add framedata.* vector2d.*

This commit is contained in:
aozhiwei 2019-04-10 19:46:31 +08:00
parent d1e2cc438f
commit b814b2af96
10 changed files with 220 additions and 210 deletions

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@ -83,6 +83,13 @@ enum InventorySlot_e
IS_15XSCOPE = 16, IS_15XSCOPE = 16,
}; };
enum RoomState_e
{
RS_Inactive = 0,
RS_Waiting = 1,
RS_Moveing = 2
};
const char* const PROJ_NAME_FMT = "game%d_gameserver"; const char* const PROJ_NAME_FMT = "game%d_gameserver";
const char* const PROJ_ROOT_FMT = "/data/logs/%s"; const char* const PROJ_ROOT_FMT = "/data/logs/%s";

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@ -0,0 +1,17 @@
#pragma once
#include "cs_proto.pb.h"
struct RoomFrameData
{
std::set<unsigned short> deleted_objects;
std::map<long long, ::google::protobuf::RepeatedPtrField<::cs::MFExplosion>> explosions_hash;
std::map<long long, ::google::protobuf::RepeatedPtrField<::cs::MFSmoke>> smokes_hash;
::google::protobuf::RepeatedPtrField<::cs::MFEmote> emotes;
::google::protobuf::RepeatedPtrField<::cs::MFBullet> bullets;
::google::protobuf::RepeatedPtrField<::cs::MFShot> shots;
};
struct HumanFrameData
{
};

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@ -1,7 +1,7 @@
#pragma once #pragma once
#include "entity.h" #include "entity.h"
#include "cs_proto.pb.h" #include "framedata.h"
namespace MetaData namespace MetaData
{ {
@ -9,29 +9,6 @@ namespace MetaData
struct Equip; struct Equip;
} }
struct HumanFrameData
{
};
struct PlayerStats
{
int kills = 0;
int damage_amount = 0;
int heal_amount = 0;
int history_time_alive = 0;
int history_kills = 0;
int history_damage_amount = 0;
int history_heal_amount = 0;
int gold = 0;
int score = 0;
int killer_id = 0;
std::string killer_name;
};
class CircleCollider; class CircleCollider;
class Obstacle; class Obstacle;
class Human : public Entity class Human : public Entity

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@ -4,6 +4,7 @@
#include <a8/udplog.h> #include <a8/udplog.h>
#include "constant.h" #include "constant.h"
#include "vector2d.h"
#include "types.h" #include "types.h"
#include "error_code.h" #include "error_code.h"
#include "global.h" #include "global.h"
@ -20,3 +21,4 @@ namespace google
#include "framework/cpp/types.h" #include "framework/cpp/types.h"
#include "framework/cpp/protoutils.h" #include "framework/cpp/protoutils.h"

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@ -1,13 +1,6 @@
#pragma once #pragma once
#include "cs_proto.pb.h" #include "framedata.h"
enum RoomState_e
{
RS_Inactive = 0,
RS_Waiting = 1,
RS_Moveing = 2
};
namespace MetaData namespace MetaData
{ {
@ -16,16 +9,6 @@ namespace MetaData
struct Building; struct Building;
} }
struct RoomFrameData
{
std::set<unsigned short> deleted_objects;
std::map<long long, ::google::protobuf::RepeatedPtrField<::cs::MFExplosion>> explosions_hash;
std::map<long long, ::google::protobuf::RepeatedPtrField<::cs::MFSmoke>> smokes_hash;
::google::protobuf::RepeatedPtrField<::cs::MFEmote> emotes;
::google::protobuf::RepeatedPtrField<::cs::MFBullet> bullets;
::google::protobuf::RepeatedPtrField<::cs::MFShot> shots;
};
class Entity; class Entity;
class Bullet; class Bullet;
class Human; class Human;

