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VecFPos NewRateData = {1.0f, 1.0f};
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Vec2 OldRateData = {1.0f, 1.0f};
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Vec2 NewRateData = {1.0f, 1.0f};
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if (OldData.Flag.count("IMAGE_RATE"))
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{
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OldRateData = std::get<VecFPos>(OldData.Flag["IMAGE_RATE"]);
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OldRateData = std::get<Vec2>(OldData.Flag["IMAGE_RATE"]);
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}
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if (NewData.Flag.count("IMAGE_RATE"))
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{
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NewRateData = std::get<VecFPos>(NewData.Flag["IMAGE_RATE"]);
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NewRateData = std::get<Vec2>(NewData.Flag["IMAGE_RATE"]);
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}
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VecFPos RateData = {
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Vec2 RateData = {
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OldRateData.x + (NewRateData.x - OldRateData.x) * InterRate,
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OldRateData.y + (NewRateData.y - OldRateData.y) * InterRate};
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CurrentFrame->SetAnchor(VecFPos{0.5f, 0.5f});
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CurrentFrame->SetAnchor(Vec2{0.5f, 0.5f});
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CurrentFrame->SetScale(RateData);
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}
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// 旋转
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104
source/EngineFrame/Component/NumberText.cpp
Normal file
104
source/EngineFrame/Component/NumberText.cpp
Normal file
@@ -0,0 +1,104 @@
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#include "NumberText.h"
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void NumberText::PreloadDigits()
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{
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// 需要支持的字符:0-9和负号
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const std::string digits = "0123456789-";
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for (char c : digits)
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{
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std::string charStr(1, c);
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// 渲染单个字符为纹理
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SDL_Surface *surface = TTF_RenderUTF8_Blended(m_font, charStr.c_str(), m_color);
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if (!surface)
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{
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SDL_LogError(0, "数字字符渲染数字字符失败:%s", TTF_GetError());
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continue;
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}
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// 转换为RGBA格式
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SDL_Surface *rgbaSurface = SDL_ConvertSurfaceFormat(surface, SDL_PIXELFORMAT_ABGR8888, 0);
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SDL_FreeSurface(surface);
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// 创建纹理并缓存
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Texture *tex = new Texture();
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tex->Init(rgbaSurface);
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SDL_FreeSurface(rgbaSurface);
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m_digitTextures[c] = tex;
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}
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}
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void NumberText::UpdateDigitSprites(const std::string &numStr)
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{
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// // 先释放旧的精灵
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// for (auto *sprite : m_digitSprites)
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// {
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// if (sprite)
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// {
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// delete sprite;
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// }
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// }
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// m_digitSprites.clear();
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// // 计算总宽度(用于居中或左对齐)
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// int totalWidth = 0;
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// std::vector<int> charWidths; // 记录每个字符的宽度
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// for (char c : numStr)
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// {
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// auto it = m_digitTextures.find(c);
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// if (it == m_digitTextures.end())
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// continue; // 跳过不支持的字符
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// int w = it->second->getSize().width;
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// totalWidth += w;
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// charWidths.push_back(w);
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// }
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||||
// // 绘制每个字符(从左到右排列)
|
||||
// float currentX = GetWorldPos().x; // 基于当前位置排列
|
||||
// float currentY = GetWorldPos().y;
|
||||
// int index = 0;
|
||||
// for (char c : numStr)
|
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// {
|
||||
// auto it = m_digitTextures.find(c);
|
||||
// if (it == m_digitTextures.end())
|
||||
// continue;
|
||||
|
||||
// // 创建字符精灵
|
||||
// Sprite *sprite = new Sprite();
|
||||
// sprite->SetTexture(it->second);
|
||||
// sprite->SetPosition(Vec2(currentX, currentY));
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||||
// sprite->SetSize(it->second->getSize());
|
||||
|
||||
// m_digitSprites.push_back(sprite);
|
||||
|
||||
// // 移动到下一个字符的位置(预留1px间距)
|
||||
// currentX += charWidths[index] + 1;
|
||||
// index++;
|
||||
// }
|
||||
}
|
||||
|
||||
NumberText::NumberText(TTF_Font *font, SDL_Color color) : m_font(font), m_color(color)
|
||||
{
|
||||
PreloadDigits();
|
||||
}
|
||||
|
||||
NumberText::~NumberText()
|
||||
{
|
||||
}
|
||||
|
||||
void NumberText::SetNumber(int number)
|
||||
{
|
||||
if (number == m_currentNumber)
|
||||
return; // 数字未变化则跳过
|
||||
m_currentNumber = number;
|
||||
|
||||
// 转换数字为字符串(处理负数)
|
||||
std::string numStr = std::to_string(number);
|
||||
UpdateDigitSprites(numStr); // 更新数字精灵布局
|
||||
}
|
||||
|
||||
void NumberText::Render()
|
||||
{
|
||||
// for (auto *sprite : m_digitSprites)
|
||||
// {
|
||||
// if (sprite)
|
||||
// sprite->Render();
|
||||
// }
|
||||
}
|
||||
44
source/EngineFrame/Component/NumberText.h
Normal file
44
source/EngineFrame/Component/NumberText.h
Normal file
@@ -0,0 +1,44 @@
|
||||
#pragma once
|
||||
#include "EngineFrame/Component/Text.h"
|
||||
#include "EngineCore/Game.h"
|
||||
#include "EngineFrame/Render/RenderManager.h"
|
||||
#include <string>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
|
||||
// 数字文本类,高效处理数字更新
|
||||
class NumberText : public Text
|
||||
{
|
||||
private:
|
||||
// 字体
|
||||
TTF_Font *m_font;
|
||||
// 文本颜色
|
||||
SDL_Color m_color;
|
||||
|
||||
// 当前数字
|
||||
int m_currentNumber = 0;
|
||||
// 数字字符纹理缓存('0'-'9'和'-')
|
||||
std::unordered_map<char, RefPtr<Texture>> m_digitTextures;
|
||||
// 当前数字的字符精灵列表
|
||||
std::vector<Sprite *> m_digitSprites;
|
||||
|
||||
// 预加载0-9和负号的纹理
|
||||
void PreloadDigits();
|
||||
|
||||
// 更新数字精灵(根据新数字字符串重新排列字符)
|
||||
void UpdateDigitSprites(const std::string &numStr);
|
||||
|
||||
public:
|
||||
// 构造函数:指定字体、颜色和字符尺寸
|
||||
NumberText(TTF_Font *font, SDL_Color color);
|
||||
|
||||
~NumberText();
|
||||
|
||||
// 设置数字(核心方法:仅更新变化的数字部分)
|
||||
void SetNumber(int number);
|
||||
|
||||
int GetNumber() const { return m_currentNumber; }
|
||||
|
||||
// 重写Render,绘制所有数字字符
|
||||
void Render() override;
|
||||
};
|
||||
@@ -40,13 +40,13 @@ void RenderBase::Render()
|
||||
Component::Render();
|
||||
}
|
||||
|
||||
void RenderBase::SetIterationPos(VecFPos pos)
|
||||
void RenderBase::SetIterationPos(Vec2 pos)
|
||||
{
|
||||
Component::SetIterationPos(pos);
|
||||
CalcRenderInfo(); // 更新渲染信息
|
||||
}
|
||||
|
||||
void RenderBase::SetIterationScale(VecFPos scale)
|
||||
void RenderBase::SetIterationScale(Vec2 scale)
|
||||
{
|
||||
Component::SetIterationScale(scale);
|
||||
CalcRenderInfo(); // 更新渲染信息
|
||||
@@ -60,14 +60,14 @@ void RenderBase::SetIterationRotation(float angle)
|
||||
CalcRenderInfo(); // 更新渲染信息
|
||||
}
|
||||
|
||||
void RenderBase::SetPos(VecFPos pos)
|
||||
void RenderBase::SetPos(Vec2 pos)
|
||||
{
|
||||
Component::SetPos(pos);
|
||||
|
||||
CalcRenderInfo(); // 更新渲染信息
|
||||
}
|
||||
|
||||
void RenderBase::SetScale(VecFPos scale)
|
||||
void RenderBase::SetScale(Vec2 scale)
|
||||
{
|
||||
Component::SetScale(scale);
|
||||
CalcRenderInfo(); // 更新渲染信息
|
||||
@@ -79,7 +79,7 @@ void RenderBase::SetRotation(float angle)
|
||||
CalcRenderInfo(); // 更新渲染信息
|
||||
}
|
||||
|
||||
void RenderBase::SetAnchor(VecFPos anchor)
|
||||
void RenderBase::SetAnchor(Vec2 anchor)
|
||||
{
|
||||
Component::SetAnchor(anchor);
|
||||
CalcRenderInfo(); // 更新渲染信息
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include "EngineFrame/Component/Component.h"
|
||||
#include "Tool/TransformT.h"
|
||||
|
||||
class RenderBase : public Component
|
||||
{
|
||||
@@ -15,11 +14,13 @@ public:
|
||||
// 翻转Flag
|
||||
SDL_RendererFlip flip = SDL_FLIP_NONE;
|
||||
// 锚点坐标
|
||||
VecFPos AnchorPos;
|
||||
Vec2 AnchorPos;
|
||||
// 是否显示
|
||||
bool Visible = true;
|
||||
// 是否在屏幕内
|
||||
bool IsInScreen = false;
|
||||
//渲染矩阵
|
||||
GlMatrix RenderMatrix;
|
||||
};
|
||||
|
||||
public:
|
||||
@@ -35,20 +36,20 @@ public:
|
||||
public:
|
||||
public:
|
||||
// 设置迭代的坐标
|
||||
void SetIterationPos(VecFPos pos) override;
|
||||
void SetIterationPos(Vec2 pos) override;
|
||||
// 设置迭代的缩放
|
||||
void SetIterationScale(VecFPos scale) override;
|
||||
void SetIterationScale(Vec2 scale) override;
|
||||
// 设置迭代的旋转角度
|
||||
void SetIterationRotation(float angle) override;
|
