Add StreamBuffer functions for reading / writing vectors

main
copygirl 2 weeks ago
parent f8163caee1
commit 0984148ee5
  1. 68
      stream_buffer.gd

@ -77,6 +77,12 @@ func write_float16(value: float) -> void: ensure_capacity(2); buffer.encode_half
func write_float32(value: float) -> void: ensure_capacity(4); buffer.encode_float(size, value); size += 4; bit = 0
func write_float64(value: float) -> void: ensure_capacity(8); buffer.encode_double(size, value); size += 8; bit = 0
func write_vector16(value: Vector3) -> void: write_float16(value.x); write_float16(value.y); write_float16(value.z)
func write_vector32(value: Vector3) -> void: write_float32(value.x); write_float32(value.y); write_float32(value.z)
func write_transform16(value: Transform3D) -> void: write_vector16(value.basis.x); write_vector16(value.basis.y); write_vector16(value.basis.z); write_vector16(value.origin)
func write_transform32(value: Transform3D) -> void: write_vector32(value.basis.x); write_vector32(value.basis.y); write_vector32(value.basis.z); write_vector32(value.origin)
func read_int8() -> int: assert(remaining_bytes() >= 1); var result := buffer.decode_s8(cursor); cursor += 1; bit = 0; return result
func read_int16() -> int: assert(remaining_bytes() >= 2); var result := buffer.decode_s16(cursor); cursor += 2; bit = 0; return result
@ -93,19 +99,20 @@ func read_float16() -> float: assert(remaining_bytes() >= 2); var result := buff
func read_float32() -> float: assert(remaining_bytes() >= 4); var result := buffer.decode_float(cursor); cursor += 4; bit = 0; return result
func read_float64() -> float: assert(remaining_bytes() >= 8); var result := buffer.decode_double(cursor); cursor += 8; bit = 0; return result
func read_vector16() -> Vector3: return Vector3(read_float16(), read_float16(), read_float16())
func read_vector32() -> Vector3: return Vector3(read_float32(), read_float32(), read_float32())
func read_transform16() -> Transform3D: return Transform3D(Basis(read_vector16(), read_vector16(), read_vector16()), read_vector16())
func read_transform32() -> Transform3D: return Transform3D(Basis(read_vector32(), read_vector32(), read_vector32()), read_vector32())
func write_bit(value: bool) -> void:
if bit == 0:
ensure_capacity(1)
buffer[size] = 0
size += 1
if bit == 0: ensure_capacity(1); buffer[size] = 0; size += 1
buffer[size - 1] = buffer[size - 1] | (int(value) << bit)
bit = (bit + 1) % 8
func read_bit() -> bool:
if bit == 0:
assert(remaining_bytes() >= 1)
cursor += 1
if bit == 0: assert(remaining_bytes() >= 1); cursor += 1
var result := bool((buffer[cursor - 1] >> bit) & 1)
bit = (bit + 1) % 8
return result
@ -138,21 +145,6 @@ func read_string() -> String:
return bytes.get_string_from_utf8()
func write_transform32(value: Transform3D) -> void:
write_float32(value.basis.x.x); write_float32(value.basis.x.y); write_float32(value.basis.x.z)
write_float32(value.basis.y.x); write_float32(value.basis.y.y); write_float32(value.basis.y.z)
write_float32(value.basis.z.x); write_float32(value.basis.z.y); write_float32(value.basis.z.z)
write_float32(value.origin.x); write_float32(value.origin.y); write_float32(value.origin.z)
func read_transform32() -> Transform3D:
var result := Transform3D.IDENTITY
result.basis.x = Vector3(read_float32(), read_float32(), read_float32())
result.basis.y = Vector3(read_float32(), read_float32(), read_float32())
result.basis.z = Vector3(read_float32(), read_float32(), read_float32())
result.origin = Vector3(read_float32(), read_float32(), read_float32())
return result
# Optimized way to write a bone transform, since bones are likely to not contain offset or scale.
func write_bone_pose(value: Transform3D) -> void:
@ -167,22 +159,12 @@ func write_bone_pose(value: Transform3D) -> void:
write_bit(has_rot)
write_bit(has_scale)
write_bit(has_scale3)
if has_pos:
write_float16(pos.x)
write_float16(pos.y)
write_float16(pos.z)
if has_rot:
# TODO: Could optimize this by using 16-bit fixed-point values.
# Since these values can only be in the range 0 to 1.
write_float16(rot.x)
write_float16(rot.y)
write_float16(rot.z)
if has_scale3:
write_float16(scale.x)
write_float16(scale.y)
write_float16(scale.z)
elif has_scale:
write_float16((scale.x + scale.y + scale.z) / 3)
if has_pos: write_vector16(pos)
# TODO: Could optimize this by using 16-bit fixed-point values.
# Since these values can only be in the range 0 to 1.
if has_rot: write_vector16(rot)
if has_scale3: write_vector16(scale)
elif has_scale: write_float16((scale.x + scale.y + scale.z) / 3)
func read_bone_pose() -> Transform3D:
var pos := Vector3.ZERO
@ -192,11 +174,9 @@ func read_bone_pose() -> Transform3D:
var has_rot := read_bit()
var has_scale := read_bit()
var has_scale3 := read_bit()
if has_pos: pos = Vector3(read_float16(), read_float16(), read_float16())
if has_rot: rot = Vector3(read_float16(), read_float16(), read_float16())
if has_scale3: scale = Vector3(read_float16(), read_float16(), read_float16())
elif has_scale:
var s := read_float16()
scale = Vector3(s, s, s)
if has_pos: pos = read_vector16()
if has_rot: rot = read_vector16()
if has_scale3: scale = read_vector16()
elif has_scale: var s := read_float16(); scale = Vector3(s, s, s)
var basis := Basis.from_scale(scale) * Basis.from_euler(rot)
return Transform3D(basis, pos)

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