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C# VRage.WriteQuaternionNorm方法代码示例

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));
                }
            }        
           
        }
开发者ID:Chrus,项目名称:SpaceEngineers,代码行数:57,代码来源:MyCharacterPositionVerificationStateGroup.cs

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);
 }
开发者ID:2asoft,项目名称:SpaceEngineers,代码行数:6,代码来源:MyEntityPositionVerificationStateGroup.cs

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);
        }
开发者ID:liiir1985,项目名称:SpaceEngineers,代码行数:16,代码来源:MyEntityPositionVerificationStateGroup.cs


注:本文中的VRage.WriteQuaternionNorm方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。