本文整理汇总了C#中VRage.WriteQuaternionNorm方法的典型用法代码示例。如果您正苦于以下问题:C# VRage.WriteQuaternionNorm方法的具体用法?C# VRage.WriteQuaternionNorm怎么用?C# VRage.WriteQuaternionNorm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.WriteQuaternionNorm方法的3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: ClientWrite
protected override void ClientWrite(VRage.Library.Collections.BitStream stream)
{
base.ClientWrite(stream);
stream.WriteBool(m_character != null);
if (m_character != null)
{
var physGroup = MyExternalReplicable.FindByObject(m_character).FindStateGroup<MyCharacterPhysicsStateGroup>();
long? supportId = null;
if (physGroup != null)
{
physGroup.SetSupport(physGroup.FindSupportDelegate());
supportId = physGroup.GetSupportId();
}
stream.WriteBool(supportId.HasValue);
if (supportId.HasValue)
{
stream.WriteInt64(supportId.Value);
}
Vector3 position = m_character.MoveIndicator;
stream.WriteHalf(position.X);
stream.WriteHalf(position.Y);
stream.WriteHalf(position.Z);
Vector2 rotate = m_character.RotationIndicator;
stream.WriteFloat(rotate.X);
stream.WriteFloat(rotate.Y);
stream.WriteFloat(m_character.RollIndicator);
// Movement state, 2B
stream.WriteUInt16((ushort)m_character.GetNetworkMovementState());
// Movement flag.
stream.WriteUInt16((ushort)m_character.PreviousMovementFlags);
// Flags, 6 bits
bool hasJetpack = m_character.JetpackComp != null;
stream.WriteBool(hasJetpack ? m_character.JetpackComp.TurnedOn : false);
stream.WriteBool(hasJetpack ? m_character.JetpackComp.DampenersTurnedOn : false);
stream.WriteBool(m_character.LightEnabled); // TODO: Remove
stream.WriteBool(m_character.ZoomMode == MyZoomModeEnum.IronSight);
stream.WriteBool(m_character.RadioBroadcaster.WantsToBeEnabled); // TODO: Remove
stream.WriteBool(m_character.TargetFromCamera);
stream.WriteFloat(m_character.HeadLocalXAngle);
stream.WriteFloat(m_character.HeadLocalYAngle);
if ((hasJetpack && m_character.JetpackComp.TurnedOn) == false)
{
MatrixD matrix = m_character.WorldMatrix;
stream.WriteQuaternionNorm(Quaternion.CreateFromForwardUp(matrix.Forward, matrix.Up));
}
}
}
示例2: ClientWrite
protected virtual void ClientWrite(VRage.Library.Collections.BitStream stream, EndpointId forClient, uint timestamp, int maxBitPosition)
{
MatrixD matrix = Entity.WorldMatrix;
stream.WriteQuaternionNorm(Quaternion.CreateFromForwardUp(matrix.Forward, matrix.Up));
stream.Write(matrix.Translation);
}
示例3: ServerWrite
void ServerWrite(VRage.Library.Collections.BitStream stream, ulong clientId)
{
stream.WriteUInt32(m_serverClientData[clientId]);
var matrix = Entity.WorldMatrix;
stream.Write(matrix.Translation);
stream.WriteQuaternionNorm(Quaternion.CreateFromForwardUp(matrix.Forward, matrix.Up));
//HalfVector3 linear = Entity.Physics != null ? Vector3.Round(Entity.Physics.LinearVelocity * MyEntityPhysicsStateGroup.EffectiveSimulationRatio, MyEntityPhysicsStateGroup.NUM_DECIMAL_PRECISION) : Vector3.Zero;
Vector3 linear = Entity.Physics != null ? Entity.Physics.LinearVelocity * MyEntityPhysicsStateGroup.EffectiveSimulationRatio : Vector3.Zero;
stream.Write(linear);
Vector3 angular = Entity.Physics != null ? Entity.Physics.AngularVelocity * MyEntityPhysicsStateGroup.EffectiveSimulationRatio : Vector3.Zero;
stream.Write(angular);
m_clientUpdateFlag[clientId] = false;
CustomServerWrite(m_serverClientData[clientId], stream);
}