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station_obscurum_unity/Assets/FishNet/Runtime/Serializing/Helping/Quaternion64.cs

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2023-05-31 17:32:21 +02:00

using System;
using UnityEngine;
namespace FishNet.Serializing.Helping
{
/// <summary>
/// Credit to https://github.com/viliwonka
/// https://github.com/FirstGearGames/FishNet/pull/23
/// </summary>
public static class Quaternion64Compression
{
// 64 bit quaternion compression
// [4 bits] largest component
// [21 bits] higher res
// [21 bits] higher res
// [20 bits] higher res
// sum is 64 bits
private const float Maximum = +1.0f / 1.414214f;
private const int BitsPerAxis_H = 21; // higher res, 21 bits
private const int BitsPerAxis_L = 20; // lower res, 20 bits
private const int LargestComponentShift = BitsPerAxis_H * 2 + BitsPerAxis_L * 1;
private const int AShift = BitsPerAxis_H + BitsPerAxis_L;
private const int BShift = BitsPerAxis_L;
private const int IntScale_H = (1 << (BitsPerAxis_H - 1)) - 1;
private const int IntMask_H = (1 << BitsPerAxis_H) - 1;
private const int IntScale_L = (1 << (BitsPerAxis_L - 1)) - 1;
private const int IntMask_L = (1 << BitsPerAxis_L) - 1;
public static ulong Compress(Quaternion quaternion)
{
float absX = Mathf.Abs(quaternion.x);
float absY = Mathf.Abs(quaternion.y);
float absZ = Mathf.Abs(quaternion.z);
float absW = Mathf.Abs(quaternion.w);
ComponentType largestComponent = ComponentType.X;
float largestAbs = absX;
float largest = quaternion.x;
if (absY > largestAbs)
{
largestAbs = absY;
largestComponent = ComponentType.Y;
largest = quaternion.y;
}
if (absZ > largestAbs)
{
largestAbs = absZ;
largestComponent = ComponentType.Z;
largest = quaternion.z;
}
if (absW > largestAbs)
{
largestComponent = ComponentType.W;
largest = quaternion.w;
}
float a = 0;
float b = 0;
float c = 0;
switch (largestComponent)
{
case ComponentType.X:
a = quaternion.y;
b = quaternion.z;
c = quaternion.w;
break;
case ComponentType.Y:
a = quaternion.x;
b = quaternion.z;
c = quaternion.w;
break;
case ComponentType.Z:
a = quaternion.x;
b = quaternion.y;
c = quaternion.w;
break;
case ComponentType.W:
a = quaternion.x;
b = quaternion.y;
c = quaternion.z;
break;
}
if (largest < 0)
{
a = -a;
b = -b;
c = -c;
}
ulong integerA = ScaleToUint_H(a);
ulong integerB = ScaleToUint_H(b);
ulong integerC = ScaleToUint_L(c);
return (((ulong)largestComponent) << LargestComponentShift) | (integerA << AShift) | (integerB << BShift) | integerC;
}
private static ulong ScaleToUint_H(float v)
{
float normalized = v / Maximum;
return (ulong)Mathf.RoundToInt(normalized * IntScale_H) & IntMask_H;
}
private static ulong ScaleToUint_L(float v)
{
float normalized = v / Maximum;
return (ulong)Mathf.RoundToInt(normalized * IntScale_L) & IntMask_L;
}
private static float ScaleToFloat_H(ulong v)
{
float unscaled = v * Maximum / IntScale_H;
if (unscaled > Maximum)
unscaled -= Maximum * 2;
return unscaled;
}
private static float ScaleToFloat_L(ulong v)
{
float unscaled = v * Maximum / IntScale_L;
if (unscaled > Maximum)
unscaled -= Maximum * 2;
return unscaled;
}
public static Quaternion Decompress(ulong compressed)
{
var largestComponentType = (ComponentType)(compressed >> LargestComponentShift);
ulong integerA = (compressed >> AShift) & IntMask_H;
ulong integerB = (compressed >> BShift) & IntMask_H;
ulong integerC = compressed & IntMask_L;
float a = ScaleToFloat_H(integerA);
float b = ScaleToFloat_H(integerB);
float c = ScaleToFloat_L(integerC);
Quaternion rotation;
switch (largestComponentType)
{
case ComponentType.X:
// (?) y z w
rotation.y = a;
rotation.z = b;
rotation.w = c;
rotation.x = Mathf.Sqrt(1 - rotation.y * rotation.y
- rotation.z * rotation.z
- rotation.w * rotation.w);
break;
case ComponentType.Y:
// x (?) z w
rotation.x = a;
rotation.z = b;
rotation.w = c;
rotation.y = Mathf.Sqrt(1 - rotation.x * rotation.x
- rotation.z * rotation.z
- rotation.w * rotation.w);
break;
case ComponentType.Z:
// x y (?) w
rotation.x = a;
rotation.y = b;
rotation.w = c;
rotation.z = Mathf.Sqrt(1 - rotation.x * rotation.x
- rotation.y * rotation.y
- rotation.w * rotation.w);
break;
case ComponentType.W:
// x y z (?)
rotation.x = a;
rotation.y = b;
rotation.z = c;
rotation.w = Mathf.Sqrt(1 - rotation.x * rotation.x
- rotation.y * rotation.y
- rotation.z * rotation.z);
break;
default:
// Should never happen!
throw new ArgumentOutOfRangeException("Unknown rotation component type: " +
largestComponentType);
}
return rotation;
}
}
}