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C# - Use "smallest three" compression for transmitting Quaternion rotations in Unity's UNET networking, from 16 bytes to 7 bytes.
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// Copyright (c) 2016 StagPoint Software | |
namespace StagPoint.Networking | |
{ | |
using System; | |
using UnityEngine; | |
using UnityEngine.Networking; | |
/// <summary> | |
/// Provides some commonly-used functions for transferring compressed data over the network using | |
/// Unity's UNET networking library. | |
/// </summary> | |
public static class NetworkingExtensions | |
{ | |
#region Constants and static variables | |
/// <summary> | |
/// Used when compressing float values, where the decimal portion of the floating point value | |
/// is multiplied by this number prior to storing the result in an Int16. Doing this allows | |
/// us to retain five decimal places, which for many purposes is more than adequate. | |
/// </summary> | |
private const float FLOAT_PRECISION_MULT = 10000f; | |
#endregion | |
#region NetworkReader and NetworkWriter extension methods | |
/// <summary> | |
/// Writes a compressed Quaternion value to the network stream. This function uses the "smallest three" | |
/// method, which is well summarized here: http://gafferongames.com/networked-physics/snapshot-compression/ | |
/// </summary> | |
/// <param name="writer">The stream to write the compressed rotation to.</param> | |
/// <param name="rotation">The rotation value to be written to the stream.</param> | |
public static void WriteCompressedRotation( this NetworkWriter writer, Quaternion rotation ) | |
{ | |
var maxIndex = (byte)0; | |
var maxValue = float.MinValue; | |
var sign = 1f; | |
// Determine the index of the largest (absolute value) element in the Quaternion. | |
// We will transmit only the three smallest elements, and reconstruct the largest | |
// element during decoding. | |
for( int i = 0; i < 4; i++ ) | |
{ | |
var element = rotation[ i ]; | |
var abs = Mathf.Abs( rotation[ i ] ); | |
if( abs > maxValue ) | |
{ | |
// We don't need to explicitly transmit the sign bit of the omitted element because you | |
// can make the omitted element always positive by negating the entire quaternion if | |
// the omitted element is negative (in quaternion space (x,y,z,w) and (-x,-y,-z,-w) | |
// represent the same rotation.), but we need to keep track of the sign for use below. | |
sign = ( element < 0 ) ? -1 : 1; | |
// Keep track of the index of the largest element | |
maxIndex = (byte)i; | |
maxValue = abs; | |
} | |
} | |
// If the maximum value is approximately 1f (such as Quaternion.identity [0,0,0,1]), then we can | |
// reduce storage even further due to the fact that all other fields must be 0f by definition, so | |
// we only need to send the index of the largest field. | |
if( Mathf.Approximately( maxValue, 1f ) ) | |
{ | |
// Again, don't need to transmit the sign since in quaternion space (x,y,z,w) and (-x,-y,-z,-w) | |
// represent the same rotation. We only need to send the index of the single element whose value | |
// is 1f in order to recreate an equivalent rotation on the receiver. | |
writer.Write( maxIndex + 4 ); | |
return; | |
} | |
var a = (short)0; | |
var b = (short)0; | |
var c = (short)0; | |
// We multiply the value of each element by QUAT_PRECISION_MULT before converting to 16-bit integer | |
// in order to maintain precision. This is necessary since by definition each of the three smallest | |
// elements are less than 1.0, and the conversion to 16-bit integer would otherwise truncate everything | |
// to the right of the decimal place. This allows us to keep five decimal places. | |
if( maxIndex == 0 ) | |
{ | |
a = (short)( rotation.y * sign * FLOAT_PRECISION_MULT ); | |
b = (short)( rotation.z * sign * FLOAT_PRECISION_MULT ); | |
c = (short)( rotation.w * sign * FLOAT_PRECISION_MULT ); | |
} | |
else if( maxIndex == 1 ) | |
{ | |
a = (short)( rotation.x * sign * FLOAT_PRECISION_MULT ); | |
b = (short)( rotation.z * sign * FLOAT_PRECISION_MULT ); | |
c = (short)( rotation.w * sign * FLOAT_PRECISION_MULT ); | |
} | |
else if( maxIndex == 2 ) | |
{ | |
a = (short)( rotation.x * sign * FLOAT_PRECISION_MULT ); | |
b = (short)( rotation.y * sign * FLOAT_PRECISION_MULT ); | |
c = (short)( rotation.w * sign * FLOAT_PRECISION_MULT ); | |
} | |
else | |
{ | |
a = (short)( rotation.x * sign * FLOAT_PRECISION_MULT ); | |
b = (short)( rotation.y * sign * FLOAT_PRECISION_MULT ); | |
c = (short)( rotation.z * sign * FLOAT_PRECISION_MULT ); | |
} | |
writer.Write( maxIndex ); | |
writer.Write( a ); | |
writer.Write( b ); | |
writer.Write( c ); | |
} | |
/// <summary> | |
/// Reads a compressed rotation value from the network stream. This value must have been previously written | |
/// with WriteCompressedRotation() in order to be properly decompressed. | |
/// </summary> | |
/// <param name="reader">The network stream to read the compressed rotation value from.</param> | |
/// <returns>Returns the uncompressed rotation value as a Quaternion.</returns> | |
public static Quaternion ReadCompressedRotation( this NetworkReader reader ) | |
{ | |
// Read the index of the omitted field from the stream. | |
var maxIndex = reader.ReadByte(); | |
// Values between 4 and 7 indicate that only the index of the single field whose value is 1f was | |
// sent, and (maxIndex - 4) is the correct index for that field. | |
if( maxIndex >= 4 && maxIndex <= 7 ) | |
{ | |
var x = ( maxIndex == 4 ) ? 1f : 0f; | |
var y = ( maxIndex == 5 ) ? 1f : 0f; | |
var z = ( maxIndex == 6 ) ? 1f : 0f; | |
var w = ( maxIndex == 7 ) ? 1f : 0f; | |
return new Quaternion( x, y, z, w ); | |
} | |
// Read the other three fields and derive the value of the omitted field | |
var a = (float)reader.ReadInt16() / FLOAT_PRECISION_MULT; | |
var b = (float)reader.ReadInt16() / FLOAT_PRECISION_MULT; | |
var c = (float)reader.ReadInt16() / FLOAT_PRECISION_MULT; | |
var d = Mathf.Sqrt( 1f - ( a * a + b * b + c * c ) ); | |
if( maxIndex == 0 ) | |
return new Quaternion( d, a, b, c ); | |
else if( maxIndex == 1 ) | |
return new Quaternion( a, d, b, c ); | |
else if( maxIndex == 2 ) | |
return new Quaternion( a, b, d, c ); | |
return new Quaternion( a, b, c, d ); | |
} | |
#endregion | |
} | |
} |
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