222 строки
9.4 KiB
C#
222 строки
9.4 KiB
C#
using System.Runtime.CompilerServices;
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using Unity.Mathematics;
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using UnityEngine;
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namespace Unity.Netcode.Components
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{
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/// <summary>
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/// Used to synchromnize delta position when half float precision is enabled
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/// </summary>
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public struct NetworkDeltaPosition : INetworkSerializable
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{
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internal const float MaxDeltaBeforeAdjustment = 64f;
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/// <summary>
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/// The HalfVector3 used to synchronize the delta in position
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/// </summary>
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public HalfVector3 HalfVector3;
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internal Vector3 CurrentBasePosition;
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internal Vector3 PrecisionLossDelta;
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internal Vector3 HalfDeltaConvertedBack;
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internal Vector3 PreviousPosition;
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internal Vector3 DeltaPosition;
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internal int NetworkTick;
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internal bool SynchronizeBase;
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internal bool CollapsedDeltaIntoBase;
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/// <summary>
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/// The serialization implementation of <see cref="INetworkSerializable"/>
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/// </summary>
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public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
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{
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if (!SynchronizeBase)
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{
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HalfVector3.NetworkSerialize(serializer);
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}
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else
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{
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serializer.SerializeValue(ref DeltaPosition);
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serializer.SerializeValue(ref CurrentBasePosition);
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}
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}
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/// <summary>
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/// Gets the full precision value of Vector3 position while also potentially updating the current base position.
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/// </summary>
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/// <param name="networkTick">Use the current network tick value.</param>
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/// <returns>The full position as a <see cref="Vector3"/>.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Vector3 ToVector3(int networkTick)
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{
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// When synchronizing, it is possible to have a state update arrive
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// for the same synchronization network tick. Under this scenario,
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// we only want to return the existing CurrentBasePosition + DeltaPosition
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// values and not process the X, Y, or Z values.
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// (See the constructors below)
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if (networkTick == NetworkTick)
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{
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return CurrentBasePosition + DeltaPosition;
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}
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for (int i = 0; i < HalfVector3.Length; i++)
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{
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if (HalfVector3.AxisToSynchronize[i])
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{
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DeltaPosition[i] = Mathf.HalfToFloat(HalfVector3.Axis[i].value);
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// If we exceed or are equal to the maximum delta value then we need to
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// apply the delta to the CurrentBasePosition value and reset the delta
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// position for the axis.
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if (Mathf.Abs(DeltaPosition[i]) >= MaxDeltaBeforeAdjustment)
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{
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CurrentBasePosition[i] += DeltaPosition[i];
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DeltaPosition[i] = 0.0f;
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HalfVector3.Axis[i] = half.zero;
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}
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}
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}
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return CurrentBasePosition + DeltaPosition;
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}
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/// <summary>
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/// Returns the current base position (excluding the delta position offset).
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/// </summary>
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/// <returns>The current base position as a <see cref="Vector3"/></returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Vector3 GetCurrentBasePosition()
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{
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return CurrentBasePosition;
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}
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/// <summary>
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/// Returns the full position which includes the delta offset position.
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/// </summary>
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/// <returns>The full position as a <see cref="Vector3"/>.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Vector3 GetFullPosition()
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{
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return CurrentBasePosition + DeltaPosition;
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}
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/// <summary>
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/// The half float vector3 version of the current delta position.
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/// </summary>
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/// <remarks>
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/// Only applies to the authoritative side for <see cref="NetworkTransform"/> instances.
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/// </remarks>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Vector3 GetConvertedDelta()
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{
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return HalfDeltaConvertedBack;
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}
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/// <summary>
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/// The full precision current delta position.
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/// </summary>
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/// <remarks>
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/// Authoritative: Will have no precision loss
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/// Non-Authoritative: Has the current network tick's loss of precision.
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/// Precision loss adjustments are one network tick behind on the
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/// non-authoritative side.
