Example #1
0
string IdxSigEntryList::serialize()
{
    header_t bodysize, realbodysize = 0;
    string buf;
    vector<IdxSigEntry>::iterator iter;
    
    bodysize = bodySize();

    appendToBuffer(buf, &bodysize, sizeof(bodysize));
    
    //cout << "list body put in: " << bodysize << endl;

    for ( iter = list.begin() ;
          iter != list.end() ;
          iter++ )
    {
        string tmpbuf;
        tmpbuf = iter->serialize();
        if ( tmpbuf.size() > 0 ) {
            appendToBuffer(buf, &tmpbuf[0], tmpbuf.size());
        }
        realbodysize += tmpbuf.size();
    }
    assert(realbodysize == bodysize);
    //cout << realbodysize << "==" << bodysize << endl;

    return buf;
}
Example #2
0
string IdxSigEntry::serialize()
{
    header_t totalsize = 0;
    string buf, tmpbuf;
    header_t datasize;
    
    totalsize = bodySize();
    //cout << "IdxSigEntry totalsize put in: " << totalsize << endl;
    appendToBuffer(buf, &totalsize, sizeof(totalsize));
    appendToBuffer(buf, &original_chunk, sizeof(original_chunk));
    appendToBuffer(buf, &new_chunk_id, sizeof(new_chunk_id));
    //cout << "IdxSigEntry original_chunk put in: " << original_chunk << endl; 
    
    //this tmpbuf includes [data size][data]
    tmpbuf = logical_offset.serialize(); 
    appendToBuffer(buf, &tmpbuf[0], tmpbuf.size());
    
    tmpbuf = length.serialize();
    appendToBuffer(buf, &tmpbuf[0], tmpbuf.size());

    tmpbuf = physical_offset.serialize();
    appendToBuffer(buf, &tmpbuf[0], tmpbuf.size());

    return buf;
}
void SceneEditorScreenMain::SetSize(const Vector2 &newSize)
{
    UIScreen::SetSize(newSize);
    
    Vector2 bodySize(newSize.x, newSize.y - ControlsFactory::BUTTON_HEIGHT - 1);
    for(int32 i = 0; i < (int32)bodies.size(); ++i)
    {
        bodies[i]->bodyControl->SetSize(bodySize);
    }
}
Example #4
0
string 
PatternUnit::serialize()
{
    string buf; //let me put it in string and see if it works
    header_t seqbodysize;
    header_t totalsize;

    totalsize = bodySize(); 
    
    appendToBuffer(buf, &totalsize, sizeof(totalsize));
    appendToBuffer(buf, &init, sizeof(init));
    appendToBuffer(buf, &cnt, sizeof(cnt));
    seqbodysize = seq.size()*sizeof(off_t);
    appendToBuffer(buf, &(seqbodysize), sizeof(header_t));
    if (seqbodysize > 0 ) {
        appendToBuffer(buf, &seq[0], seqbodysize);
    }
    return buf;
}
hkpBoxShape* DestructibleBridgeUtil::createBoxShape(hkReal width, hkReal height, hkReal length, hkReal scale)
{
	hkVector4 bodySize(width, height, length);
	bodySize.mul4(0.5f * scale);
	return new hkpBoxShape(bodySize, 0);
}
Example #6
0
unsigned int KPaquet::totalSize()
{
	return headerSize() + bodySize();
}
void EnemySniper::Paint()
{
    DOUBLE2 bodySize(24, 26), leggSize(16, 21);

    //if( m_AnimationFrame>=3) m_AnimationFrame=0;

    double newMax = 2 * M_PI / 8; // Kartelig laten bewegen
    double tussenWaarde = -m_PointingDir.AngleWith(DOUBLE2(1, 0));
    tussenWaarde /= newMax;
    double naKomma = tussenWaarde - (int)tussenWaarde;
    tussenWaarde = (int)tussenWaarde;
    if (naKomma > 0.5) ++tussenWaarde;
    double paintDirRadians = tussenWaarde *newMax;


    //if( sin(paintDirRadians) < sin(M_PI/8*3) ){ // De y-as is geflipt!! de sinus geeft een omgekeerd resultaat
    m_AnimationFrame = 0;
    if (sin(paintDirRadians) < sin(M_PI / 8 * 1)) {
        m_AnimationFrame = 1;
        if (sin(paintDirRadians) < sin(-M_PI / 8 * 1)) {
            m_AnimationFrame = 2;
        }
    }
    //}


    MATRIX3X2 matCenter, matScale, matTranslate;

    matCenter.SetAsTranslate(-bodySize.x / 2 + 4, -bodySize.y + 7);
    if (m_PointingDir.x > 0) { // voor te scalen/flippen
        matScale.SetAsScale(1, 1);
    }
    else matScale.SetAsScale(-1, 1);

    matTranslate.SetAsTranslate(m_Pos);
    RECT2 clip;

    // BODY ---------------------------------------
    GAME_ENGINE->SetTransformMatrix(matCenter * matScale * matTranslate * (*m_MatViewPtr));

    clip.left = m_AnimationFrame * bodySize.x;
    clip.top = 0;
    clip.right = clip.left + bodySize.x;
    clip.bottom = clip.top + bodySize.y;
    GAME_ENGINE->DrawBitmap(m_BmpSpritePtr, 0, 0, clip);

    // LEGS ---------------------------------------
    matCenter.SetAsTranslate(-leggSize.x / 2, 0);
    //matScale.	SetAsScale( m_PointingDir.x, 1);
    matTranslate.SetAsTranslate(m_Pos);

    GAME_ENGINE->SetTransformMatrix(matCenter * matScale * matTranslate * (*m_MatViewPtr));
    clip.left = 0;
    clip.top = bodySize.y;
    clip.right = clip.left + leggSize.x;
    clip.bottom = clip.top + leggSize.y;
    GAME_ENGINE->DrawBitmap(m_BmpSpritePtr, 0, 0, clip);


    /*GAME_ENGINE->SetTransformMatrix((*m_MatViewPtr));
    GAME_ENGINE->SetColor(255,0,0, 200);
    GAME_ENGINE->FillHitRegion(m_HitRegionPtr);
    GAME_ENGINE->FillEllipse(m_Pos,2,2);//*/
}