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类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;
}
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();
}
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();
}
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();
}
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();
}
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();
}
}
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();
}
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;
}
}
}
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();
}
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();
}
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();
}
示例12: WriteTiles
PODVector<unsigned char> DynamicNavigationMesh::GetTileData(const IntVector2& tile) const
{
VectorBuffer ret;
WriteTiles(ret, tile.x_, tile.y_);
return ret.GetBuffer();
}