||||
|
||||
// 设置坐标
|
||||
void SetPos(VecFPos pos) override;
|
||||
void SetPos(Vec2 pos) override;
|
||||
// 设置缩放
|
||||
void SetScale(VecFPos scale) override;
|
||||
void SetScale(Vec2 scale) override;
|
||||
// 设置旋转角度
|
||||
void SetRotation(float angle) override;
|
||||
// 设置中心点
|
||||
void SetAnchor(VecFPos anchor) override;
|
||||
void SetAnchor(Vec2 anchor) override;
|
||||
|
||||
// 计算渲染信息
|
||||
void CalcRenderInfo() override;
|
||||
|
||||
@@ -43,6 +43,35 @@ RefPtr<Texture> Sprite::GetTexture()
|
||||
return m_texture;
|
||||
}
|
||||
|
||||
GlMatrix Sprite::matrix3x2ToGLMatrix(const Matrix3x2 &mat)
|
||||
{
|
||||
return {
|
||||
// 列0:x轴线性变换
|
||||
mat._11, // [0][0]
|
||||
mat._12, // [1][0]
|
||||
0.0f, // [2][0]
|
||||
0.0f, // [3][0]
|
||||
|
||||
// 列1:y轴线性变换
|
||||
mat._21, // [0][1]
|
||||
mat._22, // [1][1]
|
||||
0.0f, // [2][1]
|
||||
0.0f, // [3][1]
|
||||
|
||||
// 列2:z轴(固定)
|
||||
0.0f, // [0][2]
|
||||
0.0f, // [1][2]
|
||||
1.0f, // [2][2]
|
||||
0.0f, // [3][2]
|
||||
|
||||
// 列3:平移
|
||||
mat._31, // [0][3](x平移)
|
||||
mat._32, // [1][3](y平移)
|
||||
0.0f, // [2][3]
|
||||
1.0f // [3][3]
|
||||
};
|
||||
}
|
||||
|
||||
void Sprite::CalcRenderInfoLogic()
|
||||
{
|
||||
// 获取至在最终的父对象检查是否显示
|
||||
@@ -151,7 +180,9 @@ void Sprite::Render()
|
||||
|
||||
if (_RenderGuidanceInfo.IsInScreen && _RenderGuidanceInfo.Visible)
|
||||
{
|
||||
SDL_FPoint AnchorPos = _RenderGuidanceInfo.AnchorPos;
|
||||
SDL_FPoint AnchorPos;
|
||||
AnchorPos.x = _RenderGuidanceInfo.AnchorPos.x;
|
||||
AnchorPos.y = _RenderGuidanceInfo.AnchorPos.y;
|
||||
|
||||
// 混合
|
||||
if (this->_BlendMode != NONE)
|
||||
@@ -163,8 +194,6 @@ void Sprite::Render()
|
||||
// 还原混合
|
||||
if (this->_BlendMode != NONE)
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
Game::GetInstance().m_RenderCount++;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -172,10 +201,7 @@ void Sprite::Clear()
|
||||
{
|
||||
}
|
||||
|
||||
void Sprite::SetBlendMode(LE_BlEND_MODE mode)
|
||||
{
|
||||
this->_BlendMode = mode;
|
||||
}
|
||||
|
||||
|
||||
void Sprite::Blend()
|
||||
{
|
||||
@@ -186,8 +212,3 @@ void Sprite::Blend()
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
LE_BlEND_MODE Sprite::GetBlendMode()
|
||||
{
|
||||
return this->_BlendMode;
|
||||
}
|
||||
|
||||
@@ -29,19 +29,17 @@ public:
|
||||
public:
|
||||
// 渲染信息
|
||||
RenderGuidanceInfo _RenderGuidanceInfo;
|
||||
// 混合模式
|
||||
LE_BlEND_MODE _BlendMode = NONE;
|
||||
|
||||
std::string imgPath;
|
||||
int Index;
|
||||
|
||||
Matrix3x2 transform_matrix_;
|
||||
|
||||
GlMatrix matrix3x2ToGLMatrix(const Matrix3x2 &mat);
|
||||
|
||||
public:
|
||||
// 计算渲染信息
|
||||
void CalcRenderInfoLogic();
|
||||
// 设置混合模式
|
||||
void SetBlendMode(LE_BlEND_MODE mode);
|
||||
// 混合
|
||||
void Blend();
|
||||
// 获取混合模式
|
||||
LE_BlEND_MODE GetBlendMode();
|
||||
};
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2016-2018 Kiwano - Nomango
|
||||
// Copyright (c) 2016-2018 Ember - Nomango
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -17,6 +17,8 @@
|
||||
#include <cmath>
|
||||
#endif
|
||||
|
||||
#include "math/Math.h"
|
||||
|
||||
/// \~chinese
|
||||
/// @brief 不可拷贝对象
|
||||
class Noncopyable
|
||||
@@ -30,134 +32,6 @@ private:
|
||||
Noncopyable &operator=(const Noncopyable &) = delete;
|
||||
};
|
||||
|
||||
// 整数坐标向量
|
||||
typedef struct VecPos
|
||||
{
|
||||
int x;
|
||||
int y;
|
||||
|
||||
// 构造函数,方便初始化
|
||||
VecPos(int x_ = 0, int y_ = 0) : x(x_), y(y_) {}
|
||||
|
||||
// 定义到 SDL_Point 的转换运算符
|
||||
operator SDL_Point() const
|
||||
{
|
||||
return {x, y}; // 直接返回包含 x、y 的 SDL_Point
|
||||
}
|
||||
// 转换为SDL_Point指针的运算符(用于指针场景)
|
||||
operator const SDL_Point *() const
|
||||
{
|
||||
// 注意:这里返回的是指向当前对象的指针,需确保对象生命周期有效
|
||||
return reinterpret_cast<const SDL_Point *>(this);
|
||||
}
|
||||
|
||||
// 加法运算符重载:两个 VecPos 相加
|
||||
VecPos operator+(const VecPos &other) const
|
||||
{
|
||||
return VecPos(x + other.x, y + other.y);
|
||||
}
|
||||
|
||||
// 减法运算符重载:两个 VecPos 相减
|
||||
VecPos operator-(const VecPos &other) const
|
||||
{
|
||||
return VecPos(x - other.x, y - other.y);
|
||||
}
|
||||
|
||||
// 等于运算符重载:判断两个 VecPos 是否相等
|
||||
bool operator==(const VecPos &other) const
|
||||
{
|
||||
return x == other.x && y == other.y;
|
||||
}
|
||||
|
||||
// 复合赋值加法:当前对象加上另一个 VecPos
|
||||
VecPos &operator+=(const VecPos &other)
|
||||
{
|
||||
x += other.x;
|
||||
y += other.y;
|
||||
return *this;
|
||||
}
|
||||
|
||||
// 复合赋值减法:当前对象减去另一个 VecPos
|
||||
VecPos &operator-=(const VecPos &other)
|
||||
{
|
||||
x -= other.x;
|
||||
y -= other.y;
|
||||
return *this;
|
||||
}
|
||||
|
||||
// 乘法
|
||||
VecPos operator*(float value) const
|
||||
{
|
||||
return VecPos(x * value, y * value);
|
||||
}
|
||||
} VecPos;
|
||||
|
||||
// 浮点数坐标向量
|
||||
typedef struct VecFPos
|
||||
{
|
||||
float x;
|
||||
float y;
|
||||
|
||||
// 构造函数,方便初始化
|
||||
VecFPos(float x_ = 0.0f, float y_ = 0.0f) : x(x_), y(y_) {}
|
||||
VecFPos(int x_, int y_ = 0) : x(static_cast<float>(x_)), y(static_cast<float>(y_)) {}
|
||||
|
||||
// 定义到 SDL_FPoint 的转换运算符
|
||||
operator SDL_FPoint() const
|
||||
{
|
||||
return {x, y}; // 直接返回包含 x、y 的 SDL_Point
|
||||
}
|
||||
|
||||
// 加法运算符重载:两个 VecFPos 相加
|
||||
VecFPos operator+(const VecFPos &other) const
|
||||
{
|
||||
return VecFPos(x + other.x, y + other.y);
|
||||
}
|
||||
|
||||
// 减法运算符重载:两个 VecFPos 相减
|
||||
VecFPos operator-(const VecFPos &other) const
|
||||
{
|
||||
return VecFPos(x - other.x, y - other.y);
|
||||
}
|
||||
|
||||
// 乘法运算符重载:两个 VecFPos 相乘
|
||||
VecFPos operator*(const VecFPos &other) const
|
||||
{
|
||||
return VecFPos(x * other.x, y * other.y);
|
||||
}
|
||||
|
||||
// 除法运算符重载:除以一个 float 值
|
||||
VecFPos operator/(float value) const
|
||||
{
|
||||
return VecFPos(x / value, y / value);
|
||||
}
|
||||
|
||||
// 等于运算符重载:判断两个 VecFPos 是否相等
|
||||
// 注意:浮点数比较需要考虑精度问题
|
||||
bool operator==(const VecFPos &other) const
|
||||
{
|
||||
// 使用一个小的epsilon值来比较浮点数
|
||||
const float epsilon = 0.0001f;
|
||||
return (fabs(x - other.x) < epsilon) && (fabs(y - other.y) < epsilon);
|
||||
}
|
||||
|
||||
// 复合赋值加法:当前对象加上另一个 VecFPos
|
||||
VecFPos &operator+=(const VecFPos &other)
|
||||
{
|
||||
x += other.x;
|
||||
y += other.y;
|
||||
return *this;
|
||||
}
|
||||
|
||||
// 复合赋值减法:当前对象减去另一个 VecFPos
|
||||
VecFPos &operator-=(const VecFPos &other)
|
||||
{
|
||||
x -= other.x;
|
||||
y -= other.y;
|
||||
return *this;
|
||||
}
|
||||
} VecFPos;
|
||||
|
||||
// 尺寸向量
|
||||
typedef struct VecSize
|
||||
{
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2016-2018 Kiwano - Nomango
|
||||
// Copyright (c) 2016-2018 Ember - Nomango
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
@@ -249,7 +249,7 @@ inline bool operator<(const RefBasePtr<_Ty, _RefPolicy> &lhs, const RefBasePtr<_
|
||||
}
|
||||
|
||||
// template class cannot specialize std::swap,
|
||||
// so implement a swap function in kiwano namespace
|
||||
// so implement a swap function in ember namespace
|
||||
template <class _Ty, class _RefPolicy>
|
||||
inline void swap(RefBasePtr<_Ty, _RefPolicy> &lhs, RefBasePtr<_Ty, _RefPolicy> &rhs) noexcept
|
||||
{
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2016-2018 Kiwano - Nomango
|
||||
// Copyright (c) 2016-2018 Ember - Nomango
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -1,52 +0,0 @@
|
||||
#include "TransformT.h"
|
||||
|
||||
TransformT::TransformT()
|
||||
: rotation(0.f), position(), scale(1.f, 1.f)
|
||||
{
|
||||
}
|
||||
|
||||
bool TransformT::IsFast() const
|
||||
{
|
||||
return scale.x == 1.f && scale.y == 1.f && rotation == 0.f;
|
||||
}
|
||||
|
||||
bool TransformT::operator==(const TransformT &rhs) const
|
||||
{
|
||||
return position == rhs.position && rotation == rhs.rotation && scale == rhs.scale;
|
||||
}
|
||||
|
||||
// -------------------------- 加法运算符实现 --------------------------
|
||||
TransformT TransformT::operator+(const TransformT &rhs) const
|
||||
{
|
||||
TransformT result;
|
||||
result.rotation = this->rotation + rhs.rotation;
|
||||
result.position = this->position + rhs.position;
|
||||
result.scale = this->scale + rhs.scale;
|
||||
return result;
|
||||
}
|
||||
|
||||
TransformT TransformT::operator-(const TransformT &rhs) const
|
||||
{
|
||||
TransformT result;
|
||||
result.rotation = this->rotation - rhs.rotation;
|
||||
result.position = this->position - rhs.position;
|
||||
result.scale = this->scale - rhs.scale;
|
||||
return result;
|
||||
}
|
||||
|
||||
// -------------------------- 复合赋值运算符实现 --------------------------
|
||||
TransformT &TransformT::operator+=(const TransformT &rhs)
|
||||
{
|
||||
this->rotation += rhs.rotation;
|
||||
this->position += rhs.position;
|
||||
this->scale += rhs.scale;
|
||||
return *this;
|
||||
}
|
||||
|
||||
TransformT &TransformT::operator-=(const TransformT &rhs)
|
||||
{
|
||||
this->rotation -= rhs.rotation;
|
||||
this->position -= rhs.position;
|
||||
this->scale -= rhs.scale;
|
||||
return *this;
|
||||
}
|
||||
@@ -1,25 +0,0 @@
|
||||
#pragma once
|
||||
#include "Tool/Common.h"
|
||||
/**
|
||||
* \~chinese
|
||||
* @brief 二维放射变换
|
||||
*/
|
||||
class TransformT
|
||||
{
|
||||
public:
|
||||
float rotation; ///< 旋转
|
||||
VecFPos position; ///< 坐标
|
||||
VecFPos scale; ///< 缩放
|
||||
|
||||
public:
|
||||
TransformT();
|
||||
|
||||
bool IsFast() const;
|
||||
|
||||
bool operator==(const TransformT &rhs) const;
|
||||
|
||||
TransformT operator+(const TransformT &rhs) const;
|
||||
TransformT operator-(const TransformT &rhs) const;
|
||||
TransformT &operator+=(const TransformT &rhs);
|
||||
TransformT &operator-=(const TransformT &rhs);
|
||||
};
|
||||
40
source/math/Constants.h
Normal file
40
source/math/Constants.h
Normal file
@@ -0,0 +1,40 @@
|
||||
// Copyright (c) 2016-2018 Ember - Nomango
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
// THE SOFTWARE.
|
||||
|
||||
#pragma once
|
||||
|
||||
namespace ember
|
||||
{
|
||||
namespace math
|
||||
{
|
||||
|
||||
constexpr auto PI_F = 3.141592653589793f;
|
||||
constexpr auto PI_F_2 = 1.570796326794896f;
|
||||
constexpr auto PI_F_X_2 = 6.283185307179586f;
|
||||
|
||||
constexpr auto PI_D = 3.14159265358979323846;
|
||||
constexpr auto PI_D_2 = 1.57079632679489661923;
|
||||
constexpr auto PI_D_X_2 = 6.28318530717958647692;
|
||||
|
||||
constexpr auto FLOAT_MAX = 3.402823466e+38F;
|
||||
constexpr auto FLOAT_MIN = 1.175494351e-38F;
|
||||
|
||||
} // namespace math
|
||||
} // namespace ember
|
||||
278
source/math/EaseFunctions.h
Normal file
278
source/math/EaseFunctions.h
Normal file
@@ -0,0 +1,278 @@
|
||||
// Copyright (c) 2016-2018 Ember - Nomango
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
// THE SOFTWARE.
