コード例 #1
0
        void ReadVelocities(BitStream stream, MyEntity entity, float simulationRatio,bool movingOnServer, ref Vector3 outLinearVelocity, ref Vector3 outAngularVelocity)
        {
            Vector3 linear = Vector3.Zero;
            Vector3 angular = Vector3.Zero;
            if (movingOnServer)
            {
                linear = stream.ReadVector3(); // 6B
                angular = stream.ReadVector3(); // 6B
            }

            outLinearVelocity = linear / simulationRatio;
            outAngularVelocity = angular / simulationRatio;
        }
コード例 #2
0
        bool ReadTransform(BitStream stream, MyEntity entity, Vector3D? deltaPosBase, bool applyWhenReading, bool movingOnServer, ref Vector3D outPosition, ref Quaternion outOrientation, ref MatrixD outWorldMartix, Func<MyEntity, Vector3D, bool> posValidation = null, MovedDelegate moveHandler = null)
        {
            Vector3D position;
            if (stream.ReadBool())
            {
                position = stream.ReadVector3D(); // 24 B
            }
            else
            {
                Vector3 pos = stream.ReadVector3(); // 6 B
                if (deltaPosBase != null)
                {
                    position = pos + deltaPosBase.Value;
                }
                else
                {
                    position = pos;
                }
            }
            Quaternion orientation;
            bool lowPrecisionOrientation = stream.ReadBool();
            if (lowPrecisionOrientation)
            {
                orientation = stream.ReadQuaternionNormCompressed(); // 29b
            }
            else
            {
                orientation = stream.ReadQuaternionNorm(); // 52b
            }

            if (entity != null)
            {
                movingOnServer |= (entity.PositionComp.GetPosition() - position).LengthSquared() > epsilonSq;

                if (movingOnServer && applyWhenReading && (posValidation == null || posValidation(entity, position)))
                {
                    MatrixD matrix = MatrixD.CreateFromQuaternion(orientation);
                    if (matrix.IsValid())
                    {
                        matrix.Translation = position;

                        outPosition = matrix.Translation;
                        outOrientation = orientation;
                        outWorldMartix = matrix;
                        return true;
                    }
                    return false;
                }
            }
            return false;
        }