#import NS_ASSUME_NONNULL_BEGIN @interface GameObjc : NSObject + (instancetype)new NS_UNAVAILABLE; - (instancetype)init NS_UNAVAILABLE; - (instancetype)initWithGametype:(int)gametype NS_DESIGNATED_INITIALIZER; - (void)gameProcess:(int)timeStamp rightPos:(int *)rightPos rightAtt:(int *)rightAtt rightZupt:(int)rightZupt right_press:(int)right_press leftPos:(int *)leftPos leftAtt:(int *)leftAtt leftZupt:(int)leftZupt left_press:(int)left_press jump:(int)jump down:(int)down rssi:(int)rssi girl_shoes:(int)girl_shoes; - (void)runGameProcess:(int *)rightPos rightAtt:(int *)rightAtt rightZupt:(int)rightZupt leftPos:(int *)leftPos leftAtt:(int *)leftAtt leftZupt:(int)leftZupt jump:(int)jump down:(int)down girl_shoes:(int)girl_shoes; - (void)getGameResult:(int *)matrix; - (int)getStepFreq:(int)leftOrRight; - (int)getStepStatus:(int)leftOrRight; - (int)getStepCount:(int)leftOrRight; - (float)getGamePos:(int)left_or_right index:(int)index; - (void)start; - (void)end; - (void)isBingo; -(int)getInteractionCMD; /// 向外提供,手动释放,如需要,可调用 - (void)handRelease; @end @interface RunGameObjc : NSObject - (int)getResultLeftRight:(int *)pos devNum:(short)devNum; - (int)getResultJump:(short)jump; - (int)getResultDown:(short)down; - (void)setResultConLeft:(short)zupt; - (void)setResultConRight:(short)zupt; - (int)getResultLeft:(int *)pos girl_shoes:(int)girl_shoes; - (int)getResultRight:(int *)pos girl_shoes:(int)girl_shoes; - (void)process:(int *)rightPos rightAtt:(int *)rightAtt rightZupt:(int)rightZupt leftPos:(int *)leftPos leftAtt:(int *)leftAtt leftZupt:(int)leftZupt jump:(int)jump down:(int)down girl_shoes:(int)girl_shoes; - (void)getResult:(int *)dec; /// 向外提供,手动释放 - (void)handRelease; @end @interface DanceGameObjc : NSObject //- (int)gamePositionProcess:(int *)pos // stepPos:(int *)stepPos // rssi:(int)rssi // hostOrSlave:(short)hostOrSlave; //- (void)gameBoundary:(int *)globalPos; //- (int)getDirectionFloat:(float *)pos rssi:(int)rssi; //- (short)danceGameProcess:(int *)pos // zupt:(short)zupt // rssi:(int)rssi // hostOrSlave:(short)hostOrSlave; - (void)process:(int *)rightPos rightAtt:(int *)rightAtt rightZupt:(int)rightZupt right_press:(int)right_press leftPos:(int *)leftPos leftAtt:(int *)leftAtt leftZupt:(int)leftZupt left_press:(int)left_press jump:(int)jump down:(int)down rssi:(int)rssi; - (void)getResult:(int *)matrix; //- (float)getRssiDistance:(int)rssi; //- (int)savePosAndRssi:(int *)pos // zupt:(short)zupt // rssi:(int)rssi // hostOrSlave:(short)hostOrSlave; /// 向外提供,手动释放,如需要,可调用 - (void)handRelease; @end @interface FootStepObjc : NSObject //pos开辟3个空间 - (void)stepCal:(int)timeStamp posList:(int *)pos zupt:(int)zupt; - (int)getStepFreq; - (int)getStepStatus; - (int)getStepCount; /// 向外提供,手动释放,如需要,可调用 - (void)handRelease; @end @interface InertialTrajProcessObjc : NSObject - (void)trajRotate:(int *)pos; //rotateMatrix只能开辟4个空间 - (void)trajRotate:(int *)pos rotateMatrix:(float *)rotateMatrix; - (void)resetHeading:(short)heading; /// 向外提供,手动释放 - (void)handRelease; @end //@interface OriginTrajObj : NSObject //- (void)process:(int*)right_pos // right_att:(int*)right_att // right_zupt:(int)right_zupt // left_pos:(int*)left_pos // left_att:(int*)left_att // left_zupt:(int) left_zupt; // //- (float)getGamePos:(int)left_or_right // index:(int)index; //@end NS_ASSUME_NONNULL_END