|
||||
|
||||
#pragma once
|
||||
#include <math/Scalar.h>
|
||||
|
||||
namespace ember
|
||||
{
|
||||
namespace math
|
||||
{
|
||||
|
||||
inline float Linear(float step)
|
||||
{
|
||||
return step;
|
||||
}
|
||||
|
||||
// Ease
|
||||
|
||||
inline float EaseIn(float step, float rate)
|
||||
{
|
||||
return math::Pow(step, rate);
|
||||
}
|
||||
|
||||
inline float EaseOut(float step, float rate)
|
||||
{
|
||||
return math::Pow(step, 1.f / rate);
|
||||
}
|
||||
|
||||
inline float EaseInOut(float step, float rate)
|
||||
{
|
||||
if (step < .5f)
|
||||
return .5f * math::Pow(2 * step, rate);
|
||||
return 1.f - .5f * math::Pow(2.f - 2 * step, rate);
|
||||
}
|
||||
|
||||
// Exponential Ease
|
||||
|
||||
inline float EaseExponentialIn(float step)
|
||||
{
|
||||
return math::Pow(2.f, 10 * (step - 1));
|
||||
}
|
||||
|
||||
inline float EaseExponentialOut(float step)
|
||||
{
|
||||
return 1.f - math::Pow(2.f, -10 * step);
|
||||
}
|
||||
|
||||
inline float EaseExponentialInOut(float step)
|
||||
{
|
||||
if (step < .5f)
|
||||
return .5f * math::Pow(2.f, 10 * (2 * step - 1));
|
||||
return 0.5f * (2 - math::Pow(2, -10 * (step * 2 - 1)));
|
||||
}
|
||||
|
||||
// Bounce Ease
|
||||
|
||||
inline float EaseBounceOut(float step)
|
||||
{
|
||||
if (step < 1 / 2.75f)
|
||||
{
|
||||
return 7.5625f * step * step;
|
||||
}
|
||||
else if (step < 2 / 2.75f)
|
||||
{
|
||||
step -= 1.5f / 2.75f;
|
||||
return 7.5625f * step * step + 0.75f;
|
||||
}
|
||||
else if (step < 2.5f / 2.75f)
|
||||
{
|
||||
step -= 2.25f / 2.75f;
|
||||
return 7.5625f * step * step + 0.9375f;
|
||||
}
|
||||
|
||||
step -= 2.625f / 2.75f;
|
||||
return 7.5625f * step * step + 0.984375f;
|
||||
}
|
||||
|
||||
inline float EaseBounceIn(float step)
|
||||
{
|
||||
return 1 - EaseBounceOut(1 - step);
|
||||
}
|
||||
|
||||
inline float EaseBounceInOut(float step)
|
||||
{
|
||||
if (step < 0.5f)
|
||||
{
|
||||
return EaseBounceIn(step * 2) * 0.5f;
|
||||
}
|
||||
else
|
||||
{
|
||||
return EaseBounceOut(step * 2 - 1) * 0.5f + 0.5f;
|
||||
}
|
||||
}
|
||||
|
||||
// Elastic Ease
|
||||
|
||||
inline float EaseElasticIn(float step, float period)
|
||||
{
|
||||
if (step == 0 || step == 1)
|
||||
return step;
|
||||
|
||||
step = step - 1;
|
||||
return -math::Pow(2, 10 * step) * math::Sin((step - period / 4) * 360.f / period);
|
||||
}
|
||||
|
||||
inline float EaseElasticOut(float step, float period)
|
||||
{
|
||||
if (step == 0 || step == 1)
|
||||
return step;
|
||||
|
||||
return math::Pow(2, -10 * step) * math::Sin((step - period / 4) * 360.f / period) + 1;
|
||||
}
|
||||
|
||||
inline float EaseElasticInOut(float step, float period)
|
||||
{
|
||||
if (step == 0 || step == 1)
|
||||
return step;
|
||||
|
||||
step = step * 2 - 1;
|
||||
if (step < 0)
|
||||
{
|
||||
return -0.5f * math::Pow(2, 10 * step) * math::Sin((step - period / 4) * 360.f / period);
|
||||
}
|
||||
return math::Pow(2, -10 * step) * math::Sin((step - period / 4) * 360.f / period) * 0.5f + 1;
|
||||
}
|
||||
|
||||
// Back Ease
|
||||
|
||||
inline float EaseBackIn(float step)
|
||||
{
|
||||
const float overshoot = 1.70158f;
|
||||
return step * step * ((overshoot + 1) * step - overshoot);
|
||||
}
|
||||
|
||||
inline float EaseBackOut(float step)
|
||||
{
|
||||
const float overshoot = 1.70158f;
|
||||
step = step - 1;
|
||||
return step * step * ((overshoot + 1) * step + overshoot) + 1;
|
||||
}
|
||||
|
||||
inline float EaseBackInOut(float step)
|
||||
{
|
||||
const float overshoot = 1.70158f * 1.525f;
|
||||
|
||||
step = step * 2;
|
||||
if (step < 1)
|
||||
{
|
||||
return (step * step * ((overshoot + 1) * step - overshoot)) / 2;
|
||||
}
|
||||
|
||||
step = step - 2;
|
||||
return (step * step * ((overshoot + 1) * step + overshoot)) / 2 + 1;
|
||||
}
|
||||
|
||||
// Sine Ease
|
||||
|
||||
inline float EaseSineIn(float step)
|
||||
{
|
||||
return 1.f - math::Cos(step * 90);
|
||||
}
|
||||
|
||||
inline float EaseSineOut(float step)
|
||||
{
|
||||
return math::Sin(step * 90);
|
||||
}
|
||||
|
||||
inline float EaseSineInOut(float step)
|
||||
{
|
||||
return -0.5f * (math::Cos(step * 180) - 1);
|
||||
}
|
||||
|
||||
// Quad Ease
|
||||
|
||||
inline float EaseQuadIn(float step)
|
||||
{
|
||||
return step * step;
|
||||
}
|
||||
|
||||
inline float EaseQuadOut(float step)
|
||||
{
|
||||
return -1 * step * (step - 2);
|
||||
}
|
||||
|
||||
inline float EaseQuadInOut(float step)
|
||||
{
|
||||
step = step * 2;
|
||||
if (step < 1)
|
||||
return 0.5f * step * step;
|
||||
--step;
|
||||
return -0.5f * (step * (step - 2) - 1);
|
||||
}
|
||||
|
||||
// Cubic Ease
|
||||
|
||||
inline float EaseCubicIn(float step)
|
||||
{
|
||||
return step * step * step;
|
||||
}
|
||||
|
||||
inline float EaseCubicOut(float step)
|
||||
{
|
||||
step -= 1;
|
||||
return (step * step * step + 1);
|
||||
}
|
||||
|
||||
inline float EaseCubicInOut(float step)
|
||||
{
|
||||
step = step * 2;
|
||||
if (step < 1)
|
||||
return 0.5f * step * step * step;
|
||||
step -= 2;
|
||||
return 0.5f * (step * step * step + 2);
|
||||
}
|
||||
|
||||
// Quart Ease
|
||||
|
||||
inline float EaseQuartIn(float step)
|
||||
{
|
||||
return step * step * step * step;
|
||||
}
|
||||
|
||||
inline float EaseQuartOut(float step)
|
||||
{
|
||||
step -= 1;
|
||||
return -(step * step * step * step - 1);
|
||||
}
|
||||
|
||||
inline float EaseQuartInOut(float step)
|
||||
{
|
||||
step = step * 2;
|
||||
if (step < 1)
|
||||
return 0.5f * step * step * step * step;
|
||||
step -= 2;
|
||||
return -0.5f * (step * step * step * step - 2);
|
||||
}
|
||||
|
||||
// Quint Ease
|
||||
|
||||
inline float EaseQuintIn(float step)
|
||||
{
|
||||
return step * step * step * step * step;
|
||||
}
|
||||
|
||||
inline float EaseQuintOut(float step)
|
||||
{
|
||||
step -= 1;
|
||||
return (step * step * step * step * step + 1);
|
||||
}
|
||||
|
||||
inline float EaseQuintInOut(float step)
|
||||
{
|
||||
step = step * 2;
|
||||
if (step < 1)
|
||||
return 0.5f * step * step * step * step * step;
|
||||
step -= 2;
|
||||
return 0.5f * (step * step * step * step * step + 2);
|
||||
}
|
||||
|
||||
} // namespace math
|
||||
} // namespace ember
|
||||
153
source/math/Interpolator.h
Normal file
153
source/math/Interpolator.h
Normal file
@@ -0,0 +1,153 @@
|
||||
// Copyright (c) 2016-2018 Ember - Nomango
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
// THE SOFTWARE.
|
||||
|
||||
#pragma once
|
||||
#include <core/Function.h>
|
||||
#include <math/Vec2.hpp>
|
||||
#include <math/Rect.hpp>
|
||||
#include <math/Transform.hpp>
|
||||
|
||||
namespace ember
|
||||
{
|
||||
namespace math
|
||||
{
|
||||
|
||||
template <typename _Method = void>
|
||||
struct InterpolateMethod;
|
||||
|
||||
template <>
|
||||
struct InterpolateMethod<void>
|
||||
{
|
||||
inline float operator()(float frac) const noexcept
|
||||
{
|
||||
return frac;
|
||||
}
|
||||
};
|
||||
|
||||
template <>
|
||||
struct InterpolateMethod<float (*)(float)>
|
||||
{
|
||||
float (*method)(float);
|
||||
|
||||
InterpolateMethod(float (*method)(float)) noexcept
|
||||
: method(method)
|
||||
{
|
||||
}
|
||||
|
||||
inline float operator()(float frac) const noexcept
|
||||
{
|
||||
if (method)
|
||||
return method(frac);
|
||||
return frac;
|
||||
}
|
||||
};
|
||||
|
||||
template <>
|
||||
struct InterpolateMethod<Function<float(float)>>
|
||||
{
|
||||
Function<float(float)> method;
|
||||
|
||||
InterpolateMethod(const Function<float(float)> &method) noexcept
|
||||
: method(method)
|
||||
{
|
||||
}
|
||||
|
||||
inline float operator()(float frac) const noexcept
|
||||
{
|
||||
if (method)
|
||||
return method(frac);
|
||||
return frac;
|
||||
}
|
||||
};
|
||||
|
||||
template <typename _Ty>
|
||||
class Interpolator;
|
||||
|
||||
template <typename _Ty>
|
||||
class Interpolator
|
||||
{
|
||||
public:
|
||||
template <typename _Method = void>
|
||||
inline _Ty Interpolate(_Ty start, _Ty end, float frac, const InterpolateMethod<_Method> &method = {})
|
||||
{
|
||||
if (frac >= 1)
|
||||
return end;
|
||||
return start + static_cast<_Ty>(static_cast<float>(end - start) * method(frac));
|
||||
}
|
||||
};
|
||||
|
||||
template <typename _Ty>
|
||||
class Interpolator<Vec2T<_Ty>>
|
||||
{
|
||||
public:
|
||||
template <typename _Method = void>
|
||||
inline Vec2T<_Ty> Interpolate(const Vec2T<_Ty> &start, const Vec2T<_Ty> &end, float frac,
|
||||
const InterpolateMethod<_Method> &method = {})
|
||||
{
|
||||
if (frac >= 1)
|
||||
return end;
|
||||
|
||||
Interpolator<_Ty> fi;
|
||||
return Vec2T<_Ty>{fi.Interpolate(start.x, end.x, frac, method), fi.Interpolate(start.y, end.y, frac, method)};
|
||||
}
|
||||
};
|
||||
|
||||
template <typename _Ty>
|
||||
class Interpolator<RectT<_Ty>>
|
||||
{
|
||||
public:
|
||||
template <typename _Method = void>
|
||||
inline RectT<_Ty> Interpolate(const RectT<_Ty> &start, const RectT<_Ty> &end, float frac,
|
||||
const InterpolateMethod<_Method> &method = {})
|
||||
{
|
||||
if (frac >= 1)
|
||||
return end;
|
||||
|
||||
Interpolator<Vec2T<_Ty>> vi;
|
||||
return RectT<_Ty>{vi.Interpolate(start.left_top, end.left_top, frac, method),
|
||||
vi.Interpolate(start.right_bottom, end.right_bottom, frac, method)};
|
||||
}
|
||||
};
|
||||
|
||||
template <typename _Ty>
|
||||
class Interpolator<TransformT<_Ty>>
|
||||
{
|
||||
public:
|
||||
template <typename _Method = void>
|
||||
inline TransformT<_Ty> Interpolate(const TransformT<_Ty> &start, const TransformT<_Ty> &end, float frac,
|
||||
const InterpolateMethod<_Method> &method = {})
|
||||
{
|
||||
if (frac >= 1)
|
||||
return end;
|
||||
|
||||
Interpolator<_Ty> fi;
|
||||
Interpolator<Vec2T<_Ty>> vi;
|
||||
|
||||
TransformT<_Ty> transform;
|
||||
transform.rotation = fi.Interpolate(start.rotation, end.rotation, frac, method);
|
||||
transform.position = vi.Interpolate(start.position, end.position, frac, method);
|
||||
transform.scale = vi.Interpolate(start.scale, end.scale, frac, method);
|
||||
transform.skew = vi.Interpolate(start.skew, end.skew, frac, method);
|
||||
return transform;
|
||||
}
|
||||
};
|
||||
|
||||
} // namespace math
|
||||
} // namespace ember
|
||||
39
source/math/Math.h
Normal file
39
source/math/Math.h
Normal file
@@ -0,0 +1,39 @@
|
||||
// Copyright (c) 2016-2018 Ember - Nomango
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
// THE SOFTWARE.
|
||||
|
||||
#pragma once
|
||||
#include <math/Vec2.hpp>
|
||||
#include <math/Rect.hpp>
|
||||
#include <math/Matrix.hpp>
|
||||
#include <math/Transform.hpp>
|
||||
#include <math/Constants.h>
|
||||
#include <math/EaseFunctions.h>
|
||||
#include <math/Scalar.h>
|
||||
|
||||
using Vec2 = ember::math::Vec2T<float>;
|
||||
using VecPos = ember::math::Vec2T<int>;
|
||||
using Rect = ember::math::RectT<float>;
|
||||
using Matrix3x2 = ember::math::Matrix3x2T<float>;
|
||||
using Transform = ember::math::TransformT<float>;
|
||||
|
||||
using GlMatrix = std::array<float, 16>;
|
||||
|
||||
using Point = Vec2;
|
||||
using Size = Vec2;
|
||||
268
source/math/Matrix.hpp
Normal file
268
source/math/Matrix.hpp
Normal file
@@ -0,0 +1,268 @@
|
||||
// Copyright (c) 2016-2018 Ember - Nomango
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
// THE SOFTWARE.
