Add StickGame Assets
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using System;
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using UnityEngine;
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namespace FishNet.Serializing.Helping
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{
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public static class Quaternion32Compression
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{
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private const float Maximum = +1.0f / 1.414214f;
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private const int BitsPerAxis = 10;
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private const int LargestComponentShift = BitsPerAxis * 3;
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private const int AShift = BitsPerAxis * 2;
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private const int BShift = BitsPerAxis * 1;
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private const int IntScale = (1 << (BitsPerAxis - 1)) - 1;
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private const int IntMask = (1 << BitsPerAxis) - 1;
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public static uint Compress(Quaternion quaternion)
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{
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float absX = Mathf.Abs(quaternion.x);
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float absY = Mathf.Abs(quaternion.y);
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float absZ = Mathf.Abs(quaternion.z);
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float absW = Mathf.Abs(quaternion.w);
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ComponentType largestComponent = ComponentType.X;
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float largestAbs = absX;
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float largest = quaternion.x;
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if (absY > largestAbs)
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{
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largestAbs = absY;
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largestComponent = ComponentType.Y;
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largest = quaternion.y;
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}
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if (absZ > largestAbs)
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{
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largestAbs = absZ;
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largestComponent = ComponentType.Z;
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largest = quaternion.z;
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}
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if (absW > largestAbs)
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{
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largestComponent = ComponentType.W;
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largest = quaternion.w;
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}
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float a = 0;
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float b = 0;
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float c = 0;
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switch (largestComponent)
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{
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case ComponentType.X:
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a = quaternion.y;
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b = quaternion.z;
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c = quaternion.w;
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break;
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case ComponentType.Y:
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a = quaternion.x;
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b = quaternion.z;
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c = quaternion.w;
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break;
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case ComponentType.Z:
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a = quaternion.x;
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b = quaternion.y;
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c = quaternion.w;
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break;
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case ComponentType.W:
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a = quaternion.x;
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b = quaternion.y;
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c = quaternion.z;
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break;
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}
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if (largest < 0)
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{
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a = -a;
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b = -b;
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c = -c;
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}
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uint integerA = ScaleToUint(a);
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uint integerB = ScaleToUint(b);
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uint integerC = ScaleToUint(c);
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return (((uint)largestComponent) << LargestComponentShift) | (integerA << AShift) | (integerB << BShift) | integerC;
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}
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private static uint ScaleToUint(float v)
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{
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float normalized = v / Maximum;
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return (uint)Mathf.RoundToInt(normalized * IntScale) & IntMask;
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}
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private static float ScaleToFloat(uint v)
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{
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float unscaled = v * Maximum / IntScale;
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if (unscaled > Maximum)
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unscaled -= Maximum * 2;
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return unscaled;
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}
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public static Quaternion Decompress(uint compressed)
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{
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var largestComponentType = (ComponentType)(compressed >> LargestComponentShift);
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uint integerA = (compressed >> AShift) & IntMask;
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uint integerB = (compressed >> BShift) & IntMask;
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uint integerC = compressed & IntMask;
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float a = ScaleToFloat(integerA);
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float b = ScaleToFloat(integerB);
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float c = ScaleToFloat(integerC);
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Quaternion rotation;
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switch (largestComponentType)
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{
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case ComponentType.X:
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// (?) y z w
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rotation.y = a;
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rotation.z = b;
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rotation.w = c;
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rotation.x = Mathf.Sqrt(1 - rotation.y * rotation.y
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- rotation.z * rotation.z
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- rotation.w * rotation.w);
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break;
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case ComponentType.Y:
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// x (?) z w
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rotation.x = a;
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rotation.z = b;
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rotation.w = c;
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rotation.y = Mathf.Sqrt(1 - rotation.x * rotation.x
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- rotation.z * rotation.z
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- rotation.w * rotation.w);
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break;
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case ComponentType.Z:
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// x y (?) w
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rotation.x = a;
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rotation.y = b;
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rotation.w = c;
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rotation.z = Mathf.Sqrt(1 - rotation.x * rotation.x
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- rotation.y * rotation.y
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- rotation.w * rotation.w);
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break;
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case ComponentType.W:
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// x y z (?)
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rotation.x = a;
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rotation.y = b;
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rotation.z = c;
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rotation.w = Mathf.Sqrt(1 - rotation.x * rotation.x
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- rotation.y * rotation.y
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- rotation.z * rotation.z);
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break;
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default:
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// Should never happen!
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throw new ArgumentOutOfRangeException("Unknown rotation component type: " +
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largestComponentType);
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}
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return rotation;
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}
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}
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}
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