コード例 #1
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 public abstract GenericX Decompress(CompressedElement comp);
コード例 #2
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ファイル: Frame.cs プロジェクト: vert0r/NetDemo2
        // Construct
        public Frame(NetworkSyncTransform _nst, NSTElementsEngine _nstElementsEngine, int index, Vector3 _pos, CompressedElement _compPos, Quaternion _rot)         //, PositionElement[] positionElements, RotationElement[] rotationElements)
        {
            nst = _nst;
            nstElementsEngine = _nstElementsEngine;
            rootPos           = _pos;
            compPos           = _compPos;

            int numbOfElements = nstElementsEngine.transformElements.Length;

            elements = new List <XElement>(numbOfElements);
            for (int eid = 0; eid < numbOfElements; eid++)
            {
                elements.Add(new XElement(
                                 nstElementsEngine.transformElements[eid].Localized,
                                 nstElementsEngine.transformElements[eid].Compress(),
                                 false,
                                 nstElementsEngine.transformElements[eid]
                                 ));
            }

            frameid    = index;
            customData = new byte[128];              //TODO: Make this size a user setting
        }
コード例 #3
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 public static CompressedElement OverwriteLowerBits(CompressedElement upperbits, CompressedElement lowerbits)
 {
     return(new CompressedElement
            (
                axisRanges[0].ZeroLowerBits(upperbits[0]) | lowerbits[0],
                axisRanges[1].ZeroLowerBits(upperbits[1]) | lowerbits[1],
                axisRanges[2].ZeroLowerBits(upperbits[2]) | lowerbits[2]
            ));
 }
コード例 #4
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        public override void WriteToBitstream(ref UdpBitStream bitstream, MsgType msgType, bool forceUpdate, bool isKeyframe)
        {
            // Base class does some forceUpdate checking, keep it around.
            //forceUpdate = base.WriteToBitstream(ref bitstream, msgType, forceUpdate);
            //bool hasChanged = false;

            if (rotationType == XType.Quaternion)
            {
                ulong compressedQuat = QuatCompress.CompressQuatToBitsBuffer(Localized, totalBitsForQuat);

                // For frames between forced updates, we need to first send a flag bit for if this element is being sent
                if (!forceUpdate)
                {
                    bool hasChanged = compressedQuat != lastSentCompressed;
                    bitstream.WriteBool(hasChanged);

                    // if no changes have occured we are done.
                    if (!hasChanged)
                    {
                        return;
                    }
                }

                bitstream.WriteULong(compressedQuat, totalBitsForQuat);
                lastSentCompressed = compressedQuat;
                return;
            }

            else
            {
                // Euler types...

                CompressedElement newValues = new CompressedElement(0, 0, 0);

                // populate the new compressed position, and test if any of the axes have changed.
                for (int axis = 0; axis < 3; axis++)
                {
                    if (rotationType.IsXYZ(axis))
                    {
                        newValues[axis] = CompressFloat(((Vector3)Localized)[axis], axis);
                    }
                }

                // For frames between forced updates, we need to first send a flag bit for if this element is being sent
                if (!forceUpdate)
                {
                    bool hasChanged = !CompressedElement.Compare(newValues, lastSentCompressed);
                    bitstream.WriteBool(hasChanged);

                    // if no changes have occured we are done.
                    if (!hasChanged)
                    {
                        return;
                    }
                }

