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C# VRage.WriteUInt32方法代码示例

本文整理汇总了C#中VRage.WriteUInt32方法的典型用法代码示例。如果您正苦于以下问题:C# VRage.WriteUInt32方法的具体用法?C# VRage.WriteUInt32怎么用?C# VRage.WriteUInt32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.WriteUInt32方法的2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)
        {
            bool clientUpdate = m_clientUpdateFlag[clientId];
            stream.WriteBool(clientUpdate);
            if (clientUpdate)
            {
                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 applyRotation = false;
                double eps = 0.001;
                if (Math.Abs(Quaternion.Dot(clientData.Transform.Rotation, serverData.Rotation)) < 1 - eps)
                {
                    applyRotation = true;
                }

                bool isValidPosition = true;
                bool correctServerPosition = false;

                CalculatePositionDifference(clientId, out isValidPosition, out correctServerPosition, out delta.Transform.Position);

                bool isValidClientPosition = isValidPosition;

                if ((correctServerPosition && isValidPosition) || applyRotation)
                {
                    MatrixD matrix = Entity.WorldMatrix;
                    MatrixD correctionMatrix = MatrixD.Multiply(matrix.GetOrientation(), delta.Transform.TransformMatrix);
                    correctionMatrix.Translation += Entity.WorldMatrix.Translation;

                    if (correctServerPosition)
                    {
                        isValidClientPosition = IsPositionValid(new MyTransformD(correctionMatrix));
                    }

                    if (isValidClientPosition)
                    {
                        Entity.PositionComp.SetWorldMatrix(correctionMatrix, null, true);
                        MyEntityPhysicsStateGroup support = MySupportHelper.FindPhysics(Entity);
                        if (support != null && support.MoveHandler != null)
                        {
                            support.MoveHandler(ref matrix, ref correctionMatrix);
                        }
                    }
                    else if (applyRotation)
                    {
                        correctionMatrix.Translation = Entity.WorldMatrix.Translation;
                        Entity.PositionComp.SetWorldMatrix(correctionMatrix, null, true);
                    }

                }

                stream.WriteBool(!isValidClientPosition);

                if (!isValidClientPosition)
                {
                    serverData = new MyTransformD(Entity.WorldMatrix);
                    stream.Write(serverData.Position);

                    CustomServerWrite(m_serverClientData[clientId].TimeStamp, clientId, stream);
                }
            }

            stream.Write(Entity.Physics != null ? Entity.Physics.LinearVelocity * MyEntityPhysicsStateGroup.EffectiveSimulationRatio : Vector3.Zero);
            stream.Write(Entity.Physics != null ? Entity.Physics.AngularVelocity * MyEntityPhysicsStateGroup.EffectiveSimulationRatio : Vector3.Zero);           
        }
开发者ID:2asoft,项目名称:SpaceEngineers,代码行数:80,代码来源:MyEntityPositionVerificationStateGroup.cs

示例2: 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.WriteUInt32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。