Ubuntu vscode cmake c/c++ 断点调试
- 安装c/c++插件“C/C++ -- C/C++ IntelliSense, debugging, and code browsing.”
- 添加launch.json, 具体内容见下方。
- 添加tasks.json,具体内容见下方。
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)
Asset store 免费下载。
http://www.pixelplacement.com/itween/documentation.php
用来实现类似cocos中action系统类似的编程动作。
移动
iTween.MoveTo(gameObject, iTween.Hash("x", trackPosXs[curTrack], //移动x位置
"easeType", "easeInOutExpo", //移动方式
"loopType", "none", // 不循环
"delay", 0)); // 延迟
unsigned int length = pointsArray.size(); // XXX
cocos2d::Vec2 *points = new cocos2d::Vec2[length];//XXX
int cnt = 0;// XXX
for (auto& p : pointsArray) {
ValueMap &a = p.asValueMap();
Vec2 *th = &points[cnt];//xxx
th->x = a["x"].asFloat();//xxx
th->y = a["y"].asFloat();//xxx
cnt++;//xxx
}
DrawNode *node = DrawNode::create();
node->drawPoly(points, length, true, Color4F(1, 0, 0, 1));
addChild(node);
node->setPosition(xPos);
float rotation = 0;
if (dict.find("rotation") != dict.end()) {
rotation = dict["rotation"].asFloat();
}
node->setRotation(rotation);
// set data for sort
Vec2 *data = new Vec2(xPos);
node->setUserData((void *)data);
int family = iterator->ai_family;
t_socket sock;
const char *err = inet_trycreate(&sock, family, SOCK_STREAM);
if (err) {
continue; // check next
} else {
t_timeout tm;
struct addrinfo connecthints;
memset(&connecthints, 0, sizeof(connecthints));
connecthints.ai_socktype = SOCK_STREAM;
/* make sure we try to connect only to the same family */
connecthints.ai_family = family;
if (family == PF_INET6) {
int yes = 1;
setsockopt(sock, IPPROTO_IPV6, IPV6_V6ONLY, (void *)&yes, sizeof(yes));
}
timeout_markstart(&tm);
err = inet_tryconnect(&sock, &family, (const char *)hbuf, "3006", &tm, &connecthints);
if (err) {
socket_destroy(&sock);
continue; // check next
} else {
// find success one
CCLOG("== xx:%s", hbuf);
}
}