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- // Quaternion compression from DOTSNET
- using System;
- using UnityEngine;
- namespace Mirror
- {
- /// <summary>Functions to Compress Quaternions and Floats</summary>
- public static class Compression
- {
- // quaternion compression //////////////////////////////////////////////
- // smallest three: https://gafferongames.com/post/snapshot_compression/
- // compresses 16 bytes quaternion into 4 bytes
- // helper function to find largest absolute element
- // returns the index of the largest one
- public static int LargestAbsoluteComponentIndex(Vector4 value, out float largestAbs, out Vector3 withoutLargest)
- {
- // convert to abs
- Vector4 abs = new Vector4(Mathf.Abs(value.x), Mathf.Abs(value.y), Mathf.Abs(value.z), Mathf.Abs(value.w));
- // set largest to first abs (x)
- largestAbs = abs.x;
- withoutLargest = new Vector3(value.y, value.z, value.w);
- int largestIndex = 0;
- // compare to the others, starting at second value
- // performance for 100k calls
- // for-loop: 25ms
- // manual checks: 22ms
- if (abs.y > largestAbs)
- {
- largestIndex = 1;
- largestAbs = abs.y;
- withoutLargest = new Vector3(value.x, value.z, value.w);
- }
- if (abs.z > largestAbs)
- {
- largestIndex = 2;
- largestAbs = abs.z;
- withoutLargest = new Vector3(value.x, value.y, value.w);
- }
- if (abs.w > largestAbs)
- {
- largestIndex = 3;
- largestAbs = abs.w;
- withoutLargest = new Vector3(value.x, value.y, value.z);
- }
- return largestIndex;
- }
- // scale a float within min/max range to an ushort between min/max range
- // note: can also use this for byte range from byte.MinValue to byte.MaxValue
- public static ushort ScaleFloatToUShort(float value, float minValue, float maxValue, ushort minTarget, ushort maxTarget)
- {
- // note: C# ushort - ushort => int, hence so many casts
- // max ushort - min ushort only fits into something bigger
- int targetRange = maxTarget - minTarget;
- float valueRange = maxValue - minValue;
- float valueRelative = value - minValue;
- return (ushort)(minTarget + (ushort)(valueRelative / valueRange * targetRange));
- }
- // scale an ushort within min/max range to a float between min/max range
- // note: can also use this for byte range from byte.MinValue to byte.MaxValue
- public static float ScaleUShortToFloat(ushort value, ushort minValue, ushort maxValue, float minTarget, float maxTarget)
- {
- // note: C# ushort - ushort => int, hence so many casts
- float targetRange = maxTarget - minTarget;
- ushort valueRange = (ushort)(maxValue - minValue);
- ushort valueRelative = (ushort)(value - minValue);
- return minTarget + (valueRelative / (float)valueRange * targetRange);
- }
- const float QuaternionMinRange = -0.707107f;
- const float QuaternionMaxRange = 0.707107f;
- const ushort TenBitsMax = 0x3FF;
- // helper function to access 'nth' component of quaternion
- static float QuaternionElement(Quaternion q, int element)
- {
- switch (element)
- {
- case 0: return q.x;
- case 1: return q.y;
- case 2: return q.z;
- case 3: return q.w;
- default: return 0;
- }
- }
- // note: assumes normalized quaternions
- public static uint CompressQuaternion(Quaternion q)
- {
- // note: assuming normalized quaternions is enough. no need to force
- // normalize here. we already normalize when decompressing.
- // find the largest component index [0,3] + value
- int largestIndex = LargestAbsoluteComponentIndex(new Vector4(q.x, q.y, q.z, q.w), out float _, out Vector3 withoutLargest);
- // from here on, we work with the 3 components without largest!
- // "You might think you need to send a sign bit for [largest] in
- // case it is negative, but you don’t, because you can make
- // [largest] always positive by negating the entire quaternion if
- // [largest] is negative. in quaternion space (x,y,z,w) and
- // (-x,-y,-z,-w) represent the same rotation."
- if (QuaternionElement(q, largestIndex) < 0)
- withoutLargest = -withoutLargest;
- // put index & three floats into one integer.
- // => index is 2 bits (4 values require 2 bits to store them)
- // => the three floats are between [-0.707107,+0.707107] because:
- // "If v is the absolute value of the largest quaternion
- // component, the next largest possible component value occurs
- // when two components have the same absolute value and the
- // other two components are zero. The length of that quaternion
- // (v,v,0,0) is 1, therefore v^2 + v^2 = 1, 2v^2 = 1,
- // v = 1/sqrt(2). This means you can encode the smallest three
- // components in [-0.707107,+0.707107] instead of [-1,+1] giving
- // you more precision with the same number of bits."
