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C++ VectorBuffer::GetBuffer方法代码示例

本文整理汇总了C++中VectorBuffer::GetBuffer方法的典型用法代码示例。如果您正苦于以下问题:C++ VectorBuffer::GetBuffer方法的具体用法?C++ VectorBuffer::GetBuffer怎么用?C++ VectorBuffer::GetBuffer使用的例子?那么恭喜您, 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VectorBuffer的用法示例。


在下文中一共展示了VectorBuffer::GetBuffer方法的12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: GetDecalsAttr

VariantVector DecalSet::GetDecalsAttr() const
{
    VariantVector ret;
    ret.Push(skinned_);
    ret.Push(decals_.Size());
    
    for (List<Decal>::ConstIterator i = decals_.Begin(); i != decals_.End(); ++i)
    {
        ret.Push(i->timer_);
        ret.Push(i->timeToLive_);
        ret.Push(i->vertices_.Size());
        ret.Push(i->indices_.Size());
        
        VectorBuffer geometry;
        
        for (PODVector<DecalVertex>::ConstIterator j = i->vertices_.Begin(); j != i->vertices_.End(); ++j)
        {
            geometry.WriteVector3(j->position_);
            geometry.WriteVector3(j->normal_);
            geometry.WriteVector2(j->texCoord_);
            geometry.WriteVector4(j->tangent_);
            if (skinned_)
            {
                for (unsigned k = 0; k < 4; ++k)
                    geometry.WriteFloat(j->blendWeights_[k]);
                for (unsigned k = 0; k < 4; ++k)
                    geometry.WriteUByte(j->blendIndices_[k]);
            }
        }
        
        for (PODVector<unsigned short>::ConstIterator j = i->indices_.Begin(); j != i->indices_.End(); ++j)
            geometry.WriteUShort(*j);
        
        ret.Push(geometry.GetBuffer());
    }
    
    if (skinned_)
    {
        ret.Push(bones_.Size());
        
        for (Vector<Bone>::ConstIterator i = bones_.Begin(); i != bones_.End(); ++i)
        {
            ret.Push(i->name_);
            VectorBuffer boneData;
            
            boneData.WriteUByte(i->collisionMask_);
            if (i->collisionMask_ & BONECOLLISION_SPHERE)
                boneData.WriteFloat(i->radius_);
            if (i->collisionMask_ & BONECOLLISION_BOX)
                boneData.WriteBoundingBox(i->boundingBox_);
            boneData.Write(i->offsetMatrix_.Data(), sizeof(Matrix3x4));
            
            ret.Push(boneData.GetBuffer());
        }
    }
    
    return ret;
}
开发者ID:acremean,项目名称:urho3d,代码行数:58,代码来源:DecalSet.cpp

示例2:

PODVector<unsigned char> CustomGeometry::GetGeometryDataAttr() const
{
    VectorBuffer ret;

    ret.WriteVLE(geometries_.Size());
    ret.WriteUInt(elementMask_);

    for (unsigned i = 0; i < geometries_.Size(); ++i)
    {
        unsigned numVertices = vertices_[i].Size();
        ret.WriteVLE(numVertices);
        ret.WriteUByte(primitiveTypes_[i]);

        for (unsigned j = 0; j < numVertices; ++j)
        {
            if (elementMask_ & MASK_POSITION)
                ret.WriteVector3(vertices_[i][j].position_);
            if (elementMask_ & MASK_NORMAL)
                ret.WriteVector3(vertices_[i][j].normal_);
            if (elementMask_ & MASK_COLOR)
                ret.WriteUInt(vertices_[i][j].color_);
            if (elementMask_ & MASK_TEXCOORD1)
                ret.WriteVector2(vertices_[i][j].texCoord_);
            if (elementMask_ & MASK_TANGENT)
                ret.WriteVector4(vertices_[i][j].tangent_);
        }
    }

    return ret.GetBuffer();
}
开发者ID:JimMarlowe,项目名称:AtomicGameEngine,代码行数:30,代码来源:CustomGeometry.cpp

