本文整理汇总了C++中VectorBuffer::WriteUInt方法的典型用法代码示例。如果您正苦于以下问题:C++ VectorBuffer::WriteUInt方法的具体用法?C++ VectorBuffer::WriteUInt怎么用?C++ VectorBuffer::WriteUInt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::WriteUInt方法的5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:
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2: write_node
//
// write_node
//
void ClientSidePrediction::write_node(VectorBuffer& message, Node& node)
{
// Write node ID
message.WriteUInt(node.GetID());
// Write attributes
write_network_attributes(node, message);
// Write user variables
const auto& vars = node.GetVars();
message.WriteVLE(vars.Size());
for (auto i = vars.Begin(); i != vars.End(); ++i)
{
message.WriteStringHash(i->first_);
message.WriteVariant(i->second_);
}
// Write number of components
message.WriteVLE(node.GetNumComponents());
// Write components
const auto& components = node.GetComponents();
for (unsigned i = 0; i < components.Size(); ++i)
{
auto component = components[i];
write_component(message, *component);
}
}
示例3: write_component
//
// write_component
//
void ClientSidePrediction::write_component(VectorBuffer& message, Component& component)
{
// Write ID
message.WriteUInt(component.GetID());
// Write type
message.WriteStringHash(component.GetType());
// Write attributes
write_network_attributes(component, message);
}
示例4: write_scene_state
//
// write_scene_state
//
void ClientSidePrediction::write_scene_state(VectorBuffer& message, Scene* scene)
{
// Write placeholder last input ID, which will be set per connection before sending
message.WriteUInt(0);
auto& nodes = scene_nodes[scene];
// Write number of nodes
message.WriteVLE(nodes.size());
// Write nodes
for (auto node : nodes)
write_node(message, *node);
}
示例5:
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();
}