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游戏数据传输帧同步中,自定义浮点(float)、二维向量(vector2)、三维向量(vecter3)、四元数(Quaternion)的数据类型的实现

2020年07月15日  | 移动技术网IT编程  | 我要评论

由于帧同步需要各客户端的浮点数不能出现误差,所以需要使用经过处理过的浮点数。
不只是浮点数本身,所有基于浮点数实现的数据类型都要经过处理,包括Vector2、Vector3、Quaternion等等

由csharp代码实现,直接拖入unity可直接使用

自定义浮点数类型:mFloat

// 添加该标签可以保证该数据类型可以被json等工具正常序列化
[Serializable]
class mFloat{
	// 存储中会使用的真实值
    public int realValue = 0;
    // 默认处理的位数
    public int scale = 1000;
    // 程序中正常调用需使用的值
    public float value{
        set{
        	// 整存
            realValue = (int)(value * (float)scale);
        }
        get{
        	// 零取
            return (float)realValue / (float)scale;
        }
    }
    // 初始化赋值
    public mFloat(float f){
        this.value = f;
    }
    // 符号重载
    public static mFloat operator+ (mFloat a, mFloat b){
        return new mFloat(a.value + b.value);
    } 
    public static mFloat operator- (mFloat a, mFloat b){
        return new mFloat(a.value - b.value);
    } 
    public static mFloat operator* (mFloat a, mFloat b){
        return new mFloat( a.value * b.value);
    } 
    public static mFloat operator/ (mFloat a, mFloat b){
        return new mFloat(a.value / b.value);
    }
}

自定义二维向量数据类型:mVector2

基于自定义浮点数据mFloat

[Serializable]
class mVector2 {
    public mFloat x;
    public mFloat y;
    public mVector2(){
        this.x = new mFloat(0f);
        this.y = new mFloat(0f);
    }
    public mVector2(float x, float  y){
        this.x = new mFloat(x);
        this.y = new mFloat(y);
    }
    public void Set(float x, float  y){
        this.x = new mFloat(x);
        this.y = new mFloat(y);
    }
    // vector2处理
    public void Set(Vector2 a){
        this.x = new mFloat(a.x);
        this.y = new mFloat(a.y);
    }
    // vector2还原
    public Vector2 Get(){
       return new Vector2(this.x.value, this.y.value);
    }
    public static mVector2 operator+ (mVector2 a, mVector2 b){
        return new mVector2(a.x.value + b.x.value, a.y.value + b.y.value);
    } 
    public static mVector2 operator- (mVector2 a, mVector2 b){
        return new mVector2(a.x.value - b.x.value, a.y.value - b.y.value);
    } 
    public static mVector2 operator* (mVector2 a, mVector2 b){
        return new mVector2( a.x.value * b.x.value, a.y.value * b.y.value);
    } 
    public static mVector2 operator/ (mVector2 a, mVector2 b){
        return new mVector2(a.x.value / b.x.value, a.y.value / b.y.value);
    } 
}

自定义三维向量数据类型:mVector3

基于自定义浮点数据mFloat

[Serializable]
class mVector3 {
    public mFloat x;
    public mFloat y;
    public mFloat z;
    public mVector3(){
        this.x = new mFloat(0f);
        this.y = new mFloat(0f);
        this.z = new mFloat(0f);
    }
    public mVector3(float x, float  y, float  z){
        this.x = new mFloat(x);
        this.y = new mFloat(y);
        this.z = new mFloat(z);
    }
    public void Set(float x, float  y, float  z){
        this.x = new mFloat(x);
        this.y = new mFloat(y);
        this.z = new mFloat(z);
    }
    public void Set(Vector3 a){
        this.x = new mFloat(a.x);
        this.y = new mFloat(a.y);
        this.z = new mFloat(a.z);
    }
    public Vector3  Get(){
       return new Vector3(this.x.value, this.y.value, this.z.value);
    }
    public static mVector3 operator+ (mVector3 a, mVector3 b){
        return new mVector3(a.x.value + b.x.value, a.y.value + b.y.value, a.z.value + b.z.value);
    } 
    public static mVector3 operator- (mVector3 a, mVector3 b){
        return new mVector3(a.x.value - b.x.value, a.y.value - b.y.value, a.z.value - b.z.value);
    } 
    public static mVector3 operator* (mVector3 a, mVector3 b){
        return new mVector3(a.x.value * b.x.value, a.y.value * b.y.value, a.z.value * b.z.value);
    } 
    public static mVector3 operator/ (mVector3 a, mVector3 b){
        return new mVector3(a.x.value / b.x.value, a.y.value / b.y.value, a.z.value / b.z.value);
    } 
}

自定义四元数据类型:mQuaternion

基于自定义浮点数据mFloat

[Serializable]
class mQuaternion {
    public mFloat x;
    public mFloat y;
    public mFloat z;
    public mFloat w;
    public mQuaternion(){
        this.x = new mFloat(0f);
        this.y = new mFloat(0f);
        this.z = new mFloat(0f);
        this.w = new mFloat(0f);
    }
    public mQuaternion(float x, float  y, float  z, float w){
        this.x = new mFloat(x);
        this.y = new mFloat(y);
        this.z = new mFloat(z);
        this.z = new mFloat(w);
    }
    public void Set(float x, float  y, float  z, float w){
        this.x = new mFloat(x);
        this.y = new mFloat(y);
        this.z = new mFloat(z);
        this.z = new mFloat(w);
    }
    public void Set(Quaternion a){
        this.x = new mFloat(a.x);
        this.y = new mFloat(a.y);
        this.z = new mFloat(a.z);
        this.z = new mFloat(a.w);
    }
    public Quaternion  Get(){
       return new Quaternion(this.x.value, this.y.value, this.z.value, this.w.value);
    }
    public static mQuaternion operator+ (mQuaternion a, mQuaternion b){
        return new mQuaternion(a.x.value + b.x.value, a.x.value + b.x.value, a.z.value + b.z.value, a.w.value + b.w.value);
    } 
    public static mQuaternion operator- (mQuaternion a, mQuaternion b){
        return new mQuaternion(a.x.value - b.x.value, a.y.value - b.y.value, a.z.value - b.z.value, a.w.value + b.w.value);
    } 
    public static mQuaternion operator* (mQuaternion a, mQuaternion b){
        return new mQuaternion(a.x.value * b.x.value, a.y.value * b.y.value, a.z.value * b.z.value, a.w.value + b.w.value);
    } 
    public static mQuaternion operator/ (mQuaternion a, mQuaternion b){
        return new mQuaternion(a.x.value / b.x.value, a.y.value / b.y.value, a.z.value / b.z.value, a.w.value + b.w.value);
    } 
}

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