internal TransformPatchInfo(Guid id, RigidBodyTransform transform, MotionType mType) { Id = id; motionType = mType; Transform = new TransformPatch(); Transform.Position = new Vector3Patch(transform.Position); Transform.Rotation = new QuaternionPatch(transform.Rotation); }
public OneActorUpdate(Guid id, Godot.Vector3 localPos, Godot.Quat localQuat, Godot.Vector3 appPos, Godot.Quat appQuat) { localTransform = new TransformPatch(); appTransform = new TransformPatch(); localTransform.Position = new Vector3Patch(localPos); localTransform.Rotation = new QuaternionPatch(localQuat); appTransform.Position = new Vector3Patch(appPos); appTransform.Rotation = new QuaternionPatch(appQuat); actorGuid = id; }
public OneActorUpdate(Guid id, UnityEngine.Vector3 localPos, UnityEngine.Quaternion localQuat, UnityEngine.Vector3 appPos, UnityEngine.Quaternion appQuat) { localTransform = new TransformPatch(); appTransform = new TransformPatch(); localTransform.Position = new Vector3Patch(localPos); localTransform.Rotation = new QuaternionPatch(localQuat); appTransform.Position = new Vector3Patch(appPos); appTransform.Rotation = new QuaternionPatch(appQuat); actorGuid = id; }
/// test if the two actor updates are equal public bool isEqual(OneActorUpdate inUpdate, float eps = 0.0001F) { return((inUpdate.actorGuid == actorGuid) && TransformPatch.areTransformsEqual(localTransform, inUpdate.localTransform, eps) && TransformPatch.areTransformsEqual(appTransform, inUpdate.appTransform, eps)); }