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@ -1,141 +1,7 @@
#include "precompile.h" #include "precompile.h"
#if 1
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/vec2.hpp>
#else
#include <Eigen/Core>
#include <Eigen/Dense>
#endif
#include "cs_proto.pb.h" #include "cs_proto.pb.h"
const Vector2D Vector2D::UP = Vector2D(0.0f, 1.0f);
const Vector2D Vector2D::RIGHT = Vector2D(1.0f, 0.0f);
const Vector2D Vector2D::DOWN = Vector2D(0.0f, -1.0f);
const Vector2D Vector2D::LEFT = Vector2D(-1.0f, 0.0f);
void Vector2D::ToPB(cs::MFVector2D* pb_obj)
{
pb_obj->set_x(x);
pb_obj->set_y(y);
}
void Vector2D::FromPB(const cs::MFVector2D* pb_obj)
{
x = pb_obj->x();
y = pb_obj->y();
}
void Vector2D::Normalize()
{
#if 1
glm::vec2 v = glm::normalize(glm::vec2(x, y));
x = v[0];
y = v[1];
#else
Eigen::Vector2f v(x, y);
v.normalize();
x = v[0];
y = v[1];
#endif
}
bool Vector2D::operator == (const Vector2D& b) const
{
return std::abs(x - b.x) < 0.01f && std::abs(y - b.y) < 0.01f;
}
Vector2D Vector2D::operator + (const Vector2D& b) const
{
#if 1
glm::vec2 v = glm::vec2(x, y) + glm::vec2(b.x, b.y);
return Vector2D(v[0], v[1]);
#else
Eigen::Vector2f v = Eigen::Vector2f(x, y) + Eigen::Vector2f(b.x, b.y);
return Vector2D(v[0], v[1]);
#endif
}
Vector2D Vector2D::operator - (const Vector2D& b) const
{
#if 1
glm::vec2 v = glm::vec2(x, y) - glm::vec2(b.x, b.y);
return Vector2D(v[0], v[1]);
#else
Eigen::Vector2f v = Eigen::Vector2f(x, y) - Eigen::Vector2f(b.x, b.y);
return Vector2D(v[0], v[1]);
#endif
}
Vector2D Vector2D::operator * (float scale) const
{
#if 1
glm::vec2 v = glm::vec2(x, y) * scale;
return Vector2D(v[0], v[1]);
#else
Eigen::Vector2f v = Eigen::Vector2f(x, y) * scale;
return Vector2D(v[0], v[1]);
#endif
}
Vector2D Vector2D::operator / (float scale) const
{
#if 1
glm::vec2 v = glm::vec2(x, y) / scale;
return Vector2D(v[0], v[1]);
#else
Eigen::Vector2f v = Eigen::Vector2f(x, y) * (1.0 / scale);
return Vector2D(v[0], v[1]);
#endif
}
#if 1
#include <Eigen/Core>
#include <Eigen/Dense>
#endif
void Vector2D::Rotate(float angle)
{
Eigen::Vector3f v(x, y, 0);
v = Eigen::AngleAxisf(angle * 3.1415926f, Eigen::Vector3f::UnitZ()) * v;
x = v[0];
y = v[1];
}
float Vector2D::CalcAngle(const Vector2D& b)
{
float a1 = acos(Dot(b) / Norm() / b.Norm());
float a2 = atan2(y, x);
float a3 = atan2(y, x) / 0.017 - 90.0f;
#if 0
return a2;
#else
bool at_right_side = Vector2D::RIGHT.Dot(*this) > 0.0001f;
if (at_right_side) {
a1 = -a1;
}
return a1 / 3.1415926f;
// return a3 / 360.0f;
#endif
}
Vector2D Vector2D::Perp()
{
return Vector2D(y, -x);
}
float Vector2D::Dot(const Vector2D& v) const
{
return x*v.x + y*v.y;
}
float Vector2D::Norm() const
{
return fabs(sqrt(x*x + y*y));
}
void Weapon::ToPB(cs::MFWeapon* pb_obj) void Weapon::ToPB(cs::MFWeapon* pb_obj)
{ {
pb_obj->set_weapon_id(weapon_id); pb_obj->set_weapon_id(weapon_id);

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@ -9,40 +9,6 @@ struct PerfMonitor
long long read_count = 0; long long read_count = 0;
}; };
namespace cs
{
class MFVector2D;
class MFWeapon;
}
struct Vector2D
{
float x = 0.0f;
float y = 0.0f;
Vector2D(float _x = 0.0f, float _y = 0.0f):x(_x), y(_y) {};
void ToPB(cs::MFVector2D* pb_obj);
void FromPB(const cs::MFVector2D* pb_obj);
void Normalize();
void Rotate(float angle);
float CalcAngle(const Vector2D& b);
bool operator == (const Vector2D& b) const;
Vector2D operator + (const Vector2D& b) const;
Vector2D operator - (const Vector2D& b) const;
Vector2D operator * (float scale) const;
Vector2D operator / (float scale) const;
Vector2D Perp();
float Dot(const Vector2D& v) const;
float Norm() const;
static const Vector2D UP;
static const Vector2D DOWN;
static const Vector2D LEFT;
static const Vector2D RIGHT;
};
namespace MetaData namespace MetaData
{ {
struct SafeArea; struct SafeArea;
@ -75,3 +41,22 @@ struct Weapon
void ToPB(cs::MFWeapon* pb_obj); void ToPB(cs::MFWeapon* pb_obj);
}; };
struct PlayerStats
{
int kills = 0;
int damage_amount = 0;
int heal_amount = 0;
int history_time_alive = 0;
int history_kills = 0;
int history_damage_amount = 0;
int history_heal_amount = 0;
int gold = 0;
int score = 0;
int killer_id = 0;
std::string killer_name;
};

