本文整理汇总了C++中VectorBuffer::WriteVLE方法的典型用法代码示例。如果您正苦于以下问题:C++ VectorBuffer::WriteVLE方法的具体用法?C++ VectorBuffer::WriteVLE怎么用?C++ VectorBuffer::WriteVLE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::WriteVLE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: sizeof
PODVector<unsigned char> DecalSet::GetDecalsAttr() const
{
VectorBuffer ret;
ret.WriteBool(skinned_);
ret.WriteVLE(decals_.Size());
for (List<Decal>::ConstIterator i = decals_.Begin(); i != decals_.End(); ++i)
{
ret.WriteFloat(i->timer_);
ret.WriteFloat(i->timeToLive_);
ret.WriteVLE(i->vertices_.Size());
ret.WriteVLE(i->indices_.Size());
for (PODVector<DecalVertex>::ConstIterator j = i->vertices_.Begin(); j != i->vertices_.End(); ++j)
{
ret.WriteVector3(j->position_);
ret.WriteVector3(j->normal_);
ret.WriteVector2(j->texCoord_);
ret.WriteVector4(j->tangent_);
if (skinned_)
{
for (unsigned k = 0; k < 4; ++k)
ret.WriteFloat(j->blendWeights_[k]);
for (unsigned k = 0; k < 4; ++k)
ret.WriteUByte(j->blendIndices_[k]);
}
}
for (PODVector<unsigned short>::ConstIterator j = i->indices_.Begin(); j != i->indices_.End(); ++j)
ret.WriteUShort(*j);
}
if (skinned_)
{
ret.WriteVLE(bones_.Size());
for (Vector<Bone>::ConstIterator i = bones_.Begin(); i != bones_.End(); ++i)
{
ret.WriteString(i->name_);
ret.WriteUByte(i->collisionMask_);
if (i->collisionMask_ & BONECOLLISION_SPHERE)
ret.WriteFloat(i->radius_);
if (i->collisionMask_ & BONECOLLISION_BOX)
ret.WriteBoundingBox(i->boundingBox_);
ret.Write(i->offsetMatrix_.Data(), sizeof(Matrix3x4));
}
}
return ret.GetBuffer();
}
示例4:
PODVector<unsigned char> ScriptInstance::GetDelayedMethodCallsAttr() const
{
VectorBuffer buf;
buf.WriteVLE(delayedMethodCalls_.Size());
for (Vector<DelayedMethodCall>::ConstIterator i = delayedMethodCalls_.Begin(); i != delayedMethodCalls_.End(); ++i)
{
buf.WriteFloat(i->period_);
buf.WriteFloat(i->delay_);
buf.WriteBool(i->repeat_);
buf.WriteString(i->declaration_);
buf.WriteVariantVector(i->parameters_);
}
return buf.GetBuffer();
}
示例5: 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);
}