void UpdateTest() { FloatCompression FloatCompression = FloatCompressor.TotalCompression(TestFloat, TestCompressionSettings); TestFloatAfterDecompression = FloatCompressor.TotalUnCompression(FloatCompression); if (TestCompressionSettings.Min < TestFloatAfterDecompression && TestFloatAfterDecompression < TestCompressionSettings.Max) { CompressionDiffrence = TestFloat - TestFloatAfterDecompression; CompressedBits = FloatCompression._bits; Debug.Log("Uncompressed float was:" + TestFloat + " | Compressed uint: " + FloatCompression._compressed + " | Decompressed float: " + TestFloatAfterDecompression); Debug.Log("This was a difference of:" + CompressionDiffrence + " | This is a total bit size of:" + CompressedBits); PreviewUncompressed.position = new Vector3(TestFloat, 0, 0); PreviewCubeCompressed.position = new Vector3(TestFloatAfterDecompression, 0, 0); } else { if (TestCompressionSettings.Min > TestFloatAfterDecompression) { Debug.LogWarning("The TestFloat is lower then TestCompressionSettings.Min here is the result:" + TestFloatAfterDecompression); } else { Debug.LogWarning("The TestFloat is higher then TestCompressionSettings.mac here is the result:" + TestFloatAfterDecompression); } } }
public static float TotalDecompression(FloatCompression compressed) { return(Clamp((compressed._compressed * compressed._accuracy) + compressed._min, compressed._min, compressed._max)); }