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C# BitStream.Write方法代码示例

本文整理汇总了C#中VRage.Library.Collections.BitStream.Write方法的典型用法代码示例。如果您正苦于以下问题:C# BitStream.Write方法的具体用法?C# BitStream.Write怎么用?C# BitStream.Write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.Library.Collections.BitStream的用法示例。


在下文中一共展示了BitStream.Write方法的4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: WriteVelocities

 void WriteVelocities(BitStream stream, MyEntity entity, float simulationRatio,bool moving)
 {
     Vector3 linear = entity.Physics != null ? entity.Physics.LinearVelocity * simulationRatio : Vector3.Zero;
     Vector3 angular = entity.Physics != null ? entity.Physics.AngularVelocity * simulationRatio : Vector3.Zero;
     if (moving)
     {
         stream.Write(linear); // 6B
         stream.Write(angular); // 6B
     }
 }
开发者ID:,项目名称:,代码行数:10,代码来源:

示例2: SerializePhysicsWithSupport

        /// <summary>
        /// Serializes physics and takes into account support (what's entity standing on)
        /// </summary>
        private void SerializePhysicsWithSupport(BitStream stream, EndpointId forClient,uint timestamp, byte packetId, int maxBitPosition)
        {
            if (stream.Writing)
            {
                // TODO: only prototype implementation
                SetSupport(FindSupportDelegate());

                stream.WriteBool(m_supportPhysics != null);
                if (m_supportPhysics != null)
                {
                    stream.WriteInt64(m_supportPhysics.Entity.EntityId);
                    var localToParent = Entity.WorldMatrix * MatrixD.Invert(m_supportPhysics.Entity.PositionComp.WorldMatrix);
                    stream.Write(localToParent.Translation);
                    stream.Write(Quaternion.CreateFromForwardUp(localToParent.Forward, localToParent.Up).ToVector4());
                    bool moving = IsMoving(Entity);
                    stream.WriteBool(moving);

                    SerializeVelocities(stream, Entity, EffectiveSimulationRatio, !IsControlledLocally, moving);
                }
                else
                {
                    base.Serialize(stream, forClient,timestamp, packetId, maxBitPosition);
                }
            }
            else
            {
                if (stream.ReadBool())
                {
                    MyEntity support;
                    bool apply = MyEntities.TryGetEntityById(stream.ReadInt64(), out support) && !IsControlledLocally;

                    var pos = stream.ReadVector3D();
                    var orient = Quaternion.FromVector4(stream.ReadVector4());

                    if (apply)
                    {
                        var old = Entity.PositionComp.WorldMatrix;

                        MatrixD localToParent = MatrixD.CreateFromQuaternion(orient);
                        localToParent.Translation = pos;
                        MatrixD matrix = localToParent * support.WorldMatrix;
                        Entity.PositionComp.SetWorldMatrix(matrix, null, true);

                        SetSupport(MySupportHelper.FindPhysics(support));

                        var handler = MoveHandler;
                        if (handler != null)
                        {
                            handler(ref old, ref matrix);
                        }
                    }
                    else
                    {
                        SetSupport(null);
                    }
                    bool moving = stream.ReadBool();
                    SerializeVelocities(stream, Entity, EffectiveSimulationRatio, apply, moving);

                }
                else
                {
                    SetSupport(null);
                    base.Serialize(stream, forClient, timestamp, packetId, maxBitPosition);
                }
            }
        }
开发者ID:2asoft,项目名称:SpaceEngineers,代码行数:69,代码来源:MyEntityPhysicsStateGroupWithSupport.cs

示例3: WriteTransform

 void WriteTransform(BitStream stream, MyEntity entity, Vector3D? deltaPosBase, bool lowPrecisionOrientation)
 {
     var matrix = entity.WorldMatrix;
     stream.WriteBool(deltaPosBase == null);
     if (deltaPosBase == null)
     {
         stream.Write(matrix.Translation); // 24 B
     }
     else
     {
         stream.Write((Vector3)(matrix.Translation - deltaPosBase.Value)); // 6 B
     }
     var orientation = Quaternion.CreateFromForwardUp(matrix.Forward, matrix.Up);
     stream.WriteBool(lowPrecisionOrientation);
     if (lowPrecisionOrientation)
     {
         stream.WriteQuaternionNormCompressed(orientation); // 29b
     }
     else
     {
         stream.WriteQuaternionNorm(orientation); // 52b
     }
 }
开发者ID:,项目名称:,代码行数:23,代码来源:

示例4: WriteVelocities

 static void WriteVelocities(BitStream stream, MyEntity entity, float simulationRatio,bool moving)
 {
     HalfVector3 linear = entity.Physics != null ? Vector3.Round(entity.Physics.LinearVelocity * simulationRatio, NUM_DECIMAL_PRECISION) : Vector3.Zero;
     HalfVector3 angular = entity.Physics != null ? Vector3.Round(entity.Physics.AngularVelocity * simulationRatio, NUM_DECIMAL_PRECISION) : Vector3.Zero;
     if (moving)
     {
         stream.Write(linear); // 6B
         stream.Write(angular); // 6B
     }
 }
开发者ID:stanhebben,项目名称:SpaceEngineers,代码行数:10,代码来源:MyEntityPhysicsStateGroup.cs


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