aozhiwei 02685a76bc 1
2019-04-08 15:52:02 +08:00

128 lines
2.6 KiB
C++

#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];
}
Vector2D Vector2D::Perp()
{
return Vector2D(y, -x);
}
float Vector2D::Dot(const Vector2D& v) const
{
return x*v.x + y*v.y;
}
float Vector2D::Norm()
{
return fabs(sqrt(x*x + y*y));
}
void Weapon::ToPB(cs::MFWeapon* pb_obj)
{
pb_obj->set_weapon_id(weapon_id);
pb_obj->set_weapon_lv(weapon_lv);
pb_obj->set_ammo(ammo);
}