本文整理汇总了C#中VRage.Library.Collections.BitStream.WriteQuaternionNormCompressedIdentity方法的典型用法代码示例。如果您正苦于以下问题:C# BitStream.WriteQuaternionNormCompressedIdentity方法的具体用法?C# BitStream.WriteQuaternionNormCompressedIdentity怎么用?C# BitStream.WriteQuaternionNormCompressedIdentity使用的例子?那么, 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.WriteQuaternionNormCompressedIdentity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: Serialize
public override void Serialize(BitStream stream, MyClientStateBase forClient, byte packetId, int maxBitPosition)
{
base.Serialize(stream, forClient, packetId, maxBitPosition);
if (stream.Writing)
{
stream.WriteHalf(Entity.Physics.LinearVelocity.Length());
// Head and spine stuff, 36 - 152b (4.5B - 19 B)
stream.WriteHalf(Entity.HeadLocalXAngle); // 2B
stream.WriteHalf(Entity.HeadLocalYAngle); // 2B
// TODO: Spine has only one angle (bending forward backward)
// Getting EULER angles from Matrix seems good way to get it (z-component)
stream.WriteQuaternionNormCompressedIdentity(Entity.GetAdditionalRotation(Entity.Definition.SpineBone)); // 1b / 30b
stream.WriteQuaternionNormCompressedIdentity(Entity.GetAdditionalRotation(Entity.Definition.HeadBone)); // 1b / 30b
// Movement state, 2B
stream.WriteUInt16((ushort)Entity.GetCurrentMovementState());
// Movement flag.
stream.WriteUInt16((ushort)Entity.MovementFlags);
// Flags, 6 bits
bool hasJetpack = Entity.JetpackComp != null;
stream.WriteBool(hasJetpack ? Entity.JetpackComp.TurnedOn : false);
stream.WriteBool(hasJetpack ? Entity.JetpackComp.DampenersTurnedOn : false);
stream.WriteBool(Entity.LightEnabled); // TODO: Remove
stream.WriteBool(Entity.ZoomMode == MyZoomModeEnum.IronSight);
stream.WriteBool(Entity.RadioBroadcaster.WantsToBeEnabled); // TODO: Remove
stream.WriteBool(Entity.TargetFromCamera);
stream.WriteNormalizedSignedVector3(Entity.MoveIndicator, 8);
if (MyFakes.CHARACTER_SERVER_SYNC)
{
Vector2 rotation = Entity.RotationIndicator;
stream.WriteHalf(rotation.X);
stream.WriteHalf(rotation.Y);
stream.WriteHalf(Entity.RollIndicator);
}
}
else
{
Vector3 move;
MyCharacterNetState charNetState = ReadCharacterState(stream, out move);
if (MyFakes.CHARACTER_SERVER_SYNC)
{
charNetState.Rotation.X = stream.ReadHalf();
charNetState.Rotation.Y = stream.ReadHalf();
charNetState.Roll = stream.ReadHalf();
}
if (!IsControlledLocally && !Entity.Closed)
{
Entity.SetStateFromNetwork(ref charNetState);
Entity.MoveIndicator = move;
}
}
}
示例2: SerializePhysics
public override void SerializePhysics(BitStream stream, MyNetworkClient sender, bool highOrientationCompression = false)
{
// Usually 59 B
// Base stuff (position, orientation, velocities)
base.SerializePhysics(stream, sender, true); // 50.5 B
if (MyFakes.CHARACTER_SERVER_SYNC)
{
// TODO: Serialize move and rotate when necesary
}
if (stream.Writing)
{
// Head and spine stuff, 36 - 152b (4.5B - 19 B)
stream.WriteHalf(Entity.HeadLocalXAngle); // 2B
stream.WriteHalf(Entity.HeadLocalYAngle); // 2B
// TODO: Spine has only one angle (bending forward backward)
stream.WriteQuaternionNormCompressedIdentity(Entity.GetAdditionalRotation(Entity.Definition.SpineBone)); // 1b / 30b
stream.WriteQuaternionNormCompressedIdentity(Entity.GetAdditionalRotation(Entity.Definition.HeadBone)); // 1b / 30b
stream.WriteQuaternionNormCompressedIdentity(Entity.GetAdditionalRotation(Entity.Definition.LeftForearmBone)); // 1b / 30b
stream.WriteQuaternionNormCompressedIdentity(Entity.GetAdditionalRotation(Entity.Definition.LeftUpperarmBone)); // 1b / 30b
// Movement state, 2B
stream.WriteUInt16((ushort)Entity.GetCurrentMovementState());
// Flags, 6 bits
stream.WriteBool(Entity.JetpackComp != null);
if (Entity.JetpackComp != null)
{
stream.WriteBool(Entity.JetpackComp.TurnedOn);
stream.WriteBool(Entity.JetpackComp.DampenersTurnedOn);