示例3:

std::vector<unsigned char> CollisionChain2D::GetVerticesAttr() const
{
    VectorBuffer ret;

    for (unsigned i = 0; i < vertices_.size(); ++i)
        ret.WriteVector2(vertices_[i]);

    return ret.GetBuffer();
}
开发者ID:nemerle,项目名称:lutefisk3d,代码行数:9,代码来源:CollisionChain2D.cpp

示例4: GetDetourCrowdAgent

PODVector<unsigned char> CrowdAgent::GetAgentDataAttr() const
{
    const dtCrowdAgent* agent = GetDetourCrowdAgent();
    if (!agent)
        return Variant::emptyBuffer;

    // Reading it back in isn't this simple, see SetAgentDataAttr
    VectorBuffer ret;
    ret.Write(agent, sizeof(dtCrowdAgent));

    return ret.GetBuffer();
}
开发者ID:hendradarwin,项目名称:Urho3D,代码行数:12,代码来源:CrowdAgent.cpp

示例5: sizeof

PODVector<unsigned char> CrowdAgent::GetAgentDataAttr() const
{
    if (!inCrowd_ || !crowdManager_ || !IsEnabled())
        return Variant::emptyBuffer;
    dtCrowd* crowd = crowdManager_->GetCrowd();
    const dtCrowdAgent* agent = crowd->getAgent(agentCrowdId_);
    
    // Reading it back in isn't this simple, see SetAgentDataAttr
    VectorBuffer ret;
    ret.Write(agent, sizeof(dtCrowdAgent));

    return ret.GetBuffer();
}
开发者ID:vivienneanthony,项目名称:Urho3D-gameeconomic,代码行数:13,代码来源:CrowdAgent.cpp

示例6:

PODVector<unsigned char> ScriptInstance::GetScriptDataAttr() const
{
    if (!scriptObject_ || !methods_[METHOD_SAVE])
        return PODVector<unsigned char>();
    else
    {
        VectorBuffer buf;
        VariantVector parameters;
        parameters.Push(Variant((void*)static_cast<Serializer*>(&buf)));
        scriptFile_->Execute(scriptObject_, methods_[METHOD_SAVE], parameters);
        return buf.GetBuffer();
    }
}
开发者ID:acremean,项目名称:urho3d,代码行数:13,代码来源:ScriptInstance.cpp

示例7:

PODVector<unsigned char> LuaScriptInstance::GetScriptNetworkDataAttr() const
{
    if (scriptObjectRef_ == LUA_REFNIL)
        return PODVector<unsigned char>();

    VectorBuffer buf;

    WeakPtr<LuaFunction> function = scriptObjectMethods_[LSOM_WRITENETWORKUPDATE];
    if (function && function->BeginCall(this))
    {
        function->PushUserType((Serializer&)buf, "Serializer");
        function->EndCall();
    }

    return buf.GetBuffer();
}
开发者ID:janfrost,项目名称:Urho3D,代码行数:16,代码来源:LuaScriptInstance.cpp

示例8: RequestMechanicExecution

void PvPGM::RequestMechanicExecution(Node* receiver, VectorBuffer& mechanicParams)
{
	const PODVector<unsigned char>& data = mechanicParams.GetBuffer();
	MemoryBuffer msg(data);

	for (int x = 0; x < players_.Size(); x++)
	{
		if (players_[x]->player_ == receiver)
		{
			((GameMechanic*)(players_[x]))->message_ = &msg;
			((GameMechanic*)(players_[x]))->clientID_ = ((GameMechanic*)(players_[x]))->clientIDSelf_;
			((GameMechanic*)(players_[x]))->lagTime_ = 0.0f;
			players_[x]->RequestMechanicExecute();
			break;
		}
	}
}
开发者ID:practicing01,项目名称:DotsNetCrits,代码行数:17,代码来源:PvPGM.cpp

