本文整理汇总了C++中LocalPlayer::getYaw方法的典型用法代码示例。如果您正苦于以下问题:C++ LocalPlayer::getYaw方法的具体用法?C++ LocalPlayer::getYaw怎么用?C++ LocalPlayer::getYaw使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类LocalPlayer
的用法示例。
在下文中一共展示了LocalPlayer::getYaw方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: sendPlayerPos
void Client::sendPlayerPos()
{
LocalPlayer *myplayer = m_env.getLocalPlayer();
if (!myplayer)
return;
ClientMap &map = m_env.getClientMap();
u8 camera_fov = map.getCameraFov();
u8 wanted_range = map.getControl().wanted_range;
// Save bandwidth by only updating position when something changed
if(myplayer->last_position == myplayer->getPosition() &&
myplayer->last_speed == myplayer->getSpeed() &&
myplayer->last_pitch == myplayer->getPitch() &&
myplayer->last_yaw == myplayer->getYaw() &&
myplayer->last_keyPressed == myplayer->keyPressed &&
myplayer->last_camera_fov == camera_fov &&
myplayer->last_wanted_range == wanted_range)
return;
myplayer->last_position = myplayer->getPosition();
myplayer->last_speed = myplayer->getSpeed();
myplayer->last_pitch = myplayer->getPitch();
myplayer->last_yaw = myplayer->getYaw();
myplayer->last_keyPressed = myplayer->keyPressed;
myplayer->last_camera_fov = camera_fov;
myplayer->last_wanted_range = wanted_range;
NetworkPacket pkt(TOSERVER_PLAYERPOS, 12 + 12 + 4 + 4 + 4 + 1 + 1);
writePlayerPos(myplayer, &map, &pkt);
Send(&pkt);
}
示例2: sendPlayerPos
void Client::sendPlayerPos()
{
LocalPlayer *myplayer = m_env.getLocalPlayer();
if(myplayer == NULL)
return;
// Save bandwidth by only updating position when something changed
if(myplayer->last_position == myplayer->getPosition() &&
myplayer->last_speed == myplayer->getSpeed() &&
myplayer->last_pitch == myplayer->getPitch() &&
myplayer->last_yaw == myplayer->getYaw() &&
myplayer->last_keyPressed == myplayer->keyPressed)
return;
myplayer->last_position = myplayer->getPosition();
myplayer->last_speed = myplayer->getSpeed();
myplayer->last_pitch = myplayer->getPitch();
myplayer->last_yaw = myplayer->getYaw();
myplayer->last_keyPressed = myplayer->keyPressed;
u16 our_peer_id;
{
//MutexAutoLock lock(m_con_mutex); //bulk comment-out
our_peer_id = m_con.GetPeerID();
}
// Set peer id if not set already
if(myplayer->peer_id == PEER_ID_INEXISTENT)
myplayer->peer_id = our_peer_id;
assert(myplayer->peer_id == our_peer_id);
v3f pf = myplayer->getPosition();
v3f sf = myplayer->getSpeed();
s32 pitch = myplayer->getPitch() * 100;
s32 yaw = myplayer->getYaw() * 100;
u32 keyPressed = myplayer->keyPressed;
v3s32 position(pf.X*100, pf.Y*100, pf.Z*100);
v3s32 speed(sf.X*100, sf.Y*100, sf.Z*100);
/*
Format:
[0] v3s32 position*100
[12] v3s32 speed*100
[12+12] s32 pitch*100
[12+12+4] s32 yaw*100
[12+12+4+4] u32 keyPressed
*/
NetworkPacket pkt(TOSERVER_PLAYERPOS, 12 + 12 + 4 + 4 + 4);
pkt << position << speed << pitch << yaw << keyPressed;
Send(&pkt);
}
示例3: sendPlayerPos
void Client::sendPlayerPos()
{
LocalPlayer *myplayer = m_env.getLocalPlayer();
if(myplayer == NULL)
return;
ClientMap &map = m_env.getClientMap();
u8 camera_fov = map.getCameraFov();
u8 wanted_range = map.getControl().wanted_range;
// Save bandwidth by only updating position when something changed
if(myplayer->last_position == myplayer->getPosition() &&
myplayer->last_speed == myplayer->getSpeed() &&
myplayer->last_pitch == myplayer->getPitch() &&
myplayer->last_yaw == myplayer->getYaw() &&
myplayer->last_keyPressed == myplayer->keyPressed &&
myplayer->last_camera_fov == camera_fov &&
myplayer->last_wanted_range == wanted_range)
return;
myplayer->last_position = myplayer->getPosition();
myplayer->last_speed = myplayer->getSpeed();
myplayer->last_pitch = myplayer->getPitch();
myplayer->last_yaw = myplayer->getYaw();
myplayer->last_keyPressed = myplayer->keyPressed;
myplayer->last_camera_fov = camera_fov;
myplayer->last_wanted_range = wanted_range;
//infostream << "Sending Player Position information" << std::endl;
u16 our_peer_id;
{
//MutexAutoLock lock(m_con_mutex); //bulk comment-out
our_peer_id = m_con.GetPeerID();
}
// Set peer id if not set already
if(myplayer->peer_id == PEER_ID_INEXISTENT)
myplayer->peer_id = our_peer_id;
assert(myplayer->peer_id == our_peer_id);
NetworkPacket pkt(TOSERVER_PLAYERPOS, 12 + 12 + 4 + 4 + 4 + 1 + 1);
writePlayerPos(myplayer, &map, &pkt);
Send(&pkt);
}
示例4: sendPlayerPos
void Client::sendPlayerPos()
{
LocalPlayer *myplayer = m_env.getLocalPlayer();
if(myplayer == NULL)
return;
// Save bandwidth by only updating position when something changed
if(myplayer->last_position == myplayer->getPosition() &&
myplayer->last_speed == myplayer->getSpeed() &&
myplayer->last_pitch == myplayer->getPitch() &&
myplayer->last_yaw == myplayer->getYaw() &&
myplayer->last_keyPressed == myplayer->keyPressed)
return;
myplayer->last_position = myplayer->getPosition();
myplayer->last_speed = myplayer->getSpeed();
myplayer->last_pitch = myplayer->getPitch();
myplayer->last_yaw = myplayer->getYaw();
myplayer->last_keyPressed = myplayer->keyPressed;
u16 our_peer_id;
{
//MutexAutoLock lock(m_con_mutex); //bulk comment-out
our_peer_id = m_con.GetPeerID();
}
// Set peer id if not set already
if(myplayer->peer_id == PEER_ID_INEXISTENT)
myplayer->peer_id = our_peer_id;
// Check that an existing peer_id is the same as the connection's
if (myplayer->peer_id != our_peer_id)
return;
MSGPACK_PACKET_INIT(TOSERVER_PLAYERPOS, 5);
PACK(TOSERVER_PLAYERPOS_POSITION, myplayer->getPosition());
PACK(TOSERVER_PLAYERPOS_SPEED, myplayer->getSpeed());
PACK(TOSERVER_PLAYERPOS_PITCH, myplayer->getPitch());
PACK(TOSERVER_PLAYERPOS_YAW, myplayer->getYaw());
PACK(TOSERVER_PLAYERPOS_KEY_PRESSED, myplayer->keyPressed);
// Send as unreliable
Send(0, buffer, false);
}