}
stream.WriteBool(Entity.LightEnabled); // TODO: Remove
stream.WriteBool(Entity.ZoomMode == MyZoomModeEnum.IronSight);
stream.WriteBool(Entity.RadioBroadcaster.WantsToBeEnabled); // TODO: Remove
stream.WriteBool(Entity.TargetFromCamera);
if (MyFakes.CHARACTER_SERVER_SYNC)
{
Vector3 temp = Entity.MoveIndicator;
stream.WriteHalf(temp.X);
stream.WriteHalf(temp.Y);
stream.WriteHalf(temp.Z);
Vector2 rotation = Entity.RotationIndicator;
stream.WriteHalf(rotation.X);
stream.WriteHalf(rotation.Y);
stream.WriteHalf(Entity.Roll);
}
}
else
{
// Head and spine stuff
float headX = stream.ReadHalf();
float headY = stream.ReadHalf();
Quaternion spine = stream.ReadQuaternionNormCompressedIdentity();
Quaternion head = stream.ReadQuaternionNormCompressedIdentity();
Quaternion hand = stream.ReadQuaternionNormCompressedIdentity();
Quaternion upperArm = stream.ReadQuaternionNormCompressedIdentity();
var handler0 = HeadOrSpineChanged;
if (handler0 != null) handler0(headX, headY, spine, head, hand, upperArm);
// Movement state
MyCharacterMovementEnum movementState = (MyCharacterMovementEnum)stream.ReadUInt16();
var handler = MovementStateChanged;
if (handler != null && Entity.GetCurrentMovementState() != movementState) handler(movementState);
// Flags
bool hasJetpack = stream.ReadBool();
bool jetpack = false;
bool dampeners = false;
if (hasJetpack)
{
jetpack = stream.ReadBool();
dampeners = stream.ReadBool();
}
bool lights = stream.ReadBool(); // TODO: Remove
bool ironsight = stream.ReadBool();
bool broadcast = stream.ReadBool(); // TODO: Remove
bool targetFromCamera = stream.ReadBool();
if (MyFakes.CHARACTER_SERVER_SYNC)
{
Vector3 temp = Vector3.Zero;
temp.X = stream.ReadHalf();
temp.Y = stream.ReadHalf();
temp.Z = stream.ReadHalf();
Entity.MoveIndicator = temp;
Vector2 rotation = Vector2.Zero;
rotation.X = stream.ReadHalf();
rotation.Y = stream.ReadHalf();
//.........这里部分代码省略.........
示例3: Serialize
public override bool Serialize(BitStream stream, EndpointId forClient,uint timeStamp, byte packetId, int maxBitPosition)
{
base.Serialize(stream, forClient,timeStamp, packetId, maxBitPosition);
if (stream.Writing)
{
// Head and spine stuff, 36 - 152b (4.5B - 19 B)
stream.WriteHalf(Entity.HeadLocalXAngle); // 2B
stream.WriteHalf(Entity.HeadLocalYAngle); // 2B
// TODO: Spine has only one angle (bending forward backward)
// Getting EULER angles from Matrix seems good way to get it (z-component)
stream.WriteQuaternionNormCompressedIdentity(Entity.GetAdditionalRotation(Entity.Definition.SpineBone)); // 1b / 30b
stream.WriteQuaternionNormCompressedIdentity(Entity.GetAdditionalRotation(Entity.Definition.HeadBone)); // 1b / 30b
// Movement state, 2B
stream.WriteUInt16((ushort)Entity.GetCurrentMovementState());
// Movement flag.
stream.WriteUInt16((ushort)Entity.MovementFlags);
// Flags, 6 bits
bool hasJetpack = Entity.JetpackComp != null;
stream.WriteBool(hasJetpack ? Entity.JetpackComp.TurnedOn : false);
stream.WriteBool(hasJetpack ? Entity.JetpackComp.DampenersTurnedOn : false);
stream.WriteBool(Entity.LightEnabled); // TODO: Remove
stream.WriteBool(Entity.ZoomMode == MyZoomModeEnum.IronSight);
stream.WriteBool(Entity.RadioBroadcaster.WantsToBeEnabled); // TODO: Remove
stream.WriteBool(Entity.TargetFromCamera);
stream.WriteNormalizedSignedVector3(Entity.MoveIndicator, 8);
float speed = Entity.Physics.CharacterProxy != null ? Entity.Physics.CharacterProxy.Speed : 0.0f;
stream.WriteFloat(speed);
stream.WriteFloat(Entity.RotationIndicator.X);
stream.WriteFloat(Entity.RotationIndicator.Y);
stream.WriteFloat(Entity.RollIndicator);
}
else
{
Vector3 move;
MyCharacterNetState charNetState = ReadCharacterState(stream);
if (!IsControlledLocally && !Entity.Closed)
{
Entity.SetStateFromNetwork(ref charNetState);
}
}
return true;
}