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@ -0,0 +1,137 @@
#include "precompile.h"
#if 1
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/vec2.hpp>
#else
#include <Eigen/Core>
#include <Eigen/Dense>
#endif
#include "cs_proto.pb.h"
const Vector2D Vector2D::UP = Vector2D(0.0f, 1.0f);
const Vector2D Vector2D::RIGHT = Vector2D(1.0f, 0.0f);
const Vector2D Vector2D::DOWN = Vector2D(0.0f, -1.0f);
const Vector2D Vector2D::LEFT = Vector2D(-1.0f, 0.0f);
void Vector2D::ToPB(cs::MFVector2D* pb_obj)
{
pb_obj->set_x(x);
pb_obj->set_y(y);
}
void Vector2D::FromPB(const cs::MFVector2D* pb_obj)
{
x = pb_obj->x();
y = pb_obj->y();
}
void Vector2D::Normalize()
{
#if 1
glm::vec2 v = glm::normalize(glm::vec2(x, y));
x = v[0];
y = v[1];
#else
Eigen::Vector2f v(x, y);
v.normalize();
x = v[0];
y = v[1];
#endif
}
bool Vector2D::operator == (const Vector2D& b) const
{
return std::abs(x - b.x) < 0.01f && std::abs(y - b.y) < 0.01f;
}
Vector2D Vector2D::operator + (const Vector2D& b) const
{
#if 1
glm::vec2 v = glm::vec2(x, y) + glm::vec2(b.x, b.y);
return Vector2D(v[0], v[1]);
#else
Eigen::Vector2f v = Eigen::Vector2f(x, y) + Eigen::Vector2f(b.x, b.y);
return Vector2D(v[0], v[1]);
#endif
}
Vector2D Vector2D::operator - (const Vector2D& b) const
{
#if 1
glm::vec2 v = glm::vec2(x, y) - glm::vec2(b.x, b.y);
return Vector2D(v[0], v[1]);
#else
Eigen::Vector2f v = Eigen::Vector2f(x, y) - Eigen::Vector2f(b.x, b.y);
return Vector2D(v[0], v[1]);
#endif
}
Vector2D Vector2D::operator * (float scale) const
{
#if 1
glm::vec2 v = glm::vec2(x, y) * scale;
return Vector2D(v[0], v[1]);
#else
Eigen::Vector2f v = Eigen::Vector2f(x, y) * scale;
return Vector2D(v[0], v[1]);
#endif
}
Vector2D Vector2D::operator / (float scale) const
{
#if 1
glm::vec2 v = glm::vec2(x, y) / scale;
return Vector2D(v[0], v[1]);
#else
Eigen::Vector2f v = Eigen::Vector2f(x, y) * (1.0 / scale);
return Vector2D(v[0], v[1]);
#endif
}
#if 1
#include <Eigen/Core>
#include <Eigen/Dense>
#endif
void Vector2D::Rotate(float angle)
{
Eigen::Vector3f v(x, y, 0);
v = Eigen::AngleAxisf(angle * 3.1415926f, Eigen::Vector3f::UnitZ()) * v;
x = v[0];
y = v[1];
}
float Vector2D::CalcAngle(const Vector2D& b)
{
float a1 = acos(Dot(b) / Norm() / b.Norm());
float a2 = atan2(y, x);
float a3 = atan2(y, x) / 0.017 - 90.0f;
#if 0
return a2;
#else
bool at_right_side = Vector2D::RIGHT.Dot(*this) > 0.0001f;
if (at_right_side) {
a1 = -a1;
}
return a1 / 3.1415926f;
// return a3 / 360.0f;
#endif
}
Vector2D Vector2D::Perp()
{
return Vector2D(y, -x);
}
float Vector2D::Dot(const Vector2D& v) const
{
return x*v.x + y*v.y;
}
float Vector2D::Norm() const
{
return fabs(sqrt(x*x + y*y));
}

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@ -0,0 +1,36 @@
#pragma once
namespace cs
{
class MFVector2D;
class MFWeapon;
}
struct Vector2D
{
float x = 0.0f;
float y = 0.0f;
Vector2D(float _x = 0.0f, float _y = 0.0f):x(_x), y(_y) {};
void ToPB(cs::MFVector2D* pb_obj);
void FromPB(const cs::MFVector2D* pb_obj);
void Normalize();
void Rotate(float angle);
float CalcAngle(const Vector2D& b);
bool operator == (const Vector2D& b) const;
Vector2D operator + (const Vector2D& b) const;
Vector2D operator - (const Vector2D& b) const;
Vector2D operator * (float scale) const;
Vector2D operator / (float scale) const;
Vector2D Perp();
float Dot(const Vector2D& v) const;
float Norm() const;
static const Vector2D UP;
static const Vector2D DOWN;
static const Vector2D LEFT;
static const Vector2D RIGHT;
};