- // => the article recommends storing each float in 9 bits
- // => our uint has 32 bits, so we might as well store in (32-2)/3=10
- // 10 bits max value: 1023=0x3FF (use OSX calc to flip 10 bits)
- ushort aScaled = ScaleFloatToUShort(withoutLargest.x, QuaternionMinRange, QuaternionMaxRange, 0, TenBitsMax);
- ushort bScaled = ScaleFloatToUShort(withoutLargest.y, QuaternionMinRange, QuaternionMaxRange, 0, TenBitsMax);
- ushort cScaled = ScaleFloatToUShort(withoutLargest.z, QuaternionMinRange, QuaternionMaxRange, 0, TenBitsMax);
- // now we just need to pack them into one integer
- // -> index is 2 bit and needs to be shifted to 31..32
- // -> a is 10 bit and needs to be shifted 20..30
- // -> b is 10 bit and needs to be shifted 10..20
- // -> c is 10 bit and needs to be at 0..10
- return (uint)(largestIndex << 30 | aScaled << 20 | bScaled << 10 | cScaled);
- }
- // Quaternion normalizeSAFE from ECS math.normalizesafe()
- // => useful to produce valid quaternions even if client sends invalid
- // data
- static Quaternion QuaternionNormalizeSafe(Quaternion value)
- {
- // The smallest positive normal number representable in a float.
- const float FLT_MIN_NORMAL = 1.175494351e-38F;
- Vector4 v = new Vector4(value.x, value.y, value.z, value.w);
- float length = Vector4.Dot(v, v);
- return length > FLT_MIN_NORMAL
- ? value.normalized
- : Quaternion.identity;
- }
- // note: gives normalized quaternions
- public static Quaternion DecompressQuaternion(uint data)
- {
- // get cScaled which is at 0..10 and ignore the rest
- ushort cScaled = (ushort)(data & TenBitsMax);
- // get bScaled which is at 10..20 and ignore the rest
- ushort bScaled = (ushort)((data >> 10) & TenBitsMax);
- // get aScaled which is at 20..30 and ignore the rest
- ushort aScaled = (ushort)((data >> 20) & TenBitsMax);
- // get 2 bit largest index, which is at 31..32
- int largestIndex = (int)(data >> 30);
- // scale back to floats
- float a = ScaleUShortToFloat(aScaled, 0, TenBitsMax, QuaternionMinRange, QuaternionMaxRange);
- float b = ScaleUShortToFloat(bScaled, 0, TenBitsMax, QuaternionMinRange, QuaternionMaxRange);
- float c = ScaleUShortToFloat(cScaled, 0, TenBitsMax, QuaternionMinRange, QuaternionMaxRange);
- // calculate the omitted component based on a²+b²+c²+d²=1
- float d = Mathf.Sqrt(1 - a*a - b*b - c*c);
- // reconstruct based on largest index
- Vector4 value;
- switch (largestIndex)
- {
- case 0: value = new Vector4(d, a, b, c); break;
- case 1: value = new Vector4(a, d, b, c); break;
- case 2: value = new Vector4(a, b, d, c); break;
- default: value = new Vector4(a, b, c, d); break;
- }
- // ECS Rotation only works with normalized quaternions.
- // make sure that's always the case here to avoid ECS bugs where
- // everything stops moving if the quaternion isn't normalized.
- // => NormalizeSafe returns a normalized quaternion even if we pass
- // in NaN from deserializing invalid values!
- return QuaternionNormalizeSafe(new Quaternion(value.x, value.y, value.z, value.w));
- }
- // varint compression //////////////////////////////////////////////////
- // compress ulong varint.
- // same result for int, short and byte. only need one function.
- // NOT an extension. otherwise weaver might accidentally use it.
