public Unit(Vector3 pos,Quaternion rotate,float Scale,string prefab_name) { position = new Vector3Serializer(pos); rotation = new QuaternionSerializer(rotate); scale = Scale; prefabName = prefab_name; }
public ToFilePhysicsRecorder() { _vectorSerializer = new Vector3Serializer(); _quaternionSerializer = new QuaternionSerializer(); _vectorFileStream = new StreamWriter(File.Open("debug_scene_02_vector.txt", FileMode.Create)); _quaternionFileStream = new StreamWriter(File.Open("debug_scene_02_quaternion.txt", FileMode.Create)); }
public CustomPayload(Quaternion quat, float degsPerSecond, double time, float horizontalAim, float horizontalMove) { this.quat = quat; this.degsPerSecond = degsPerSecond; this.time = time; this.horizontalAim = horizontalAim; this.horizontalMove = horizontalMove; }
static public QuaternionSerializer packQuat(Quaternion q) { QuaternionSerializer tmp = new QuaternionSerializer(); tmp.x = q.x; tmp.y = q.y; tmp.z = q.z; tmp.w = q.w; return(tmp); }
public SaveHatFlairEntry(GameObject hat, HatFlair flair) { this.id = flair.FlairId; Transform originalParent = flair.transform.parent; flair.transform.parent = hat.transform; this.position = new Vector3Serializer().Fill(flair.transform.localPosition); this.rotation = new QuaternionSerializer().Fill(flair.transform.localRotation); flair.transform.parent = originalParent; this.icon = flair.flairIcon; this.size = flair.flairSize; this.shiny = flair.flairShiny == 1; }
public AvatarMessage(Dictionary <KinectWrapper.NuiSkeletonPositionIndex, Transform> tr, Vector3 position, NetworkAvatarController.AvatarMotionMode motionMode) { Rotations = new QuaternionSerializer[tr.Count]; Positions = new Vector3Serializer[tr.Count]; Bones = new int[tr.Count]; Position = new Vector3Serializer(position); for (var i = 0; i < tr.Count; i++) { Bones[i] = (int)tr.Keys.ElementAt(i); Positions[i] = new Vector3Serializer(tr[(KinectWrapper.NuiSkeletonPositionIndex)Bones[i]].position); Rotations[i] = new QuaternionSerializer(tr[(KinectWrapper.NuiSkeletonPositionIndex)Bones[i]].rotation); } // quck fix for avoiding persistance of bad joint positions when going from a motion mode to another this.avatarMotionMode = motionMode; }
static public Quaternion unpackQuat(QuaternionSerializer q) { return(new Quaternion(q.x, q.y, q.z, q.w)); }
public void Setup() { _serializer = new QuaternionSerializer(); }
public PositionUpdate(int affectedPlayer, Vector3 position, Quaternion rotation, Vector3 vel) : base(affectedPlayer) { this.pos = position; this.rot = rotation; this.vel = vel; }
public PositionUpdate(int affectedPlayer) : base(affectedPlayer) { vel = new Vector3(); pos = new Vector3(); rot = new Quaternion(); }
public RemotePoint(Vector3 p, Quaternion r, int i) { this.position = p; this.rotation = r; this.index = i; }