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as described by https://gafferongames.com/post/snapshot_compression/ Assuming quaternions are normalized, this algorithm gets a 29-bit lossy compression of quaternions suitable for networking rotations. Note that a full-blown quaternion takes 32 * 4 = 128 bits
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using System; | ||
using UnityEngine; | ||
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namespace Mirror | ||
{ | ||
enum ComponentType : uint | ||
{ | ||
X = 0, | ||
Y = 1, | ||
Z = 2, | ||
W = 3 | ||
} | ||
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/// <summary> | ||
/// Credit to this man for converting gaffer games c code to c# | ||
/// https://gist.github.com/fversnel/0497ad7ab3b81e0dc1dd | ||
/// </summary> | ||
public static class Compression | ||
{ | ||
private const float Minimum = -1.0f / 1.414214f; // note: 1.0f / sqrt(2) | ||
private const float Maximum = +1.0f / 1.414214f; | ||
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internal static uint Compress(Quaternion quaternion) | ||
{ | ||
float absX = Mathf.Abs(quaternion.x), | ||
absY = Mathf.Abs(quaternion.y), | ||
absZ = Mathf.Abs(quaternion.z), | ||
absW = Mathf.Abs(quaternion.w); | ||
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ComponentType largestComponent = ComponentType.X; | ||
float largestAbs = absX; | ||
float largest = quaternion.x; | ||
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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; | ||
} | ||
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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; | ||
} | ||
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if (largest < 0) | ||
{ | ||
a = -a; | ||
b = -b; | ||
c = -c; | ||
} | ||
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float normalizedA = (a - Minimum) / (Maximum - Minimum), | ||
normalizedB = (b - Minimum) / (Maximum - Minimum), | ||
normalizedC = (c - Minimum) / (Maximum - Minimum); | ||
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uint integerA = (uint)Mathf.RoundToInt(normalizedA * 1024.0f), | ||
integerB = (uint)Mathf.RoundToInt(normalizedB * 1024.0f), | ||
integerC = (uint)Mathf.RoundToInt(normalizedC * 1024.0f); | ||
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return (((uint)largestComponent) << 30) | (integerA << 20) | (integerB << 10) | integerC; | ||
} | ||
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internal static Quaternion Decompress(uint compressed) | ||
{ | ||
var largestComponentType = (ComponentType)(compressed >> 30); | ||
uint integerA = (compressed >> 20) & ((1 << 10) - 1), | ||
integerB = (compressed >> 10) & ((1 << 10) - 1), | ||
integerC = compressed & ((1 << 10) - 1); | ||
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float a = integerA / 1024.0f * (Maximum - Minimum) + Minimum, | ||
b = integerB / 1024.0f * (Maximum - Minimum) + Minimum, | ||
c = integerC / 1024.0f * (Maximum - Minimum) + Minimum; | ||
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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); | ||
} | ||
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return rotation; | ||
} | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
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using System.Collections; | ||
using System.Collections.Generic; | ||
using Mirror; | ||
using NUnit.Framework; | ||
using UnityEngine; | ||
using UnityEngine.TestTools; | ||
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namespace Tests | ||
{ | ||
public class CompressionTests | ||
{ | ||
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[Test] | ||
[Repeat(100)] | ||
public void QuaternionCompression() | ||
{ | ||
Quaternion expected = Random.rotation; | ||
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uint compressed = Compression.Compress(expected); | ||
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Quaternion decompressed = Compression.Decompress(compressed); | ||
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// decompressed should be almost the same | ||
Assert.That(Mathf.Abs(Quaternion.Dot(expected, decompressed)), Is.GreaterThan(1 - 0.001)); | ||
} | ||
} | ||
} |
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