                for (int axis = 0; axis < 3; axis++)
                {
                    if (rotationType.IsXYZ(axis))
                    {
                        bitstream.WriteUInt(newValues[axis], xyzBits[axis]);
                        lastSentCompressed[axis] = newValues[axis];
                    }
                }
            }
        }
コード例 #5
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 public static CompressedElement OverwriteLowerBits(CompressedElement upperbits, CompressedElement lowerbits)
 {
     //Debug.Log("upperx " + ((upperbits.x >> lowerBitcount[0]) << lowerBitcount[0]) + " lowerx " + lowerbits.x + " result " + (((upperbits.x >> lowerBitcount[0]) << lowerBitcount[0]) | lowerbits.x));
     return(new CompressedElement
            (
                AxisRanges(0).ZeroLowerBits(upperbits[0]) | lowerbits[0],
                AxisRanges(1).ZeroLowerBits(upperbits[1]) | lowerbits[1],
                AxisRanges(2).ZeroLowerBits(upperbits[2]) | lowerbits[2]
            ));
 }
コード例 #6
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 /// <summary>
 /// Attempts to guess the most likely upperbits state by seeing if each axis of the new position would be
 /// closer to the old one if the upper bit is incremented by one, two, three etc. Stops trying when it fails to get a better result than the last increment.
 /// </summary>
 /// <param name="oldcpos">Last best position test against.</param>
 /// <returns>Returns a corrected CompressPos</returns>
 public static CompressedElement GuessUpperBitsWorld(this CompressedElement newcpos, CompressedElement oldcpos)
 {
     return(newcpos.GuessUpperBits(oldcpos, axisRanges));
 }
コード例 #7
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 public static void Copy(CompressedElement source, CompressedElement target)
 {
     target.x = source.x;
     target.y = source.y;
     target.z = source.z;
 }
コード例 #8
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        //public static CompressedPos GuessUpperBitsOld(CompressedPos oldcpos, CompressedPos newcpos)
        //{
        //	CompressedPos bestGuess = new CompressedPos();
        //	CompressedPos oldUppers = oldcpos.ZeroLowerBits();

        //	for (int i = 0; i < 3; i++)
        //	{
        //		uint original = newcpos[i] | oldUppers[i];

        //		// guess if the upperbits increased or decreased based on whether lower bits were a high or low number
        //		uint prevLowers = oldcpos[i] & maxValue[lowerBitcount[i]];
        //		uint midwayValue = maxValue[lowerBitcount[i] - 1];

        //		// value that will increase or decrease the upperbits by one
        //		int increment = (prevLowers > midwayValue) ? (1 << lowerBitcount[i]) : -(1 << lowerBitcount[i]);
        //		uint offset = newcpos[i] | (oldUppers[i] + increment);

        //		int distorig = Mathf.Abs(oldcpos[i] - original);
        //		int distoffs = Mathf.Abs(oldcpos[i] - offset);

        //		bestGuess[i] = (distorig < distoffs) ? original : offset;
        //		if (distorig > distoffs)  Debug.Log("Used guess ");
        //	}
        //	return bestGuess;
        //}

        /// <summary>
        /// Attempts to guess the most likely upperbits state by seeing if each axis of the new position would be
        /// closer to the old one if the upper bit is incremented by one, two, three etc. Stops trying when it fails to get a better result than the last increment.
        /// </summary>
        /// <param name="oldcpos">Last best position test against.</param>
        /// <returns>Returns a corrected CompressPos</returns>
        public static CompressedElement GuessUpperBits(this CompressedElement newcpos, CompressedElement oldcpos)
        {
            CompressedElement oldUppers = oldcpos.ZeroLowerBits();
            CompressedElement newLowers = newcpos.ZeroUpperBits();
            CompressedElement bestGuess = oldUppers + newLowers;

            for (int i = 0; i < 3; i++)
            {
                // value that will increase or decrease the upperbits by one
                uint increment  = ((uint)1 << AxisRanges(i).lowerBits);
                int  multiplier = 1;

                // start by just applying the old uppers to the new lowers. This is the distance to beat.
                //uint lastguess = oldUppers[i] | newLowers[i];
                long lastguessdist = System.Math.Abs((long)bestGuess[i] - oldcpos[i]);
                bool lookup        = true;
                bool lookdn        = true;

                while (multiplier < 10)
                {
                    if (lookup)
                    {
                        uint guessup = bestGuess[i] + increment;
                        long updist  = guessup - oldcpos[i];

                        if (updist < lastguessdist)
                        {
                            bestGuess[i]  = guessup;
                            lastguessdist = updist;
                            lookdn        = false;
                            continue;
                        }
                    }

                    if (lookdn)
                    {
                        uint guessdn = (uint)((long)bestGuess[i] - increment);
                        long dndist  = (long)oldcpos[i] - guessdn;