|
||||
|
||||
#pragma once
|
||||
#include <algorithm>
|
||||
#include <math/Rect.hpp>
|
||||
#include <math/Vec2.hpp>
|
||||
|
||||
namespace ember
|
||||
{
|
||||
namespace math
|
||||
{
|
||||
template <typename _Ty, typename _Lty, typename _Rty>
|
||||
struct MatrixMultiply;
|
||||
|
||||
template <typename _Ty>
|
||||
struct Matrix3x2T
|
||||
{
|
||||
using ValueType = _Ty;
|
||||
using Vec2Type = Vec2T<ValueType>;
|
||||
using RectType = RectT<ValueType>;
|
||||
|
||||
union
|
||||
{
|
||||
struct
|
||||
{
|
||||
_Ty m[6]; // m[3][2]
|
||||
};
|
||||
|
||||
struct
|
||||
{
|
||||
_Ty _11, _12, _21, _22, _31, _32;
|
||||
};
|
||||
};
|
||||
|
||||
Matrix3x2T()
|
||||
: _11(1.f), _12(0.f), _21(0.f), _22(1.f), _31(0.f), _32(0.f)
|
||||
{
|
||||
}
|
||||
|
||||
Matrix3x2T(ValueType _11, ValueType _12, ValueType _21, ValueType _22, ValueType _31, ValueType _32)
|
||||
: _11(_11), _12(_12), _21(_21), _22(_22), _31(_31), _32(_32)
|
||||
{
|
||||
}
|
||||
|
||||
explicit Matrix3x2T(const ValueType *p)
|
||||
{
|
||||
for (int i = 0; i < 6; i++)
|
||||
m[i] = p[i];
|
||||
}
|
||||
|
||||
Matrix3x2T(const Matrix3x2T &other)
|
||||
: _11(other._11), _12(other._12), _21(other._21), _22(other._22), _31(other._31), _32(other._32)
|
||||
{
|
||||
}
|
||||
|
||||
template <typename _MTy>
|
||||
Matrix3x2T(const _MTy &other)
|
||||
{
|
||||
for (int i = 0; i < 6; i++)
|
||||
m[i] = other[i];
|
||||
}
|
||||
|
||||
inline ValueType operator[](uint32_t index) const
|
||||
{
|
||||
return m[index];
|
||||
}
|
||||
|
||||
inline ValueType &operator[](uint32_t index)
|
||||
{
|
||||
return m[index];
|
||||
}
|
||||
|
||||
inline Matrix3x2T &operator=(const Matrix3x2T &other)
|
||||
{
|
||||
for (int i = 0; i < 6; i++)
|
||||
m[i] = other[i];
|
||||
return (*this);
|
||||
}
|
||||
|
||||
template <typename _Lty, typename _Rty>
|
||||
inline Matrix3x2T &operator=(const MatrixMultiply<ValueType, _Lty, _Rty> &other)
|
||||
{
|
||||
Matrix3x2T result(other);
|
||||
(*this) = result;
|
||||
return (*this);
|
||||
}
|
||||
|
||||
inline Matrix3x2T &operator*=(const Matrix3x2T &other)
|
||||
{
|
||||
return operator=((*this) * other);
|
||||
}
|
||||
|
||||
inline void Identity()
|
||||
{
|
||||
_11 = 1.f;
|
||||
_12 = 0.f;
|
||||
_21 = 0.f;
|
||||
_22 = 1.f;
|
||||
_31 = 0.f;
|
||||
_32 = 0.f;
|
||||
}
|
||||
|
||||
inline bool IsIdentity() const
|
||||
{
|
||||
return _11 == 1.f && _12 == 0.f && _21 == 0.f && _22 == 1.f && _31 == 0.f && _32 == 0.f;
|
||||
}
|
||||
|
||||
inline Matrix3x2T Invert() const
|
||||
{
|
||||
ValueType det = 1.f / Determinant();
|
||||
return Matrix3x2T(det * _22, -det * _12, -det * _21, det * _11, det * (_21 * _32 - _22 * _31),
|
||||
det * (_12 * _31 - _11 * _32));
|
||||
}
|
||||
|
||||
inline bool IsInvertible() const
|
||||
{
|
||||
return 0 != Determinant();
|
||||
}
|
||||
|
||||
inline ValueType Determinant() const
|
||||
{
|
||||
return (_11 * _22) - (_12 * _21);
|
||||
}
|
||||
|
||||
inline Vec2Type Transform(const Vec2Type &v) const
|
||||
{
|
||||
return Vec2Type(v.x * _11 + v.y * _21 + _31, v.x * _12 + v.y * _22 + _32);
|
||||
}
|
||||
|
||||
RectType Transform(const RectType &rect) const
|
||||
{
|
||||
Vec2Type top_left = Transform(rect.GetLeftTop());
|
||||
Vec2Type top_right = Transform(rect.GetRightTop());
|
||||
Vec2Type bottom_left = Transform(rect.GetLeftBottom());
|
||||
Vec2Type bottom_right = Transform(rect.GetRightBottom());
|
||||
|
||||
ValueType left = (std::min)((std::min)(top_left.x, top_right.x), (std::min)(bottom_left.x, bottom_right.x));
|
||||
ValueType right = (std::max)((std::max)(top_left.x, top_right.x), (std::max)(bottom_left.x, bottom_right.x));
|
||||
ValueType top = (std::min)((std::min)(top_left.y, top_right.y), (std::min)(bottom_left.y, bottom_right.y));
|
||||
ValueType bottom = (std::max)((std::max)(top_left.y, top_right.y), (std::max)(bottom_left.y, bottom_right.y));
|
||||
|
||||
return RectType{left, top, right, bottom};
|
||||
}
|
||||
|
||||
inline void Translate(const Vec2Type &v)
|
||||
{
|
||||
_31 += _11 * v.x + _21 * v.y;
|
||||
_32 += _12 * v.x + _22 * v.y;
|
||||
}
|
||||
|
||||
static inline Matrix3x2T Translation(const Vec2Type &v)
|
||||
{
|
||||
return Matrix3x2T(1.f, 0.f, 0.f, 1.f, v.x, v.y);
|
||||
}
|
||||
|
||||
static inline Matrix3x2T Scaling(const Vec2Type &v)
|
||||
{
|
||||
return Matrix3x2T(v.x, 0.f, 0.f, v.y, 0.f, 0.f);
|
||||
}
|
||||
|
||||
static inline Matrix3x2T Scaling(const Vec2Type &v, const Vec2Type ¢er)
|
||||
{
|
||||
return Matrix3x2T(v.x, 0.f, 0.f, v.y, center.x - v.x * center.x, center.y - v.y * center.y);
|
||||
}
|
||||
|
||||
static inline Matrix3x2T Rotation(ValueType angle)
|
||||
{
|
||||
ValueType s = math::Sin(angle);
|
||||
ValueType c = math::Cos(angle);
|
||||
return Matrix3x2T(c, s, -s, c, 0.f, 0.f);
|
||||
}
|
||||
|
||||
static inline Matrix3x2T Rotation(ValueType angle, const Vec2Type ¢er)
|
||||
{
|
||||
ValueType s = math::Sin(angle);
|
||||
ValueType c = math::Cos(angle);
|
||||
return Matrix3x2T(c, s, -s, c, center.x * (1 - c) + center.y * s, center.y * (1 - c) - center.x * s);
|
||||
}
|
||||
|
||||
static inline Matrix3x2T SRT(const Vec2Type &trans, const Vec2Type &scale, ValueType angle)
|
||||
{
|
||||
ValueType s = math::Sin(angle);
|
||||
ValueType c = math::Cos(angle);
|
||||
return Matrix3x2T(c * scale.x, s * scale.x, -s * scale.y, c * scale.y, trans.x, trans.y);
|
||||
}
|
||||
|
||||
static inline Matrix3x2T Skewing(const Vec2Type &angle)
|
||||
{
|
||||
ValueType tx = math::Tan(angle.x);
|
||||
ValueType ty = math::Tan(angle.y);
|
||||
return Matrix3x2T(1.f, -ty, -tx, 1.f, 0.f, 0.f);
|
||||
}
|
||||
|
||||
static inline Matrix3x2T Skewing(const Vec2Type &angle, const Vec2Type ¢er)
|
||||
{
|
||||
ValueType tx = math::Tan(angle.x);
|
||||
ValueType ty = math::Tan(angle.y);
|
||||
return Matrix3x2T(1.f, -ty, -tx, 1.f, center.y * tx, center.x * ty);
|
||||
}
|
||||
};
|
||||
|
||||
// Use template expression to optimize matrix multiply
|
||||
template <typename _Ty, typename _Lty, typename _Rty>
|
||||
struct MatrixMultiply
|
||||
{
|
||||
const _Lty &lhs;
|
||||
const _Rty &rhs;
|
||||
|
||||
MatrixMultiply(const _Lty &lhs, const _Rty &rhs)
|
||||
: lhs(lhs), rhs(rhs)
|
||||
{
|
||||
}
|
||||
|
||||
inline _Ty operator[](uint32_t index) const
|
||||
{
|
||||
switch (index)
|
||||
{
|
||||
case 0:
|
||||
return lhs[0] * rhs[0] + lhs[1] * rhs[2];
|
||||
case 1:
|
||||
return lhs[0] * rhs[1] + lhs[1] * rhs[3];
|
||||
case 2:
|
||||
return lhs[2] * rhs[0] + lhs[3] * rhs[2];
|
||||
case 3:
|
||||
return lhs[2] * rhs[1] + lhs[3] * rhs[3];
|
||||
case 4:
|
||||
return lhs[4] * rhs[0] + lhs[5] * rhs[2] + rhs[4];
|
||||
case 5:
|
||||
return lhs[4] * rhs[1] + lhs[5] * rhs[3] + rhs[5];
|
||||
default:
|
||||
return 0.f;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
template <typename _Ty>
|
||||
inline MatrixMultiply<_Ty, Matrix3x2T<_Ty>, Matrix3x2T<_Ty>> operator*(const Matrix3x2T<_Ty> &lhs,
|
||||
const Matrix3x2T<_Ty> &rhs)
|
||||
{
|
||||
return MatrixMultiply<_Ty, Matrix3x2T<_Ty>, Matrix3x2T<_Ty>>(lhs, rhs);
|
||||
}
|
||||
|
||||
template <typename _Ty, typename _Lty, typename _Rty>
|
||||
inline MatrixMultiply<_Ty, MatrixMultiply<_Ty, _Lty, _Rty>, Matrix3x2T<_Ty>>
|
||||
operator*(const MatrixMultiply<_Ty, _Lty, _Rty> &lhs, const Matrix3x2T<_Ty> &rhs)
|
||||
{
|
||||
return MatrixMultiply<_Ty, MatrixMultiply<_Ty, _Lty, _Rty>, Matrix3x2T<_Ty>>(lhs, rhs);
|
||||
}
|
||||
} // namespace math
|
||||
} // namespace ember
|
||||
114
source/math/Random.h
Normal file
114
source/math/Random.h
Normal file
@@ -0,0 +1,114 @@
|
||||
// Copyright (c) 2016-2018 Ember - Nomango
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
// THE SOFTWARE.
|
||||
|
||||
#pragma once
|
||||
#include <random>
|
||||
|
||||
namespace ember
|
||||
{
|
||||
namespace math
|
||||
{
|
||||
//
|
||||
// 随机数
|
||||
//
|
||||
// 获取指定范围内的一个随机数, 如:
|
||||
// int n = math::Random(1, 5); // 获取 1~5 内的随机整数, 包含 1 和 5
|
||||
// 产生的随机数类型取决于参数的类型, 如获取随机浮点数:
|
||||
// float d = math::Random(1.2f, 1.5f);
|
||||
//
|
||||
|
||||
int Random(int min, int max);
|
||||
|
||||
unsigned int Random(unsigned int min, unsigned int max);
|
||||
|
||||
long Random(long min, long max);
|
||||
|
||||
unsigned long Random(unsigned long min, unsigned long max);
|
||||
|
||||
char Random(char min, char max);
|
||||
|
||||
float Random(float min, float max);
|
||||
|
||||
double Random(double min, double max);
|
||||
|
||||
//
|
||||
// Details of math::Rand
|
||||
//
|
||||
|
||||
namespace __rand_detail
|
||||
{
|
||||
inline std::default_random_engine &GetRandomEngine()
|
||||
{
|
||||
static std::random_device device;
|
||||
static std::default_random_engine engine(device());
|
||||
return engine;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
inline T RandomInt(T min, T max)
|
||||
{
|
||||
std::uniform_int_distribution<T> dist(min, max);
|
||||
return dist(GetRandomEngine());
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
inline T RandomReal(T min, T max)
|
||||
{
|
||||
std::uniform_real_distribution<T> dist(min, max);
|
||||
return dist(GetRandomEngine());
|
||||
}
|
||||
} // namespace __rand_detail
|
||||
|
||||
inline int Random(int min, int max)
|
||||
{
|
||||
return __rand_detail::RandomInt(min, max);
|
||||
}
|
||||
|
||||
inline unsigned int Random(unsigned int min, unsigned int max)
|
||||
{
|
||||
return __rand_detail::RandomInt(min, max);
|
||||
}
|
||||
|
||||
inline long Random(long min, long max)
|
||||
{
|
||||
return __rand_detail::RandomInt(min, max);
|
||||
}
|
||||
|
||||
inline unsigned long Random(unsigned long min, unsigned long max)
|
||||
{
|
||||
return __rand_detail::RandomInt(min, max);
|
||||
}
|
||||
|
||||
inline char Random(char min, char max)
|
||||
{
|
||||
return static_cast<char>(__rand_detail::RandomInt(static_cast<int>(min), static_cast<int>(max)));
|
||||
}
|
||||
|
||||
inline float Random(float min, float max)
|
||||
{
|
||||
return __rand_detail::RandomReal(min, max);
|
||||
}
|
||||
|
||||
inline double Random(double min, double max)
|
||||
{
|
||||
return __rand_detail::RandomReal(min, max);
|
||||
}
|
||||
} // namespace math
|
||||
} // namespace ember
|
||||
154
source/math/Rect.hpp
Normal file
154
source/math/Rect.hpp
Normal file
@@ -0,0 +1,154 @@
|
||||
// Copyright (c) 2016-2018 Ember - Nomango
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
// THE SOFTWARE.
