本文整理汇总了C#中VRage.WriteQuaternion方法的典型用法代码示例。如果您正苦于以下问题:C# VRage.WriteQuaternion方法的具体用法?C# VRage.WriteQuaternion怎么用?C# VRage.WriteQuaternion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VRage
的用法示例。
在下文中一共展示了VRage.WriteQuaternion方法的1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: ServerWrite
void ServerWrite(VRage.Library.Collections.BitStream stream, ulong clientId)
{
ClientData clientData = m_serverClientData[clientId];
m_clientUpdateFlag[clientId] = false;
stream.WriteUInt32(clientData.TimeStamp);
MyTransformD serverData = new MyTransformD(Entity.WorldMatrix);
//rotation is calculated same way for both
Quaternion serverRotation = serverData.Rotation;
serverRotation.Normalize();
clientData.Transform.Rotation.Normalize();
MyTimeStampValues delta = new MyTimeStampValues();
serverRotation = Quaternion.Inverse(serverRotation);
Quaternion.Multiply(ref clientData.Transform.Rotation, ref serverRotation, out delta.Transform.Rotation);
bool apply = false;
double eps = 0.001;
if (Math.Abs(Quaternion.Dot(clientData.Transform.Rotation, serverData.Rotation)) < 1 - eps)
{
apply = true;
}
bool isValidPosition = true;
bool correctServerposition = false;
CalculatePositionDifference(clientId, out isValidPosition, out correctServerposition, out delta.Transform.Position);
bool sendUpdate = !isValidPosition;
if (correctServerposition)
{
apply = true;
}
if (apply)
{
MatrixD matrix = Entity.WorldMatrix;
MatrixD correctionMatrix = MatrixD.Multiply(matrix.GetOrientation(), delta.Transform.TransformMatrix);
correctionMatrix.Translation += Entity.WorldMatrix.Translation;
Entity.PositionComp.SetWorldMatrix(correctionMatrix, null, true);
MyEntityPhysicsStateGroup support = MySupportHelper.FindPhysics(Entity);
if(support != null && support.MoveHandler != null)
{
support.MoveHandler(ref matrix, ref correctionMatrix);
}
}
stream.Write(Entity.Physics != null ? Entity.Physics.LinearVelocity * MyEntityPhysicsStateGroup.EffectiveSimulationRatio : Vector3.Zero);
stream.Write(Entity.Physics != null ? Entity.Physics.AngularVelocity * MyEntityPhysicsStateGroup.EffectiveSimulationRatio : Vector3.Zero);
stream.WriteBool(sendUpdate);
if (sendUpdate)
{
serverData = new MyTransformD(Entity.WorldMatrix);
stream.Write(serverData.Position);
stream.WriteQuaternion(serverData.Rotation);
CustomServerWrite(m_serverClientData[clientId].TimeStamp, clientId, stream);
}
}