WriteSignedSingle() public method

Compress (lossy) a float in the range -1..1 using numberOfBits bits
public WriteSignedSingle ( float value, int numberOfBits ) : void
value float
numberOfBits int
return void
        /// <summary>
        /// Writes a unit vector (ie. a vector of length 1.0, for example a surface normal)
        /// using specified number of bits
        /// </summary>
        public static void WriteUnitVector3(this NetBuffer message, Vector3 unitVector, int numberOfBits)
        {
            float  x     = unitVector.x;
            float  y     = unitVector.y;
            float  z     = unitVector.z;
            double invPi = 1.0 / Math.PI;
            float  phi   = (float)(Math.Atan2(x, y) * invPi);
            float  theta = (float)(Math.Atan2(z, Math.Sqrt(x * x + y * y)) * (invPi * 2));

            int halfBits = numberOfBits / 2;

            message.WriteSignedSingle(phi, halfBits);
            message.WriteSignedSingle(theta, numberOfBits - halfBits);
        }
        /// <summary>
        /// Writes a unit quaternion using the specified number of bits per element
        /// for a total of 4 x bitsPerElements bits. Suggested value is 8 to 24 bits.
        /// </summary>
        public static void WriteRotation(this NetBuffer message, Quaternion quaternion, int bitsPerElement)
        {
            if (quaternion.x > 1.0f)
            {
                quaternion.x = 1.0f;
            }
            if (quaternion.y > 1.0f)
            {
                quaternion.y = 1.0f;
            }
            if (quaternion.z > 1.0f)
            {
                quaternion.z = 1.0f;
            }
            if (quaternion.w > 1.0f)
            {
                quaternion.w = 1.0f;
            }
            if (quaternion.x < -1.0f)
            {
                quaternion.x = -1.0f;
            }
            if (quaternion.y < -1.0f)
            {
                quaternion.y = -1.0f;
            }
            if (quaternion.z < -1.0f)
            {
                quaternion.z = -1.0f;
            }
            if (quaternion.w < -1.0f)
            {
                quaternion.w = -1.0f;
            }

            message.WriteSignedSingle(quaternion.x, bitsPerElement);
            message.WriteSignedSingle(quaternion.y, bitsPerElement);
            message.WriteSignedSingle(quaternion.z, bitsPerElement);
            message.WriteSignedSingle(quaternion.w, bitsPerElement);
        }
        /// <summary>
        /// Writes a unit quaternion using the specified number of bits per element
        /// for a total of 4 x bitsPerElements bits. Suggested value is 8 to 24 bits.
        /// </summary>
        public static void WriteRotation(this NetBuffer message, Quaternion quaternion, int bitsPerElement)
        {
            if (quaternion.X > 1.0f)
            {
                quaternion.X = 1.0f;
            }
            if (quaternion.Y > 1.0f)
            {
                quaternion.Y = 1.0f;
            }
            if (quaternion.Z > 1.0f)
            {
                quaternion.Z = 1.0f;
            }
            if (quaternion.W > 1.0f)
            {
                quaternion.W = 1.0f;
            }
            if (quaternion.X < -1.0f)
            {
                quaternion.X = -1.0f;
            }
            if (quaternion.Y < -1.0f)
            {
                quaternion.Y = -1.0f;
            }
            if (quaternion.Z < -1.0f)
            {
                quaternion.Z = -1.0f;
            }
            if (quaternion.W < -1.0f)
            {
                quaternion.W = -1.0f;
            }

            message.WriteSignedSingle(quaternion.X, bitsPerElement);
            message.WriteSignedSingle(quaternion.Y, bitsPerElement);
            message.WriteSignedSingle(quaternion.Z, bitsPerElement);
            message.WriteSignedSingle(quaternion.W, bitsPerElement);
        }