|
||||
|
||||
#pragma once
|
||||
#include <math/Vec2.hpp>
|
||||
|
||||
namespace ember
|
||||
{
|
||||
namespace math
|
||||
{
|
||||
template <typename _Ty>
|
||||
struct RectT
|
||||
{
|
||||
public:
|
||||
using ValueType = _Ty;
|
||||
|
||||
Vec2T<ValueType> left_top;
|
||||
Vec2T<ValueType> right_bottom;
|
||||
|
||||
public:
|
||||
RectT() {}
|
||||
|
||||
RectT(ValueType left, ValueType top, ValueType right, ValueType bottom)
|
||||
: left_top(left, top), right_bottom(right, bottom)
|
||||
{
|
||||
}
|
||||
|
||||
RectT(const Vec2T<ValueType> &left_top, const Vec2T<ValueType> &right_bottom)
|
||||
: left_top(left_top), right_bottom(right_bottom)
|
||||
{
|
||||
}
|
||||
|
||||
RectT(const RectT &other)
|
||||
: left_top(other.left_top), right_bottom(other.right_bottom)
|
||||
{
|
||||
}
|
||||
|
||||
RectT &operator=(const RectT &other)
|
||||
{
|
||||
left_top = other.left_top;
|
||||
right_bottom = other.right_bottom;
|
||||
return *this;
|
||||
}
|
||||
|
||||
inline bool operator==(const RectT &rect) const
|
||||
{
|
||||
return (left_top == rect.left_top) && (right_bottom == rect.right_bottom);
|
||||
}
|
||||
|
||||
inline void Set(ValueType left, ValueType top, ValueType right, ValueType bottom)
|
||||
{
|
||||
left_top = Vec2T<ValueType>{left, top};
|
||||
right_bottom = Vec2T<ValueType>{right, bottom};
|
||||
}
|
||||
|
||||
inline Vec2T<ValueType> GetCenter() const
|
||||
{
|
||||
return Vec2T<ValueType>{(left_top.x + right_bottom.x) / 2, (left_top.y + right_bottom.y) / 2};
|
||||
}
|
||||
|
||||
inline Vec2T<ValueType> GetLeftTop() const
|
||||
{
|
||||
return left_top;
|
||||
}
|
||||
|
||||
inline Vec2T<ValueType> GetRightBottom() const
|
||||
{
|
||||
return right_bottom;
|
||||
}
|
||||
|
||||
inline Vec2T<ValueType> GetRightTop() const
|
||||
{
|
||||
return Vec2T<ValueType>{right_bottom.x, left_top.y};
|
||||
}
|
||||
|
||||
inline Vec2T<ValueType> GetLeftBottom() const
|
||||
{
|
||||
return Vec2T<ValueType>{left_top.x, right_bottom.y};
|
||||
}
|
||||
|
||||
inline ValueType GetLeft() const
|
||||
{
|
||||
return left_top.x;
|
||||
}
|
||||
|
||||
inline ValueType GetTop() const
|
||||
{
|
||||
return left_top.y;
|
||||
}
|
||||
|
||||
inline ValueType GetRight() const
|
||||
{
|
||||
return right_bottom.x;
|
||||
}
|
||||
|
||||
inline ValueType GetBottom() const
|
||||
{
|
||||
return right_bottom.y;
|
||||
}
|
||||
|
||||
inline ValueType GetWidth() const
|
||||
{
|
||||
return right_bottom.x - left_top.x;
|
||||
}
|
||||
|
||||
inline ValueType GetHeight() const
|
||||
{
|
||||
return right_bottom.y - left_top.y;
|
||||
}
|
||||
|
||||
inline Vec2T<ValueType> GetSize() const
|
||||
{
|
||||
return Vec2T<ValueType>{GetWidth(), GetHeight()};
|
||||
}
|
||||
|
||||
inline bool IsEmpty() const
|
||||
{
|
||||
return left_top.IsOrigin() && right_bottom.IsOrigin();
|
||||
}
|
||||
|
||||
inline bool ContainsPoint(const Vec2T<ValueType> &point) const
|
||||
{
|
||||
return point.x >= left_top.x && point.x <= right_bottom.x && point.y >= left_top.y && point.y <= right_bottom.y;
|
||||
}
|
||||
|
||||
inline bool Intersects(const RectT &rect) const
|
||||
{
|
||||
return !(right_bottom.x < rect.left_top.x || rect.right_bottom.x < left_top.x || right_bottom.y < rect.left_top.y || rect.right_bottom.y < left_top.y);
|
||||
}
|
||||
|
||||
static inline RectT Infinite()
|
||||
{
|
||||
return RectT{-math::FLOAT_MAX, -math::FLOAT_MAX, math::FLOAT_MAX, math::FLOAT_MAX};
|
||||
}
|
||||
};
|
||||
} // namespace math
|
||||
} // namespace ember
|
||||
165
source/math/Scalar.h
Normal file
165
source/math/Scalar.h
Normal file
@@ -0,0 +1,165 @@
|
||||
// Copyright (c) 2016-2018 Ember - Nomango
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
// THE SOFTWARE.
|
||||
|
||||
#pragma once
|
||||
#include <cmath>
|
||||
#include <math/Constants.h>
|
||||
|
||||
namespace ember
|
||||
{
|
||||
namespace math
|
||||
{
|
||||
|
||||
inline int Abs(int val)
|
||||
{
|
||||
return ::abs(val);
|
||||
}
|
||||
inline float Abs(float val)
|
||||
{
|
||||
return ::fabsf(val);
|
||||
}
|
||||
inline double Abs(double val)
|
||||
{
|
||||
return ::fabs(val);
|
||||
}
|
||||
|
||||
inline float Sqrt(float val)
|
||||
{
|
||||
return ::sqrtf(val);
|
||||
}
|
||||
inline double Sqrt(double val)
|
||||
{
|
||||
return ::sqrt(val);
|
||||
}
|
||||
|
||||
inline float Pow(float core, float exponent)
|
||||
{
|
||||
return ::powf(core, exponent);
|
||||
}
|
||||
inline double Pow(double core, double exponent)
|
||||
{
|
||||
return ::pow(core, exponent);
|
||||
}
|
||||
|
||||
inline int Sign(int val)
|
||||
{
|
||||
return val < 0 ? -1 : 1;
|
||||
}
|
||||
inline float Sign(float val)
|
||||
{
|
||||
return val < 0 ? -1.f : 1.f;
|
||||
}
|
||||
inline double Sign(double val)
|
||||
{
|
||||
return val < 0 ? -1.0 : 1.0;
|
||||
}
|
||||
|
||||
inline float Degree2Radian(float angle)
|
||||
{
|
||||
return angle * math::PI_F / 180.f;
|
||||
}
|
||||
inline double Degree2Radian(double angle)
|
||||
{
|
||||
return angle * math::PI_D / 180.0;
|
||||
}
|
||||
|
||||
inline float Radian2Degree(float radian)
|
||||
{
|
||||
return radian * 180.f / math::PI_F;
|
||||
}
|
||||
inline double Radian2Degree(double radian)
|
||||
{
|
||||
return radian * 180.0 / math::PI_D;
|
||||
}
|
||||
|
||||
inline float Sin(float val)
|
||||
{
|
||||
return ::sinf(Degree2Radian(val));
|
||||
}
|
||||
inline double Sin(double val)
|
||||
{
|
||||
return ::sin(Degree2Radian(val));
|
||||
}
|
||||
|
||||
inline float Cos(float val)
|
||||
{
|
||||
return ::cosf(Degree2Radian(val));
|
||||
}
|
||||
inline double Cos(double val)
|
||||
{
|
||||
return ::cos(Degree2Radian(val));
|
||||
}
|
||||
|
||||
inline float Tan(float val)
|
||||
{
|
||||
return ::tanf(Degree2Radian(val));
|
||||
}
|
||||
inline double Tan(double val)
|
||||
{
|
||||
return ::tan(Degree2Radian(val));
|
||||
}
|
||||
|
||||
inline float Asin(float val)
|
||||
{
|
||||
return Radian2Degree(::asinf(val));
|
||||
}
|
||||
inline double Asin(double val)
|
||||
{
|
||||
return Radian2Degree(::asin(val));
|
||||
}
|
||||
|
||||
inline float Acos(float val)
|
||||
{
|
||||
return Radian2Degree(::acosf(val));
|
||||
}
|
||||
inline double Acos(double val)
|
||||
{
|
||||
return Radian2Degree(::acos(val));
|
||||
}
|
||||
|
||||
inline float Atan(float val)
|
||||
{
|
||||
return Radian2Degree(::atanf(val));
|
||||
}
|
||||
inline double Atan(double val)
|
||||
{
|
||||
return Radian2Degree(::atan(val));
|
||||
}
|
||||
|
||||
inline float Ceil(float val)
|
||||
{
|
||||
return ::ceil(val);
|
||||
}
|
||||
inline double Ceil(double val)
|
||||
{
|
||||
return ::ceil(val);
|
||||
}
|
||||
|
||||
inline float Floor(float val)
|
||||
{
|
||||
return ::floor(val);
|
||||
}
|
||||
inline double Floor(double val)
|
||||
{
|
||||
return ::floor(val);
|
||||
}
|
||||
|
||||
} // namespace math
|
||||
} // namespace ember
|
||||
86
source/math/Transform.hpp
Normal file
86
source/math/Transform.hpp
Normal file
@@ -0,0 +1,86 @@
|
||||
// Copyright (c) 2016-2018 Ember - Nomango
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
// THE SOFTWARE.
|
||||
|
||||
#pragma once
|
||||
#include <math/Vec2.hpp>
|
||||
#include <math/Matrix.hpp>
|
||||
|
||||
namespace ember
|
||||
{
|
||||
namespace math
|
||||
{
|
||||
|
||||
/**
|
||||
* \~chinese
|
||||
* @brief ¶þά·ÅÉä±ä»»
|
||||
*/
|
||||
template <typename _Ty>
|
||||
class TransformT
|
||||
{
|
||||
public:
|
||||
using ValueType = _Ty;
|
||||
|
||||
float rotation; ///< Ðýת
|
||||
Vec2T<ValueType> position; ///< ×ø±ê
|
||||
Vec2T<ValueType> scale; ///< Ëõ·Å
|
||||
Vec2T<ValueType> skew; ///< ´íÇнǶÈ
|
||||
|
||||
public:
|
||||
TransformT();
|
||||
|
||||
/// \~chinese
|
||||
/// @brief ½«¶þά·ÅÉä±ä»»×ª»»Îª¾ØÕó
|
||||
Matrix3x2T<ValueType> ToMatrix() const;
|
||||
|
||||
bool IsFast() const;
|
||||
|
||||
bool operator==(const TransformT &rhs) const;
|
||||
};
|
||||
|
||||
template <typename _Ty>
|
||||
inline TransformT<_Ty>::TransformT()
|
||||
: position(), rotation(0.f), scale(1.f, 1.f), skew(0.f, 0.f)
|
||||
{
|
||||
}
|
||||
|
||||
template <typename _Ty>
|
||||
Matrix3x2T<_Ty> TransformT<_Ty>::ToMatrix() const
|
||||
{
|
||||
if (!skew.IsOrigin())
|
||||
{
|
||||
return Matrix3x2T<_Ty>::Skewing(skew) * Matrix3x2T<_Ty>::SRT(position, scale, rotation);
|
||||
}
|
||||
return Matrix3x2T<_Ty>::SRT(position, scale, rotation);
|
||||
}
|
||||
|
||||
template <typename _Ty>
|
||||
inline bool TransformT<_Ty>::IsFast() const
|
||||
{
|
||||
return skew.x == 0.f && skew.y == 0.f && scale.x == 1.f && scale.y == 1.f && rotation == 0.f;
|
||||
}
|
||||
|
||||
template <typename _Ty>
|
||||
bool TransformT<_Ty>::operator==(const TransformT &rhs) const
|
||||
{
|
||||
return position == rhs.position && rotation == rhs.rotation && scale == rhs.scale && skew == rhs.skew;
|
||||
}
|
||||
|
||||
} // namespace math
|
||||
} // namespace ember
|
||||
136
source/math/Vec2.hpp
Normal file
136
source/math/Vec2.hpp
Normal file
@@ -0,0 +1,136 @@
|
||||
// Copyright (c) 2016-2018 Ember - Nomango
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
// THE SOFTWARE.