示例9: sizeof

PODVector<unsigned char> DynamicNavigationMesh::GetNavigationDataAttr() const
{
    VectorBuffer ret;
    if (navMesh_ && tileCache_)
    {
        ret.WriteBoundingBox(boundingBox_);
        ret.WriteInt(numTilesX_);
        ret.WriteInt(numTilesZ_);

        const dtNavMeshParams* params = navMesh_->getParams();
        ret.Write(params, sizeof(dtNavMeshParams));

        const dtTileCacheParams* tcParams = tileCache_->getParams();
        ret.Write(tcParams, sizeof(dtTileCacheParams));

        for (int z = 0; z < numTilesZ_; ++z)
            for (int x = 0; x < numTilesX_; ++x)
                WriteTiles(ret, x, z);
    }
    return ret.GetBuffer();
}
开发者ID:1vanK,项目名称:Urho3D,代码行数:21,代码来源:DynamicNavigationMesh.cpp

示例10:

PODVector<unsigned char> NavigationMesh::GetNavigationDataAttr() const
{
    VectorBuffer ret;

    if (navMesh_)
    {
        ret.WriteBoundingBox(boundingBox_);
        ret.WriteInt(numTilesX_);
        ret.WriteInt(numTilesZ_);

        const dtNavMeshParams* params = navMesh_->getParams();
        ret.WriteFloat(params->tileWidth);
        ret.WriteFloat(params->tileHeight);
        ret.WriteInt(params->maxTiles);
        ret.WriteInt(params->maxPolys);

        const dtNavMesh* navMesh = navMesh_;

        for (int z = 0; z < numTilesZ_; ++z)
        {
            for (int x = 0; x < numTilesX_; ++x)
            {
                const dtMeshTile* tile = navMesh->getTileAt(x, z, 0);
                if (!tile)
                    continue;

                ret.WriteInt(x);
                ret.WriteInt(z);
                ret.WriteUInt(navMesh->getTileRef(tile));
                ret.WriteUInt((unsigned)tile->dataSize);
                ret.Write(tile->data, (unsigned)tile->dataSize);
            }
        }
    }

    return ret.GetBuffer();
}
开发者ID:LumaDigital,项目名称:AtomicGameEngine,代码行数:37,代码来源:NavigationMesh.cpp

示例11: sizeof

PODVector<unsigned char> DynamicNavigationMesh::GetNavigationDataAttr() const
{
    VectorBuffer ret;
    if (navMesh_ && tileCache_)
    {
        ret.WriteBoundingBox(boundingBox_);
        ret.WriteInt(numTilesX_);
        ret.WriteInt(numTilesZ_);

        const dtNavMeshParams* params = navMesh_->getParams();
        ret.Write(params, sizeof(dtNavMeshParams));

        const dtTileCacheParams* tcParams = tileCache_->getParams();
        ret.Write(tcParams, sizeof(dtTileCacheParams));

        for (int z = 0; z < numTilesZ_; ++z)
        {
            for (int x = 0; x < numTilesX_; ++x)
            {
                dtCompressedTileRef tiles[TILECACHE_MAXLAYERS];
                const int ct = tileCache_->getTilesAt(x, z, tiles, TILECACHE_MAXLAYERS);
                for (int i = 0; i < ct; ++i)
                {
                    const dtCompressedTile* tile = tileCache_->getTileByRef(tiles[i]);
                    if (!tile || !tile->header || !tile->dataSize)
                        continue; // Don't write "void-space" tiles
                    // The header conveniently has the majority of the information required
                    ret.Write(tile->header, sizeof(dtTileCacheLayerHeader));
                    ret.WriteInt(tile->dataSize);
                    ret.Write(tile->data, tile->dataSize);
                }
            }
        }
    }
    return ret.GetBuffer();
}
开发者ID:WorldofOpenDev,项目名称:AtomicGameEngine,代码行数:36,代码来源:DynamicNavigationMesh.cpp

示例12: WriteTiles

PODVector<unsigned char> DynamicNavigationMesh::GetTileData(const IntVector2& tile) const
{
    VectorBuffer ret;
    WriteTiles(ret, tile.x_, tile.y_);
    return ret.GetBuffer();
}
开发者ID:1vanK,项目名称:Urho3D,代码行数:6,代码来源:DynamicNavigationMesh.cpp


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