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📄 entity_state_t.java

📁 Jake2是一个Java 3D游戏引擎.
💻 JAVA
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/*Copyright (C) 1997-2001 Id Software, Inc.This program is free software; you can redistribute it and/ormodify it under the terms of the GNU General Public Licenseas published by the Free Software Foundation; either version 2of the License, or (at your option) any later version.This program is distributed in the hope that it will be useful,but WITHOUT ANY WARRANTY; without even the implied warranty ofMERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License for more details.You should have received a copy of the GNU General Public Licensealong with this program; if not, write to the Free SoftwareFoundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.*/// Created on 08.11.2003 by RST.// $Id: entity_state_t.java,v 1.5 2005/06/05 15:21:47 salomo Exp $package jake2.game;import java.io.IOException;import java.io.RandomAccessFile;import jake2.util.Math3D;import jake2.util.QuakeFile;public class entity_state_t implements Cloneable{	/** entity_state_t is the information conveyed from the server		in an update message about entities that the client will		need to render in some way. */	public entity_state_t(edict_t ent)	{		this.surrounding_ent = ent;		if (ent != null)		    number = ent.index;	}	/** edict index. TODO: this is critical. The index has to be proper managed. */	public int number = 0; 	// TODO: why was this introduced?	public edict_t surrounding_ent = null;	public float[] origin = { 0, 0, 0 };	public float[] angles = { 0, 0, 0 };		/** for lerping. */	public float[] old_origin = { 0, 0, 0 }; 	public int modelindex;	/** weapons, CTF flags, etc. */	public int modelindex2, modelindex3, modelindex4; 	public int frame;	public int skinnum;	/** PGM - we're filling it, so it needs to be unsigned. */	public int effects; 	public int renderfx;	public int solid;	// for client side prediction, 8*(bits 0-4) is x/y radius	// 8*(bits 5-9) is z down distance, 8(bits10-15) is z up	// gi.linkentity sets this properly	public int sound; // for looping sounds, to guarantee shutoff	public int event; // impulse events -- muzzle flashes, footsteps, etc	// events only go out for a single frame, they	// are automatically cleared each frame	/** Writes the entity state to the file. */	public void write(QuakeFile f) throws IOException	{		f.writeEdictRef(surrounding_ent);		f.writeVector(origin);		f.writeVector(angles);		f.writeVector(old_origin);			f.writeInt(modelindex); 				f.writeInt(modelindex2);		f.writeInt(modelindex3);		f.writeInt(modelindex4);			f.writeInt(frame);			f.writeInt(skinnum);				f.writeInt(effects);		f.writeInt(renderfx);		f.writeInt(solid);				f.writeInt(sound);		f.writeInt(event);			}	/** Reads the entity state from the file. */	public void read(QuakeFile f) throws IOException	{		surrounding_ent = f.readEdictRef();		origin = f.readVector();		angles = f.readVector();		old_origin = f.readVector();			modelindex = f.readInt(); 				modelindex2= f.readInt();		modelindex3= f.readInt();		modelindex4= f.readInt();			frame = f.readInt();			skinnum = f.readInt();				effects = f.readInt();		renderfx = f.readInt();		solid = f.readInt();				sound = f.readInt();		event = f.readInt();			}	public entity_state_t getClone()	{		entity_state_t out = new entity_state_t(this.surrounding_ent);		out.set(this);		return out;	}	public void set(entity_state_t from)	{		number = from.number;		Math3D.VectorCopy(from.origin, origin);		Math3D.VectorCopy(from.angles, angles);		Math3D.VectorCopy(from.old_origin, old_origin);		modelindex = from.modelindex;		modelindex2 = from.modelindex2;		modelindex3 = from.modelindex3;		modelindex4 = from.modelindex4;		frame = from.frame;		skinnum = from.skinnum;		effects = from.effects;		renderfx = from.renderfx;		solid = from.solid;		sound = from.sound;		event = from.event;	}	public void clear()	{	    //TODO: this is critical. The index has to be proper managed.		number = 0;		surrounding_ent = null;		Math3D.VectorClear(origin);		Math3D.VectorClear(angles);		Math3D.VectorClear(old_origin);		modelindex = 0;		modelindex2 = modelindex3 = modelindex4 = 0; 		frame = 0;		skinnum = 0;		effects = 0; 		renderfx = 0;		solid = 0;		sound = 0;		event = 0;	}}

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