|
||||
|
||||
#pragma once
|
||||
#include <math/Scalar.h>
|
||||
|
||||
namespace ember
|
||||
{
|
||||
namespace math
|
||||
{
|
||||
template <typename _Ty>
|
||||
struct Vec2T
|
||||
{
|
||||
using ValueType = _Ty;
|
||||
|
||||
ValueType x;
|
||||
ValueType y;
|
||||
|
||||
Vec2T()
|
||||
: x(ValueType(0)), y(ValueType(0))
|
||||
{
|
||||
}
|
||||
|
||||
Vec2T(ValueType x, ValueType y)
|
||||
: x(x), y(y)
|
||||
{
|
||||
}
|
||||
|
||||
Vec2T(const Vec2T &other)
|
||||
: x(other.x), y(other.y)
|
||||
{
|
||||
}
|
||||
|
||||
inline ValueType Length() const
|
||||
{
|
||||
return static_cast<ValueType>(math::Sqrt(static_cast<float>(x * x + y * y)));
|
||||
}
|
||||
|
||||
inline bool IsOrigin() const
|
||||
{
|
||||
return (x == 0) && (y == 0);
|
||||
}
|
||||
|
||||
inline void Set(ValueType x, ValueType y)
|
||||
{
|
||||
this->x = x;
|
||||
this->y = y;
|
||||
}
|
||||
|
||||
inline const Vec2T operator+(const Vec2T &other) const
|
||||
{
|
||||
return Vec2T(x + other.x, y + other.y);
|
||||
}
|
||||
|
||||
inline const Vec2T operator-(const Vec2T &other) const
|
||||
{
|
||||
return Vec2T(x - other.x, y - other.y);
|
||||
}
|
||||
|
||||
inline const Vec2T operator*(ValueType val) const
|
||||
{
|
||||
return Vec2T(x * val, y * val);
|
||||
}
|
||||
|
||||
inline const Vec2T operator*(const Vec2T &other) const
|
||||
{
|
||||
return Vec2T(x * other.x, y * other.y);
|
||||
}
|
||||
|
||||
inline const Vec2T operator/(ValueType val) const
|
||||
{
|
||||
return Vec2T(x / val, y / val);
|
||||
}
|
||||
|
||||
inline const Vec2T operator-() const
|
||||
{
|
||||
return Vec2T(-x, -y);
|
||||
}
|
||||
|
||||
inline Vec2T &operator+=(const Vec2T &other)
|
||||
{
|
||||
x += other.x;
|
||||
y += other.y;
|
||||
return (*this);
|
||||
}
|
||||
|
||||
inline Vec2T &operator-=(const Vec2T &other)
|
||||
{
|
||||
x -= other.x;
|
||||
y -= other.y;
|
||||
return (*this);
|
||||
}
|
||||
|
||||
inline Vec2T &operator*=(ValueType val)
|
||||
{
|
||||
x *= val;
|
||||
y *= val;
|
||||
return (*this);
|
||||
}
|
||||
|
||||
inline Vec2T &operator/=(ValueType val)
|
||||
{
|
||||
x /= val;
|
||||
y /= val;
|
||||
return (*this);
|
||||
}
|
||||
|
||||
inline bool operator==(const Vec2T &other) const
|
||||
{
|
||||
return (x == other.x) && (y == other.y);
|
||||
}
|
||||
|
||||
inline bool operator!=(const Vec2T &other) const
|
||||
{
|
||||
return (x != other.x) || (y != other.y);
|
||||
}
|
||||
};
|
||||
} // namespace math
|
||||
} // namespace ember
|
||||
@@ -102,6 +102,7 @@ void SquirrelEx::Init()
|
||||
|
||||
dbg = sqdbg_attach_debugger(v);
|
||||
sqdbg_listen_socket(dbg, 2222);
|
||||
fclose(file1);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
@@ -76,6 +76,7 @@ private:
|
||||
//工作目录
|
||||
std::string WorkPath;
|
||||
//热重载
|
||||
bool HotReload = true;
|
||||
bool HotReload = false;
|
||||
std::map<std::string, int> _scriptmap;
|
||||
|
||||
};
|
||||
|
||||
@@ -4318,6 +4318,11 @@ void SQDebugServer::OnRequest_SetBreakpoints(const json_table_t &arguments, int
|
||||
return;
|
||||
}
|
||||
|
||||
//必须切割否则无法取消断点
|
||||
#ifdef SQDBG_SOURCENAME_HAS_PATH
|
||||
StripFileName(&srcname.ptr, &srcname.len);
|
||||
#endif
|
||||
|
||||
RemoveBreakpoints(srcname);
|
||||
|
||||
DAP_START_RESPONSE(seq, "setBreakpoints");
|
||||
@@ -18191,7 +18196,6 @@ void SQDebugServer::RemoveBreakpoints(const string_t &source)
|
||||
for (unsigned int i = 0; i < m_nFunctionBreakpointsIdx;)
|
||||
{
|
||||
breakpoint_t &bp = m_Breakpoints[i];
|
||||
|
||||
if (bp.src.IsEqualTo(src))
|
||||
{
|
||||
FreeBreakpoint(bp);
|
||||
@@ -19968,6 +19972,7 @@ void SQDebugServer::DebugHook(HSQUIRRELVM vm, int type,
|
||||
sqstring_t src;
|
||||
src.Assign(sourcename, srclen);
|
||||
|
||||
|
||||
breakpoint_t *bp = GetBreakpoint(line, src);
|
||||
|
||||
if (bp)
|
||||
|
||||
@@ -221,7 +221,7 @@ void GameMap::InitTile()
|
||||
{
|
||||
std::string path = tileArr[i];
|
||||
RefPtr<Tile> tile = new Tile(path);
|
||||
tile->SetPos(VecFPos{i * 224, -200 - std::get<int>(_MapInfo["background_pos"])});
|
||||
tile->SetPos(Vec2{i * 224, -200 - std::get<int>(_MapInfo["background_pos"])});
|
||||
_LayerMap["bottom"]->AddComponent(tile);
|
||||
}
|
||||
_MapHeight = 560;
|
||||
@@ -240,7 +240,7 @@ void GameMap::InitTile()
|
||||
RefPtr<Tile> tile = new Tile(path);
|
||||
int xbuf = i % NormalTileCount * 224;
|
||||
int ybuf = -200 - std::get<int>(_MapInfo["background_pos"]) + NormalTileHeight + 120 * (i / NormalTileCount);
|
||||
tile->SetPos(VecFPos{xbuf, ybuf});
|
||||
tile->SetPos(Vec2{xbuf, ybuf});
|
||||
_LayerMap["bottom"]->AddComponent(tile);
|
||||
}
|
||||
}
|
||||
@@ -269,7 +269,7 @@ void GameMap::InitBackgroundAnimation()
|
||||
}
|
||||
for (int i = 0; i < (int)AniList.size(); i++)
|
||||
{
|
||||
AniList[i]->SetPos(VecFPos{i * width, -120});
|
||||
AniList[i]->SetPos(Vec2{i * width, -120});
|
||||
AniList[i]->SetRenderZOrder(-1000000);
|
||||
std::string layer = ani.layer;
|
||||
layer = layer.substr(1, layer.length() - 2);
|
||||
@@ -294,7 +294,7 @@ void GameMap::InitMapAnimation()
|
||||
{
|
||||
std::string path = ani.filename;
|
||||
RefPtr<Animation> AniObj = new Animation(path);
|
||||
AniObj->SetPos(VecFPos{ani.XPos, ani.YPos - ani.ZPos});
|
||||
AniObj->SetPos(Vec2{ani.XPos, ani.YPos - ani.ZPos});
|
||||
AniObj->SetRenderZOrder(ani.YPos);
|
||||
std::string layer = ani.layer;
|
||||
layer = layer.substr(1, layer.length() - 2);
|
||||
@@ -318,7 +318,7 @@ void GameMap::InitVirtualMovableArea()
|
||||
float w = Info[i + 2];
|
||||
float h = Info[i + 3];
|
||||
if (_DebugMode)
|
||||
_LayerMap["max"]->AddDebugFeasibleAreaInfo(VecFPos(x, y), VecSize(w, h));
|
||||
_LayerMap["max"]->AddDebugFeasibleAreaInfo(Vec2(x, y), VecSize(w, h));
|
||||
_MovableArea.push_back(SDL_FRect{x, y, w, h});
|
||||
}
|
||||
}
|
||||
@@ -364,8 +364,8 @@ void GameMap::Update(float deltaTime)
|
||||
int targetX = Cam->_currentPosition.x;
|
||||
int targetY = Cam->_currentPosition.y;
|
||||
// 屏幕中心
|
||||
int width_Separate = Game::GetInstance().Screen_W / 2;
|
||||
int height_Separate = Game::GetInstance().Screen_H / 2;
|
||||
int width_Separate = 1067 / 2;
|
||||
int height_Separate = 600 / 2;
|
||||
|
||||
// 获取摄像机可行区域限制
|
||||
auto limitIt = _MapInfo.find("limit_map_camera_move");
|
||||
@@ -400,7 +400,7 @@ void GameMap::Update(float deltaTime)
|
||||
posX *= BackgroundMoveSpeed;
|
||||
posX /= 100;
|
||||
}
|
||||
Layer.second->SetPos(VecFPos(posX, posY));
|
||||
Layer.second->SetPos(Vec2(posX, posY));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -28,7 +28,7 @@ void GameMapLayer::Render()
|
||||
}
|
||||
}
|
||||
|
||||
void GameMapLayer::AddDebugFeasibleAreaInfo(VecFPos pos, VecSize size)
|
||||
void GameMapLayer::AddDebugFeasibleAreaInfo(Vec2 pos, VecSize size)
|
||||
{
|
||||
SDL_Rect info;
|
||||
info.x = pos.x;
|
||||
|
||||
@@ -17,7 +17,7 @@ public:
|
||||
// 重载Render以实现绘制可行区域
|
||||
void Render() override;
|
||||
// 添加调试可行区域信息
|
||||
void AddDebugFeasibleAreaInfo(VecFPos pos, VecSize size);
|
||||
void AddDebugFeasibleAreaInfo(Vec2 pos, VecSize size);
|
||||
|
||||
public:
|
||||
void AddObject(RefPtr<Actor> obj); // 添加对象
|
||||
|
||||
@@ -21,7 +21,7 @@ Tile::~Tile()
|
||||
{
|
||||
}
|
||||
|
||||
void Tile::SetPos(VecFPos pos)
|
||||
void Tile::SetPos(Vec2 pos)
|
||||
{
|
||||
pos.y += std::get<int>(m_data["pos"]);
|
||||
Sprite::SetPos(pos);
|
||||
|
||||
@@ -16,7 +16,7 @@ public:
|
||||
Tile(std::string Path);
|
||||
~Tile();
|
||||
|
||||
void SetPos(VecFPos pos) override;
|
||||
void SetPos(Vec2 pos) override;
|
||||
|
||||
void InitInfo(std::string Path);
|
||||
};
|
||||
|
||||
@@ -28,7 +28,7 @@ void BaseObject::SetPosition(VecPos3 pos)
|
||||
SetRenderZOrder(pos.y); // 设置渲染顺序
|
||||
}
|
||||
this->Position = pos;
|
||||
SetPos(VecFPos{this->Position.x, this->Position.y - this->Position.z});
|
||||
SetPos(Vec2{this->Position.x, this->Position.y - this->Position.z});
|
||||
}
|
||||
|
||||
VecPos3 BaseObject::GetPosition()
|
||||
@@ -105,16 +105,16 @@ void BaseObject::MoveBy(int x, int y, int z)
|
||||
void BaseObject::SetDirection(int dir)
|
||||
{
|
||||
this->Direction = dir;
|
||||
VecFPos sc = GetScale();
|
||||
Vec2 sc = GetScale();
|
||||
// 朝右
|
||||
if (dir == 0)
|
||||
{
|
||||
SetScale(VecFPos({SDL_fabsf(sc.x), sc.y}));
|
||||
SetScale(Vec2({SDL_fabsf(sc.x), sc.y}));
|
||||
}
|
||||
// 朝左
|
||||
else if (dir == 1)
|
||||
{
|
||||
SetScale(VecFPos({-SDL_fabsf(sc.x), sc.y}));
|
||||
SetScale(Vec2({-SDL_fabsf(sc.x), sc.y}));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -44,7 +44,7 @@ void CharacterObject::ControllerMsg(CONTROLLER_MSG_TYPE msgType, void *msgData)
|
||||
// 摇杆移动(左)
|
||||
if (msgType == CONTROLLER_MSG_TYPE::CONTROLLER_MSG_TYPE_LEFT_JOYSTICK_MOVE)
|
||||
{
|
||||
VecFPos *pos = (VecFPos *)msgData;
|
||||
Vec2 *pos = (Vec2 *)msgData;
|
||||