- public static void CompressVarUInt(NetworkWriter writer, ulong value)
- {
- if (value <= 240)
- {
- writer.Write((byte)value);
- return;
- }
- if (value <= 2287)
- {
- writer.Write((byte)(((value - 240) >> 8) + 241));
- writer.Write((byte)((value - 240) & 0xFF));
- return;
- }
- if (value <= 67823)
- {
- writer.Write((byte)249);
- writer.Write((byte)((value - 2288) >> 8));
- writer.Write((byte)((value - 2288) & 0xFF));
- return;
- }
- if (value <= 16777215)
- {
- writer.Write((byte)250);
- writer.Write((byte)(value & 0xFF));
- writer.Write((byte)((value >> 8) & 0xFF));
- writer.Write((byte)((value >> 16) & 0xFF));
- return;
- }
- if (value <= 4294967295)
- {
- writer.Write((byte)251);
- writer.Write((byte)(value & 0xFF));
- writer.Write((byte)((value >> 8) & 0xFF));
- writer.Write((byte)((value >> 16) & 0xFF));
- writer.Write((byte)((value >> 24) & 0xFF));
- return;
- }
- if (value <= 1099511627775)
- {
- writer.Write((byte)252);
- writer.Write((byte)(value & 0xFF));
- writer.Write((byte)((value >> 8) & 0xFF));
- writer.Write((byte)((value >> 16) & 0xFF));
- writer.Write((byte)((value >> 24) & 0xFF));
- writer.Write((byte)((value >> 32) & 0xFF));
- return;
- }
- if (value <= 281474976710655)
- {
- writer.Write((byte)253);
- writer.Write((byte)(value & 0xFF));
- writer.Write((byte)((value >> 8) & 0xFF));
- writer.Write((byte)((value >> 16) & 0xFF));
- writer.Write((byte)((value >> 24) & 0xFF));
- writer.Write((byte)((value >> 32) & 0xFF));
- writer.Write((byte)((value >> 40) & 0xFF));
- return;
- }
- if (value <= 72057594037927935)
- {
- writer.Write((byte)254);
- writer.Write((byte)(value & 0xFF));
- writer.Write((byte)((value >> 8) & 0xFF));
- writer.Write((byte)((value >> 16) & 0xFF));
- writer.Write((byte)((value >> 24) & 0xFF));
- writer.Write((byte)((value >> 32) & 0xFF));
- writer.Write((byte)((value >> 40) & 0xFF));
- writer.Write((byte)((value >> 48) & 0xFF));
- return;
- }
- // all others
- {
- writer.Write((byte)255);
- writer.Write((byte)(value & 0xFF));
- writer.Write((byte)((value >> 8) & 0xFF));
- writer.Write((byte)((value >> 16) & 0xFF));
- writer.Write((byte)((value >> 24) & 0xFF));
- writer.Write((byte)((value >> 32) & 0xFF));
- writer.Write((byte)((value >> 40) & 0xFF));
- writer.Write((byte)((value >> 48) & 0xFF));
- writer.Write((byte)((value >> 56) & 0xFF));
- }
- }
- // zigzag encoding https://gist.github.com/mfuerstenau/ba870a29e16536fdbaba
- public static void CompressVarInt(NetworkWriter writer, long i)
- {
- ulong zigzagged = (ulong)((i >> 63) ^ (i << 1));
- CompressVarUInt(writer, zigzagged);
- }
- // NOT an extension. otherwise weaver might accidentally use it.
- public static ulong DecompressVarUInt(NetworkReader reader)
- {
- byte a0 = reader.ReadByte();
- if (a0 < 241)
- {
- return a0;
- }
- byte a1 = reader.ReadByte();
- if (a0 >= 241 && a0 <= 248)
- {
- return 240 + ((a0 - (ulong)241) << 8) + a1;
- }
- byte a2 = reader.ReadByte();
- if (a0 == 249)
- {
- return 2288 + ((ulong)a1 << 8) + a2;
- }
- byte a3 = reader.ReadByte();
- if (a0 == 250)
- {
- return a1 + (((ulong)a2) << 8) + (((ulong)a3) << 16);
- }
- byte a4 = reader.ReadByte();
- if (a0 == 251)
- {
- return a1 + (((ulong)a2) << 8) + (((ulong)a3) << 16) + (((ulong)a4) << 24);
- }
- byte a5 = reader.ReadByte();
- if (a0 == 252)
- {
- return a1 + (((ulong)a2) << 8) + (((ulong)a3) << 16) + (((ulong)a4) << 24) + (((ulong)a5) << 32);
- }
- byte a6 = reader.ReadByte();
- if (a0 == 253)
- {
- return a1 + (((ulong)a2) << 8) + (((ulong)a3) << 16) + (((ulong)a4) << 24) + (((ulong)a5) << 32) + (((ulong)a6) << 40);
- }
- byte a7 = reader.ReadByte();
- if (a0 == 254)
- {
- return a1 + (((ulong)a2) << 8) + (((ulong)a3) << 16) + (((ulong)a4) << 24) + (((ulong)a5) << 32) + (((ulong)a6) << 40) + (((ulong)a7) << 48);
- }
- byte a8 = reader.ReadByte();
- if (a0 == 255)
- {
- return a1 + (((ulong)a2) << 8) + (((ulong)a3) << 16) + (((ulong)a4) << 24) + (((ulong)a5) << 32) + (((ulong)a6) << 40) + (((ulong)a7) << 48) + (((ulong)a8) << 56);
- }
- throw new IndexOutOfRangeException("DecompressVarInt failure: " + a0);
- }
- // zigzag decoding https://gist.github.com/mfuerstenau/ba870a29e16536fdbaba
- public static long DecompressVarInt(NetworkReader reader)
- {
- ulong data = DecompressVarUInt(reader);
- return ((long)(data >> 1)) ^ -((long)data & 1);
- }
- }
- }
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