                        if (dndist < lastguessdist)
                        {
                            bestGuess[i]  = guessdn;
                            lastguessdist = dndist;
                            lookup        = false;
                            continue;
                        }
                    }

                    // No improvements found, we are done looking.
                    break;

                    //multiplier++;

                    //Debug.Log("increment " + ((uint)(increment * multiplier)).PrintBitMask(lowerBitcount[i]));
                    //Debug.Log("oldpositn " + oldcpos[i].PrintBitMask(lowerBitcount[i]));
                    //Debug.Log("lastguess " + lastguess.PrintBitMask(lowerBitcount[i]));
                    //Debug.Log(" -  -  -  -");
                }

                //bestGuess[i] = lastguess;
            }
            return(bestGuess);
        }
コード例 #9
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 /// <summary>
 /// Basic compare of the X, Y, Z, and W values. True if they all match.
 /// </summary>
 public static bool Compare(CompressedElement a, CompressedElement b)
 {
     return(a.x == b.x && a.y == b.y && a.z == b.z);
 }
コード例 #10
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ファイル: CompressedElement.cs プロジェクト: lenix2/VRProject
 /// <summary>
 /// Replace the upperbits of the first compressed element with the upper bits of the second, using BitCullingLevel as the separation point.
 /// </summary>
 public static CompressedElement OverwriteUpperBits(this CompressedElement low, CompressedElement up, FloatRange[] ranges, BitCullingLevel bcl)
 {
     return(new CompressedElement(
                ranges[0].OverwriteUpperBits(low.x, up.x, bcl),
                ranges[1].OverwriteUpperBits(low.y, up.y, bcl),
                ranges[2].OverwriteUpperBits(low.z, up.z, bcl)
                ));
 }
コード例 #11
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ファイル: CompressedElement.cs プロジェクト: lenix2/VRProject
 /// <summary>
 /// Alternative to OverwriteUpperBits that attempts to guess the upperbits by seeing if each axis of the new position would be
 /// closer to the old one if the upper bit is incremented by one, two, three etc. Stops trying when it fails to get a better result.
 /// </summary>
 /// <param name="oldcpos">Last best position test against.</param>
 /// <returns>Returns a corrected CompressPos</returns>
 public static CompressedElement GuessUpperBits(this CompressedElement newcpos, CompressedElement oldcpos, FloatRange[] axesranges, BitCullingLevel bcl)
 {
     return(new CompressedElement(
                axesranges[0].GuessUpperBits(newcpos[0], oldcpos[0], bcl),
                axesranges[1].GuessUpperBits(newcpos[1], oldcpos[1], bcl),
                axesranges[2].GuessUpperBits(newcpos[2], oldcpos[2], bcl)
                ));
 }
コード例 #12
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ファイル: CompressedElement.cs プロジェクト: lenix2/VRProject
 /// <summary>
 /// Test changes between two compressed Vector3 elements and return the ideal BitCullingLevel for that change.
 /// </summary>
 public static BitCullingLevel GetGuessableBitCullLevel(CompressedElement oldComp, CompressedElement newComp, FloatRange[] fr, BitCullingLevel maxCullLvl)
 {
     for (BitCullingLevel lvl = maxCullLvl; lvl > 0; lvl--)
     {
         // Starting guess is the new lower bits using the previous upperbits
         if (Compare(newComp, (oldComp.ZeroLowerBits(lvl) | newComp.ZeroUpperBits(lvl))))
         {
             return(lvl);
         }
     }
     return(BitCullingLevel.NoCulling);
 }
コード例 #13
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ファイル: CompressedElement.cs プロジェクト: lenix2/VRProject
        /// <summary>
        /// It is preferable to use the overload that takes and int divisor value than a float, to avoid all float math.
        /// </summary>
        public static CompressedElement Extrapolate(CompressedElement curr, CompressedElement prev, float amount = .5f)
        {
            int divisor = (int)(1f / amount);

            return(Extrapolate(curr, prev, divisor));
        }