std::vector<float> movedata = {pos->x, pos->y};
|
||||
this->GetObjectVars().SetArray("_move_data_", movedata);
|
||||
this->_StateMachine->ChangeState(BASE_STATE::MOVE);
|
||||
@@ -56,7 +56,7 @@ void CharacterObject::Update(float deltaTime)
|
||||
ActiveObject::Update(deltaTime);
|
||||
}
|
||||
|
||||
void CharacterObject::SetPos(VecFPos pos)
|
||||
void CharacterObject::SetPos(Vec2 pos)
|
||||
{
|
||||
BaseObject::SetPos(pos);
|
||||
if(_Shadow)_Shadow->SetPos(this->GetPos());
|
||||
|
||||
@@ -40,6 +40,6 @@ public:
|
||||
void ControllerMsg(CONTROLLER_MSG_TYPE msgType, void* msgData);
|
||||
|
||||
void Update(float deltaTime) override;
|
||||
void SetPos(VecFPos pos) override;
|
||||
void SetPos(Vec2 pos) override;
|
||||
void SetDirection(int dir) override;
|
||||
};
|
||||
|
||||
@@ -8,8 +8,8 @@ private:
|
||||
CharacterObject *m_pCharacter = nullptr;
|
||||
|
||||
public:
|
||||
VecFPos LeftStick = {0.f, 0.f};
|
||||
VecFPos RightStick = {0.f, 0.f};
|
||||
Vec2 LeftStick = {0.f, 0.f};
|
||||
Vec2 RightStick = {0.f, 0.f};
|
||||
|
||||
// 用于将SDL的轴值(-32768到32767)转换为-1到1之间的浮点数
|
||||
float ConvertAxisValue(Sint16 rawValue);
|
||||
@@ -19,6 +19,6 @@ public:
|
||||
void HandleEvents(SDL_Event *e) override;
|
||||
|
||||
// 获取摇杆位置的方法
|
||||
const VecFPos &GetLeftStick() const { return LeftStick; }
|
||||
const VecFPos &GetRightStick() const { return RightStick; }
|
||||
const Vec2 &GetLeftStick() const { return LeftStick; }
|
||||
const Vec2 &GetRightStick() const { return RightStick; }
|
||||
};
|
||||
|
||||
@@ -30,15 +30,15 @@ void Chr_Shadow::SetAction(std::string actionName)
|
||||
|
||||
void Chr_Shadow::SetDirection(int dir)
|
||||
{
|
||||
VecFPos sc = GetScale();
|
||||
Vec2 sc = GetScale();
|
||||
// 朝右
|
||||
if (dir == 0)
|
||||
{
|
||||
SetScale(VecFPos({SDL_fabsf(sc.x), sc.y}));
|
||||
SetScale(Vec2({SDL_fabsf(sc.x), sc.y}));
|
||||
}
|
||||
// 朝左
|
||||
else if (dir == 1)
|
||||
{
|
||||
SetScale(VecFPos({-SDL_fabsf(sc.x), sc.y}));
|
||||
SetScale(Vec2({-SDL_fabsf(sc.x), sc.y}));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,8 @@
|
||||
#pragma once
|
||||
#include "squirrel/SquirrelEx.h"
|
||||
#include "EngineFrame/Actor/Actor.h"
|
||||
#include "Sqr_CommonFunc.hpp"
|
||||
#include "EngineFrame/Component/Sprite.h"
|
||||
#include "EngineFrame/Component/Canvas.h"
|
||||
#include "EngineFrame/Component/Text.h"
|
||||
|
||||
static SQInteger _file_releasehook(SQUserPointer p, SQInteger SQ_UNUSED_ARG(size))
|
||||
{
|
||||
@@ -27,6 +28,27 @@ static SQInteger SQR_CreateActor(HSQUIRRELVM v)
|
||||
return 1;
|
||||
}
|
||||
|
||||
static SQInteger SQR_SetName(HSQUIRRELVM v)
|
||||
{
|
||||
SQUserPointer A_obj;
|
||||
sq_getuserpointer(v, 2, &A_obj);
|
||||
const SQChar *name;
|
||||
sq_getstring(v, 3, &name);
|
||||
Actor *Aobj = (Actor *)A_obj;
|
||||
Aobj->SetName(name);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
static SQInteger SQR_GetName(HSQUIRRELVM v)
|
||||
{
|
||||
SQUserPointer A_obj;
|
||||
sq_getuserpointer(v, 2, &A_obj);
|
||||
Actor *Aobj = (Actor *)A_obj;
|
||||
sq_pushstring(v, Aobj->GetName().c_str(), -1);
|
||||
return 1;
|
||||
}
|
||||
|
||||
static SQInteger SQR_AddChild(HSQUIRRELVM v)
|
||||
{
|
||||
SQUserPointer A_obj;
|
||||
@@ -76,7 +98,7 @@ static SQInteger SQR_GetPos(HSQUIRRELVM v)
|
||||
SQUserPointer A_obj;
|
||||
sq_getuserpointer(v, 2, &A_obj);
|
||||
Actor *Aobj = (Actor *)A_obj;
|
||||
VecFPos Pos = Aobj->GetPos();
|
||||
Vec2 Pos = Aobj->GetPos();
|
||||
|
||||
sq_newtable(v);
|
||||
sq_pushstring(v, _SC("x"), -1);
|
||||
@@ -95,7 +117,7 @@ static SQInteger SQR_SetPos(HSQUIRRELVM v)
|
||||
|
||||
if (sq_gettop(v) == 3)
|
||||
{
|
||||
VecFPos Pos;
|
||||
Vec2 Pos;
|
||||
sq_pushnull(v); // null iterator
|
||||
while (SQ_SUCCEEDED(sq_next(v, 3)))
|
||||
{
|
||||
@@ -125,7 +147,7 @@ static SQInteger SQR_SetPos(HSQUIRRELVM v)
|
||||
sq_getfloat(v, 3, &X);
|
||||
sq_getfloat(v, 4, &Y);
|
||||
Actor *Aobj = (Actor *)A_obj;
|
||||
Aobj->SetPos(VecFPos(X, Y));
|
||||
Aobj->SetPos(Vec2(X, Y));
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
@@ -135,7 +157,7 @@ static SQInteger SQR_GetWorldPos(HSQUIRRELVM v)
|
||||
SQUserPointer A_obj;
|
||||
sq_getuserpointer(v, 2, &A_obj);
|
||||
Actor *Aobj = (Actor *)A_obj;
|
||||
VecFPos Pos = Aobj->GetWorldPos();
|
||||
Vec2 Pos = Aobj->GetWorldPos();
|
||||
|
||||
sq_newtable(v);
|
||||
sq_pushstring(v, _SC("x"), -1);
|
||||
@@ -172,7 +194,7 @@ static SQInteger SQR_GetScale(HSQUIRRELVM v)
|
||||
SQUserPointer A_obj;
|
||||
sq_getuserpointer(v, 2, &A_obj);
|
||||
Actor *Aobj = (Actor *)A_obj;
|
||||
VecFPos Pos = Aobj->GetScale();
|
||||
Vec2 Pos = Aobj->GetScale();
|
||||
sq_newtable(v);
|
||||
sq_pushstring(v, _SC("x"), -1);
|
||||
sq_pushfloat(v, Pos.x);
|
||||
@@ -190,7 +212,7 @@ static SQInteger SQR_SetScale(HSQUIRRELVM v)
|
||||
|
||||
if (sq_gettop(v) == 3)
|
||||
{
|
||||
VecFPos Pos;
|
||||
Vec2 Pos;
|
||||
sq_pushnull(v); // null iterator
|
||||
while (SQ_SUCCEEDED(sq_next(v, 3)))
|
||||
{
|
||||
@@ -220,7 +242,7 @@ static SQInteger SQR_SetScale(HSQUIRRELVM v)
|
||||
sq_getfloat(v, 3, &X);
|
||||
sq_getfloat(v, 4, &Y);
|
||||
Actor *Aobj = (Actor *)A_obj;
|
||||
Aobj->SetScale(VecFPos(X, Y));
|
||||
Aobj->SetScale(Vec2(X, Y));
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
@@ -232,6 +254,7 @@ static SQInteger SQR_GetRotation(HSQUIRRELVM v)
|
||||
Actor *Aobj = (Actor *)A_obj;
|
||||
|
||||
sq_pushfloat(v, Aobj->GetRotation());
|
||||
return 1;
|
||||
}
|
||||
|
||||
static SQInteger SQR_SetRotation(HSQUIRRELVM v)
|
||||
@@ -314,6 +337,26 @@ static SQInteger SQR_SetVisible(HSQUIRRELVM v){
|
||||
return 0;
|
||||
}
|
||||
|
||||
static SQInteger SQR_GetVisible(HSQUIRRELVM v)
|
||||
{
|
||||
SQUserPointer A_obj;
|
||||
sq_getuserpointer(v, 2, &A_obj);
|
||||
Actor *Aobj = (Actor *)A_obj;
|
||||
sq_pushbool(v, Aobj->GetVisible());
|
||||
return 1;
|
||||
}
|
||||
|
||||
static SQInteger SQR_SetBlendMode(HSQUIRRELVM v)
|
||||
{
|
||||
SQUserPointer A_obj;
|
||||
sq_getuserpointer(v, 2, &A_obj);
|
||||
SQInteger Value;
|
||||
sq_getinteger(v, 3, &Value);
|
||||
Actor *Aobj = (Actor *)A_obj;
|
||||
Aobj->SetBlendMode((LE_BlEND_MODE)Value);
|
||||
return 0;
|
||||
}
|
||||
|
||||
static SQInteger SQR_CreateSprite(HSQUIRRELVM v)
|
||||
{
|
||||
const SQChar *ImgPath;
|
||||
@@ -326,6 +369,77 @@ static SQInteger SQR_CreateSprite(HSQUIRRELVM v)
|
||||
return 1;
|
||||
}
|
||||
|
||||
static SQInteger SQR_CreateCanvas(HSQUIRRELVM v)
|
||||
{
|
||||
SQInteger Width, Height;
|
||||
sq_getinteger(v, 2, &Width);
|
||||
sq_getinteger(v, 3, &Height);
|
||||
RefPtr<Canvas> act = new Canvas(VecSize(Width, Height));
|
||||
act->Retain();
|
||||
sq_pushuserpointer(v, act.Get());
|
||||
return 1;
|
||||
}
|
||||
|
||||
static SQInteger SQR_Canvas_DrawImg(HSQUIRRELVM v)
|
||||
{
|
||||
SQUserPointer A_obj;
|
||||
const SQChar *ImgPath;
|
||||
SQInteger Idx;
|
||||
Vec2 Pos;
|
||||
sq_getuserpointer(v, 2, &A_obj);
|
||||
sq_getstring(v, 3, &ImgPath);
|
||||
sq_getinteger(v, 4, &Idx);
|
||||
sq_GetVec2(v, 5, &Pos);
|
||||
Canvas *Aobj = (Canvas *)A_obj;
|
||||
Aobj->DrawImg(ImgPath, Idx, Pos);
|
||||
return 0;
|
||||
}
|
||||
|
||||
static SQInteger SQR_Canvas_DrawImgRect(HSQUIRRELVM v)
|
||||
{
|
||||
SQUserPointer A_obj;
|
||||
const SQChar *ImgPath;
|
||||
SQInteger Idx;
|
||||
SDL_FRect Rect;
|
||||
sq_getuserpointer(v, 2, &A_obj);
|
||||
sq_getstring(v, 3, &ImgPath);
|
||||
sq_getinteger(v, 4, &Idx);
|
||||
sq_GetFRect(v, 5, &Rect);
|
||||
Canvas *Aobj = (Canvas *)A_obj;
|
||||
Aobj->DrawImg(ImgPath, Idx, Rect);
|
||||
return 0;
|
||||
}
|
||||
|
||||
static SQInteger SQR_CreateText(HSQUIRRELVM v)
|
||||
{
|
||||
const SQChar *Str;
|
||||
SQInteger FontIndex, FontColor;
|
||||
SDL_Color color;
|
||||
sq_getstring(v, 2, &Str);
|
||||
sq_getinteger(v, 3, &FontIndex);
|
||||
sq_getinteger(v, 4, &FontColor);
|
||||
color.a = (FontColor >> 24) & 0xFF;
|
||||
color.r = (FontColor >> 16) & 0xFF;
|
||||
color.g = (FontColor >> 8) & 0xFF;
|
||||
color.b = FontColor & 0xFF;
|
||||
RefPtr<Text> act = new Text();
|
||||
act->Init(Str, Global_Game::GetInstance().Fonts[FontIndex], color);
|
||||
act->Retain();
|
||||
sq_pushuserpointer(v, act.Get());
|
||||
return 1;
|
||||
}
|
||||
|
||||
static SQInteger SQR_Text_SetText(HSQUIRRELVM v)
|
||||
{
|
||||
SQUserPointer A_obj;
|
||||
const SQChar *Str;
|
||||
sq_getuserpointer(v, 2, &A_obj);
|
||||
sq_getstring(v, 3, &Str);
|
||||
Text *Aobj = (Text *)A_obj;
|
||||
Aobj->SetText(Str);
|
||||
return 0;
|
||||
}
|
||||
|
||||
static void RegisterUINutApi(const SQChar *funcName, SQFUNCTION funcAddr, HSQUIRRELVM v)
|
||||
{
|
||||
sq_pushroottable(v);
|
||||
@@ -344,6 +458,8 @@ static void RegisterUI()
|
||||
RegisterUINutApi(_SC("sq_RegisterDestruction"), SQR_RegisterDestruction, v);
|
||||
|
||||
RegisterUINutApi(_SC("sq_CreateActor"), SQR_CreateActor, v);
|
