com.unity.netcode.gameobjects@2.0.0-exp.4
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [2.0.0-exp.4] - 2024-05-31 ### Added - Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933) - Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912) - Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912) - Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912) ### Fixed - Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933) - Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924) - Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912) - Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898) ### Changed - Change all the access modifiers of test class from Public to Internal (#2930) - Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929) - Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875) - Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875) - Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
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Runtime/Components/HalfVector3.cs
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170
Runtime/Components/HalfVector3.cs
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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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/// Half float precision <see cref="Vector3"/>.
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/// </summary>
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/// <remarks>
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/// The Vector3T<ushort> values are half float values returned by <see cref="Mathf.FloatToHalf(float)"/> for each
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/// individual axis and the 16 bits of the half float are stored as <see cref="ushort"/> values since C# does not have
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/// a half float type.
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/// </remarks>
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public struct HalfVector3 : INetworkSerializable
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{
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internal const int Length = 3;
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/// <summary>
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/// The half float precision value of the x-axis as a <see cref="half"/>.
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/// </summary>
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public half X => Axis.x;
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/// <summary>
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/// The half float precision value of the y-axis as a <see cref="half"/>.
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/// </summary>
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public half Y => Axis.y;
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/// <summary>
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/// The half float precision value of the z-axis as a <see cref="half"/>.
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/// </summary>
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public half Z => Axis.z;
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/// <summary>
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/// Used to store the half float precision values as a <see cref="half3"/>
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/// </summary>
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public half3 Axis;
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/// <summary>
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/// Determine which axis will be synchronized during serialization
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/// </summary>
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public bool3 AxisToSynchronize;
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/// <summary>
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/// Directly sets each axial value to the passed in full precision values
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/// that are converted to half precision
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/// </summary>
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internal void Set(float x, float y, float z)
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{
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Axis.x = math.half(x);
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Axis.y = math.half(y);
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Axis.z = math.half(z);
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}
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private void SerializeWrite(FastBufferWriter writer)
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{
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for (int i = 0; i < Length; i++)
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{
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if (AxisToSynchronize[i])
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{
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writer.WriteUnmanagedSafe(Axis[i]);
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}
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}
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}
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private void SerializeRead(FastBufferReader reader)
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{
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for (int i = 0; i < Length; i++)
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{
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if (AxisToSynchronize[i])
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{
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var axisValue = Axis[i];
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reader.ReadUnmanagedSafe(out axisValue);
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Axis[i] = axisValue;
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}
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}
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}
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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 (serializer.IsReader)
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{
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SerializeRead(serializer.GetFastBufferReader());
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}
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else
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{
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SerializeWrite(serializer.GetFastBufferWriter());
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}
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}
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/// <summary>
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/// Gets the full precision value as a <see cref="Vector3"/>.
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/// </summary>
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/// <returns>a <see cref="Vector3"/> as the full precision value.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Vector3 ToVector3()
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{
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Vector3 fullPrecision = Vector3.zero;
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Vector3 fullConversion = math.float3(Axis);
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for (int i = 0; i < Length; i++)
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{
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if (AxisToSynchronize[i])
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{
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fullPrecision[i] = fullConversion[i];
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}
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}
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return fullPrecision;
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}
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/// <summary>
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/// Converts a full precision <see cref="Vector3"/> to half precision and updates the current instance.
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/// </summary>
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/// <param name="vector3">The <see cref="Vector3"/> to convert.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void UpdateFrom(ref Vector3 vector3)
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{
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var half3Full = math.half3(vector3);
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for (int i = 0; i < Length; i++)
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{
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if (AxisToSynchronize[i])
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{
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Axis[i] = half3Full[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="vector3AxisToSynchronize">The axis to synchronize.</param>
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public HalfVector3(Vector3 vector3, bool3 axisToSynchronize)
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{
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Axis = half3.zero;
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AxisToSynchronize = axisToSynchronize;
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UpdateFrom(ref vector3);
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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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public HalfVector3(Vector3 vector3) : this(vector3, 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="axisToSynchronize">The axis to synchronize.</param>
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public HalfVector3(float x, float y, float z, bool3 axisToSynchronize) : this(new Vector3(x, y, z), axisToSynchronize)
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{
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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="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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public HalfVector3(float x, float y, float z) : this(new Vector3(x, y, z), math.bool3(true))
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{
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}
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}
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}
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