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类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);
}
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);
}