||||
RegisterUINutApi(_SC("sq_SetName"), SQR_SetName, v);
|
||||
RegisterUINutApi(_SC("sq_GetName"), SQR_GetName, v);
|
||||
RegisterUINutApi(_SC("sq_AddChild"), SQR_AddChild, v);
|
||||
RegisterUINutApi(_SC("sq_RemoveChild"), SQR_RemoveChild, v);
|
||||
RegisterUINutApi(_SC("sq_GetZOrder"), SQR_GetZOrder, v);
|
||||
@@ -360,6 +476,15 @@ static void RegisterUI()
|
||||
RegisterUINutApi(_SC("sq_GetSize"), SQR_GetSize, v);
|
||||
RegisterUINutApi(_SC("sq_SetSize"), SQR_SetSize, v);
|
||||
RegisterUINutApi(_SC("sq_SetVisible"), SQR_SetVisible, v);
|
||||
RegisterUINutApi(_SC("sq_GetVisible"), SQR_GetVisible, v);
|
||||
RegisterUINutApi(_SC("sq_SetBlendMode"), SQR_SetBlendMode, v);
|
||||
|
||||
RegisterUINutApi(_SC("sq_CreateSprite"), SQR_CreateSprite, v);
|
||||
|
||||
RegisterUINutApi(_SC("sq_CreateCanvas"), SQR_CreateCanvas, v);
|
||||
RegisterUINutApi(_SC("sq_Canvas_DrawImg"), SQR_Canvas_DrawImg, v);
|
||||
RegisterUINutApi(_SC("sq_Canvas_DrawImgRect"), SQR_Canvas_DrawImgRect, v);
|
||||
|
||||
RegisterUINutApi(_SC("sq_CreateText"), SQR_CreateText, v);
|
||||
RegisterUINutApi(_SC("sq_Text_SetText"), SQR_Text_SetText, v);
|
||||
}
|
||||
|
||||
@@ -3,6 +3,8 @@
|
||||
void SquirrelManager::Init()
|
||||
{
|
||||
SDL_Log("开始初始化sqr管理器!");
|
||||
// 系统函数
|
||||
RegisterSystem();
|
||||
// UI函数
|
||||
RegisterUI();
|
||||
// 基础对象
|
||||
@@ -11,4 +13,6 @@ void SquirrelManager::Init()
|
||||
RegisterActiveObject();
|
||||
// 角色对象
|
||||
RegisterCharacterObject();
|
||||
//资产
|
||||
RegisterAsset();
|
||||
}
|
||||
|
||||
@@ -1,8 +1,11 @@
|
||||
#pragma once
|
||||
#include "Global/Global_Game.h"
|
||||
#include "Asset/Squirrel/Sqr_System.hpp"
|
||||
#include "Asset/Squirrel/Sqr_UI.hpp"
|
||||
#include "Asset/Squirrel/Sqr_BaseObject.hpp"
|
||||
#include "Asset/Squirrel/Sqr_ActiveObject.hpp"
|
||||
#include "Asset/Squirrel/Sqr_CharacterObject.hpp"
|
||||
#include "Asset/Squirrel/Sqr_Asset.hpp"
|
||||
class SquirrelManager
|
||||
{
|
||||
public:
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#include "Global_Game.h"
|
||||
#include "Asset/Squirrel/SquirrelManager.h"
|
||||
|
||||
Global_Game::Global_Game()
|
||||
{
|
||||
@@ -7,18 +8,68 @@ Global_Game::~Global_Game()
|
||||
{
|
||||
}
|
||||
|
||||
void Global_Game::InitFont()
|
||||
{
|
||||
HSQUIRRELVM v = SquirrelEx::GetInstance().GetSquirrelVM();
|
||||
SQInteger top = sq_gettop(v);
|
||||
|
||||
sq_pushroottable(v);
|
||||
sq_pushstring(v, _SC("_InitFont_"), -1);
|
||||
if (SQ_SUCCEEDED(sq_get(v, -2)))
|
||||
{
|
||||
sq_pushroottable(v);
|
||||
if (SQ_SUCCEEDED(sq_call(v, 1, SQTrue, SQTrue)))
|
||||
{
|
||||
sq_pushnull(v);
|
||||
while (SQ_SUCCEEDED(sq_next(v, -2)))
|
||||
{
|
||||
const SQChar *path = nullptr;
|
||||
SQInteger size = 0;
|
||||
|
||||
if (sq_gettype(v, -1) == OT_TABLE)
|
||||
{
|
||||
// 获取path
|
||||
sq_pushstring(v, _SC("path"), -1);
|
||||
if (SQ_SUCCEEDED(sq_get(v, -2)))
|
||||
{
|
||||
sq_getstring(v, -1, &path);
|
||||
sq_pop(v, 1);
|
||||
}
|
||||
|
||||
// 获取size
|
||||
sq_pushstring(v, _SC("size"), -1);
|
||||
if (SQ_SUCCEEDED(sq_get(v, -2)))
|
||||
{
|
||||
sq_getinteger(v, -1, &size);
|
||||
sq_pop(v, 1);
|
||||
}
|
||||
|
||||
// 初始化ttf字体资源
|
||||
TTF_Font *FontBuf = TTF_OpenFont(path, size);
|
||||
if (!FontBuf)
|
||||
{
|
||||
SDL_LogError(0, "字体加载失败: %s", TTF_GetError());
|
||||
continue;
|
||||
}
|
||||
Fonts.push_back(FontBuf);
|
||||
}
|
||||
|
||||
sq_pop(v, 2);
|
||||
}
|
||||
sq_pop(v, 1);
|
||||
}
|
||||
}
|
||||
sq_settop(v, top);
|
||||
}
|
||||
|
||||
void Global_Game::Init()
|
||||
{
|
||||
// 初始化ttf字体资源
|
||||
TTF_Font *FontBuf = TTF_OpenFont("Fonts/VonwaonBitmap-12px.ttf", 24);
|
||||
InitFont();
|
||||
|
||||
// TTF_Font *FontBuf = TTF_OpenFont("Fonts/NotoSansSC-Regular.otf", 24);
|
||||
// TTF_Font *FontBuf = TTF_OpenFont("Fonts/calibri.ttf", 24);
|
||||
|
||||
if (!FontBuf)
|
||||
{
|
||||
SDL_LogError(0, "字体加载失败: %s", TTF_GetError());
|
||||
}
|
||||
Fonts.push_back(FontBuf);
|
||||
|
||||
}
|
||||
|
||||
void Global_Game::InitGame()
|
||||
|
||||
@@ -4,7 +4,6 @@
|
||||
#include "Global/Script/EquipmentConfig.h"
|
||||
#include "Global/Script/MonsterConfig.h"
|
||||
#include "Global/Save/SavaManager.h"
|
||||
#include "Asset/Squirrel/SquirrelManager.h"
|
||||
class Global_Game
|
||||
{
|
||||
|
||||
@@ -48,4 +47,6 @@ public:
|
||||
private:
|
||||
Global_Game(/* args */);
|
||||
~Global_Game();
|
||||
|
||||
void InitFont();
|
||||
};
|
||||
|
||||
@@ -22,23 +22,19 @@ void Scene_Loading_UI::Enter()
|
||||
RefPtr<Sprite> BackGroundSp = new Sprite("ImagePacks2/Loading1.png");
|
||||
actor->AddComponent(BackGroundSp);
|
||||
RefPtr<Sprite> BackGround2Sp = new Sprite("ImagePacks2/Loading0.png");
|
||||
BackGround2Sp->SetPos(VecFPos{0, 686});
|
||||
BackGround2Sp->SetPos(Vec2{0, 686});
|
||||
actor->AddComponent(BackGround2Sp);
|
||||
RefPtr<Sprite> LoadCircleSp = new Sprite("ImagePacks2/Loading2.png");
|
||||
LoadCircleSp->SetName("LoadCircle");
|
||||
LoadCircleSp->SetPos(VecFPos{1280 - 60, 686 - 60});
|
||||
LoadCircleSp->SetPos(Vec2{1280 - 60, 686 - 60});
|
||||
LoadCircleSp->SetBlendMode(LINEARDODGE);
|
||||
LoadCircleSp->SetAnchor(VecFPos{0.5f, 0.5f});
|
||||
LoadCircleSp->SetAnchor(Vec2{0.5f, 0.5f});
|
||||
actor->AddComponent(LoadCircleSp);
|
||||
|
||||
actor->SetCallbackOnUpdate([LoadCircleSp](float deltaTime) mutable
|
||||
{
|
||||
float angle = LoadCircleSp->GetRotation();
|
||||
LoadCircleSp->SetRotation(angle + 180.0f * deltaTime); });
|
||||
|
||||
// 文字测试
|
||||
// RefPtr<Text> text = new Text("测试文字加载中...", Global_Game::GetInstance().Fonts[0], SDL_Color{255, 255, 255, 255}, SDL_Color{0, 0, 0, 255}, 4);
|
||||
// actor->AddComponent(text);
|
||||
}
|
||||
|
||||
void Scene_Loading_UI::Update(float deltaTime)
|
||||
|
||||
@@ -4,7 +4,6 @@
|
||||
void Scene_MainUi::Enter()
|
||||
{
|
||||
Scene::Enter();
|
||||
|
||||
HSQUIRRELVM v = SquirrelEx::GetInstance().GetSquirrelVM();
|
||||
SQInteger top = sq_gettop(v);
|
||||
sq_pushroottable(v);
|
||||
|
||||
@@ -16,41 +16,42 @@ Scene_Test::~Scene_Test()
|
||||
|
||||
void Scene_Test::Enter()
|
||||
{
|
||||
SetScale(VecFPos(1.2f, 1.2f));
|
||||
map = new GameMap;
|
||||
map->LoadMap("map/cataclysm/town/elvengard/new_elvengard.map");
|
||||
map->LoadMap("map/cataclysm/town/elvengard/new_d_elvengard_l.map");
|
||||
map->Enter(this);
|
||||
|
||||
RefPtr<CharacterObject> obj = new CharacterObject();
|
||||
obj->SetPosition({1000, 300, 0});
|
||||
obj->Construction(0);
|
||||
|
||||
map->AddObject(obj);
|
||||
|
||||
RefPtr<MonsterObject> monster = new MonsterObject();
|
||||
monster->SetPosition({1200, 301, 0});
|
||||
monster->Construction(1);
|
||||
monster->SetDirection(1);
|
||||
|
||||
map->AddObject(obj);
|
||||
map->AddObject(monster);
|
||||
|
||||
_camera = new GameMapCamera;
|
||||
_camera->SetFromActor(obj.Get());
|
||||
|
||||
return;
|
||||
|
||||
// // SDL_Log("Scene_Test::进入测试场景!");
|
||||
RefPtr<Actor> actor = new Actor;
|
||||
AddChild(actor);
|
||||
|
||||
RefPtr<Sprite> sprite = new Sprite("ImagePacks2/test_white_background.png");
|
||||
// RefPtr<Sprite> sprite = new Sprite("ImagePacks2/test_white_background.png");
|
||||
|
||||
RefPtr<Sprite> chr = new Sprite("sprite/interface2/hud/hud.img", 0);
|
||||
// chr->SetPos(VecFPos{200, 100});
|
||||
chr->SetPos(Vec2{200, 100});
|
||||
// chr->SetAlpha(0.5);
|
||||
// chr->SetShadow();
|
||||
actor->AddComponent(chr);
|
||||
// actor->AddComponent(chr);
|
||||
|
||||
// RefPtr<Canvas> canvas = new Canvas(VecSize{1280, 720});
|
||||
// actor->AddChild(canvas);
|
||||
RefPtr<Canvas> canvas = new Canvas(VecSize{250, 720});
|
||||
actor->AddChild(canvas);
|
||||
canvas->DrawImg("sprite/interface2/hud/hud.img", 0, Vec2{0, 0});
|
||||
|
||||
// canvas->AddChild(chr);
|
||||
|
||||
@@ -58,21 +59,16 @@ void Scene_Test::Enter()
|
||||
// RefPtr<Animation> ani4 = new Animation("map/cataclysm/town/hendonmyre/animation/object/gateall_02.ani");
|
||||
// Am->AddAnimation(ani4);
|
||||
|
||||
// // Am->SetPos(VecFPos{200, 100});
|
||||
// // Am->SetPos(Vec2{200, 100});
|
||||
// actor->AddChild(Am);
|
||||
|
||||
// RefPtr<Text> text = new Text();
|
||||
// text->Init("测试文本", Global_Game::GetInstance().Fonts[0], SDL_Color{255, 255, 255, 255});
|
||||
// text->SetPos(VecFPos{200, 100});
|
||||
// actor->AddChild(text);
|
||||
|
||||
// // sprite2->UnsetClipRect();
|
||||
|
||||
// RefPtr<Actor> actor2 = new Actor;
|
||||
// actor->AddChild(actor2);
|
||||
|
||||
// RefPtr<Animation> ani4 = new Animation("map/cataclysm/town/hendonmyre/animation/object/gateall_02.ani");
|
||||
// // ani4->SetScale(VecFPos{-1.0, 1.0});
|
||||
// // ani4->SetScale(Vec2{-1.0, 1.0});
|
||||
// actor->AddChild(ani4);
|
||||
|
||||
// RefPtr<Animation> ani3 = new Animation("map/cataclysm/town/elvengard/animation/obj/serialight01_right.ani");
|
||||
|
||||
Reference in New Issue
Block a user