TexturePacker 命令行自动打包
需求:自动打包文件夹下的所有图片,如果超单纹理大小,自动拆分为多个文件。
TexturePacker --multipack --texture-format png --format cocos2d --max-width 2048 --max-height 2048 --data {n}.plist --sheet {n}.png /target/rootDirOfPng
注意:rootDirOfPng不会被加入帧名,旗下的二级目录会加入。
需求:自动打包文件夹下的所有图片,如果超单纹理大小,自动拆分为多个文件。
TexturePacker --multipack --texture-format png --format cocos2d --max-width 2048 --max-height 2048 --data {n}.plist --sheet {n}.png /target/rootDirOfPng
注意:rootDirOfPng不会被加入帧名,旗下的二级目录会加入。
2D 中 (C)
参考:https://www.cnblogs.com/yushuo/p/9304218.html
//点PCx,PCy到线段PAx,PAy,PBx,PBy的距离
double GetNearestDistance(double PAx, double PAy,double PBx, double PBy,double PCx, double PCy)
{
double a,b,c;
a=getDistanceBtwP(PAy,PAx,PBy,PBx);//经纬坐标系中求两点的距离公式
b=getDistanceBtwP(PBy,PBx,PCy,PCx);//经纬坐标系中求两点的距离公式
c=getDistanceBtwP(PAy,PAx,PCy,PCx);//经纬坐标系中求两点的距离公式
if(b*b>=c*c+a*a)return c;
if(c*c>=b*b+a*a)return b;
double l=(a+b+c)/2; //周长的一半
double s=sqrt(l*(l-a)*(l-b)*(l-c)); //海伦公式求面积
return 2*s/a;
}
3D 中(C#)
参考:https://www.jianshu.com/p/8ba826e6208a
public static float distancePoint2Line(Vector3 point, Vector3 linePoint1, Vector3 linePoint2)
{
float fProj = Vector3.Dot(point - linePoint1, (linePoint1 - linePoint2).normalized);
return Mathf.Sqrt((point - linePoint1).sqrMagnitude - fProj * fProj);
}
/etc/netplan/50-cloud-init.yaml
network:
version: 2
renderer: networkd
ethernets:
ens3:
addresses:
- 154.204.42.134/24
gateway4: 154.204.42.254
match:
macaddress: fa:16:3e:b9:65:3b
nameservers:
addresses:
- 8.8.8.8
- 8.8.4.4
set-name: ens3
应用修改
sudo netplan apply
GList的setVirtualAndLoop之后,顺序有问题,可如下修正。但是循环滚动位置错乱的问题没有定位到原因。
void GList::removeChildrenToPool(int beginIndex, int endIndex)
{
if (endIndex < 0 || endIndex >= _children.size())
endIndex = (int)_children.size() - 1;
#if 1
// fix item order: returnToPool() use push, and getObject() use pop, the order will broken
for (int i = endIndex; i >= beginIndex; --i)
removeChildToPoolAt(i);
#else
// backup old codes
for (int i = beginIndex; i <= endIndex; ++i)
removeChildToPoolAt(beginIndex);
#endif
}
支持JS脚本插件,存放路径:
C:/Users/<USER>/AppData/Local/Tiled/extensions/
~/Library/Preferences/Tiled/extensions/
~/.config/tiled/extensions/
示例插件:https://github.com/mapeditor/tiled-extensions
官方说明: https://doc.mapeditor.org/en/stable/reference/scripting/
需要对象挂有Collider组件才能计算射线,某些情况下不适用。
if (Input.GetMouseButtonDown(0))
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); //从摄像机发出到点击坐标的射线
RaycastHit hit;
if (Physics.Raycast(ray, out hit)) //需要有Collider组件才能碰撞到
{
Debug.Log(hit.point);//碰撞坐标
}
}
参考
https://blog.csdn.net/abcjennifer/article/details/6688080
public static class MyUtils
{
/*
* 求一条直线与平面的交点
* [param] planeVector, 平面的法线向量.
* [param] planePoint, 平面经过的一点坐标.
* [param] lineVector, 直线的方向向量.
* [param] linePoint, 直线经过的一点坐标.
* [returns] 是否想交, rtn 是交点坐标.
*/
public static bool PlaneLineIntersectPoint(ref Vector3 planeVector, ref Vector3 planePoint, ref Vector3 lineVector, ref Vector3 linePoint, out Vector3 rtn)
{
float vp1, vp2, vp3, n1, n2, n3, v1, v2, v3, m1, m2, m3, t, vpt;
vp1 = planeVector.x;
vp2 = planeVector.y;
vp3 = planeVector.z;
n1 = planePoint.x;
n2 = planePoint.y;
n3 = planePoint.z;
v1 = lineVector.x;
v2 = lineVector.y;
v3 = lineVector.z;
m1 = linePoint.x;
m2 = linePoint.y;
m3 = linePoint.z;
vpt = v1 * vp1 + v2 * vp2 + v3 * vp3; //点乘
//首先判断直线是否与平面平行(正确的浮点判断0方式)
if (Math.Abs(vpt) <= 0.000001f)
{
rtn.x = rtn.y = rtn.z = 0;
return false;
}
t = ((n1 - m1) * vp1 + (n2 - m2) * vp2 + (n3 - m3) * vp3) / vpt;
rtn.x = m1 + v1 * t;
rtn.y = m2 + v2 * t;
rtn.z = m3 + v3 * t;
return true;
}
}
display.newSprite("hideback.png"):addTo(self):center()
local render = cc.RenderTexture:create(display.width, display.height):center():addTo(self)
local sp = cc.Sprite:create("HelloWorld.png"):center()
render:begin()
sp:visit()
render:endToLua()
local circle = display.newSolidCircle(20,{color = cc.c4f(0.5, 0.5, 0.5, 0)})
circle:retain()
circle:setBlendFunc(cc.blendFunc(cc.backendBlendFactor.SRC_ALPHA, cc.backendBlendFactor.ZERO))
self:addNodeEventListener(cc.NODE_TOUCH_EVENT,function ( event )
if event.name == "began" then
return true
end
if event.name == "moved" then
circle:pos(event.x,event.y)
render:begin()
circle:visit()
render:endToLua()
end
end)
self:setTouchEnabled(true)