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类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
}
}
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);
}
}
}
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
}
}
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
}
}