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/// </remarks>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Vector3 GetDeltaPosition()
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{
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return DeltaPosition;
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}
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/// <summary>
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/// Updates the position delta based off of the current base position.
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/// </summary>
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/// <param name="vector3">The full precision <see cref="Vector3"/> value to (converted to half floats) used to determine the delta offset positon.</param>
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/// <param name="networkTick">Set the current network tick value when updating.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void UpdateFrom(ref Vector3 vector3, int networkTick)
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{
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CollapsedDeltaIntoBase = false;
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NetworkTick = networkTick;
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DeltaPosition = (vector3 + PrecisionLossDelta) - CurrentBasePosition;
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for (int i = 0; i < HalfVector3.Length; i++)
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{
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if (HalfVector3.AxisToSynchronize[i])
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{
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HalfVector3.Axis[i] = math.half(DeltaPosition[i]);
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HalfDeltaConvertedBack[i] = Mathf.HalfToFloat(HalfVector3.Axis[i].value);
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PrecisionLossDelta[i] = DeltaPosition[i] - HalfDeltaConvertedBack[i];
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if (Mathf.Abs(HalfDeltaConvertedBack[i]) >= MaxDeltaBeforeAdjustment)
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{
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CurrentBasePosition[i] += HalfDeltaConvertedBack[i];
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HalfDeltaConvertedBack[i] = 0.0f;
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DeltaPosition[i] = 0.0f;
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CollapsedDeltaIntoBase = true;
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}
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}
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}
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for (int i = 0; i < HalfVector3.Length; i++)
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{
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if (HalfVector3.AxisToSynchronize[i])
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{
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PreviousPosition[i] = vector3[i];
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}
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}
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}
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="vector3">The initial axial values (converted to half floats) when instantiated.</param>
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/// <param name="networkTick">Set the network tick value to the current network tick when instantiating.</param>
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/// <param name="axisToSynchronize">The axis to be synchronized.</param>
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public NetworkDeltaPosition(Vector3 vector3, int networkTick, bool3 axisToSynchronize)
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{
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NetworkTick = networkTick;
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CurrentBasePosition = vector3;
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PreviousPosition = vector3;
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PrecisionLossDelta = Vector3.zero;
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DeltaPosition = Vector3.zero;
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HalfDeltaConvertedBack = Vector3.zero;
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HalfVector3 = new HalfVector3(vector3, axisToSynchronize);
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SynchronizeBase = false;
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CollapsedDeltaIntoBase = false;
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UpdateFrom(ref vector3, networkTick);
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}
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/// <summary>
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/// Constructor that defaults to all axis being synchronized.
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/// </summary>
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/// <param name="vector3">The initial axial values (converted to half floats) when instantiated.</param>
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/// <param name="networkTick">Set the network tick value to the current network tick when instantiating.</param>
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public NetworkDeltaPosition(Vector3 vector3, int networkTick) : this(vector3, networkTick, math.bool3(true))
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{
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}
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="x">The initial x axis (converted to half float) value when instantiated.</param>
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/// <param name="y">The initial y axis (converted to half float) value when instantiated.</param>
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/// <param name="z">The initial z axis (converted to half float) value when instantiated.</param>
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/// <param name="networkTick">Set the network tick value to the current network tick when instantiating.</param>
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/// <param name="axisToSynchronize">The axis to be synchronized.</param>
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public NetworkDeltaPosition(float x, float y, float z, int networkTick, bool3 axisToSynchronize) :
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this(new Vector3(x, y, z), networkTick, axisToSynchronize)
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{
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}
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="x">The initial x axis (converted to half float) value when instantiated.</param>
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/// <param name="y">The initial y axis (converted to half float) value when instantiated.</param>
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/// <param name="z">The initial z axis (converted to half float) value when instantiated.</param>
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/// <param name="networkTick">Set the network tick value to the current network tick when instantiating.</param>
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public NetworkDeltaPosition(float x, float y, float z, int networkTick) :
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this(new Vector3(x, y, z), networkTick, math.bool3(true))
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{
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}
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}
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}
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