376 lines
16 KiB
C#
376 lines
16 KiB
C#
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Normal.Realtime.Serialization;
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public partial class RealtimeTransformModel {
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[RealtimeProperty(1, false)] private Vector3 _position;
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[RealtimeProperty(2, false)] private Quaternion _rotation;
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[RealtimeProperty(3, false)] private Vector3 _scale = Vector3.one;
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[RealtimeProperty(4, false)] private Vector3 _velocity;
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[RealtimeProperty(5, false)] private Vector3 _angularVelocity;
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//[RealtimeProperty(6, false)] private Vector3 _scaleVelocity;
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[Flags]
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private enum Flags : uint {
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Default = 0,
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ShouldExtrapolate = 1 << 0,
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UseGravity = 1 << 1,
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IsKinematic = 1 << 2,
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}
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[RealtimeProperty(7, true)] private uint _physicsState = 0;
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[RealtimeProperty(8, false)] private double _timestamp;
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// Used to signal whether RealtimeTransform should set defaults in SetModel
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public bool freshModel { get; private set; }
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// TODO: Move this to the common model base class once it's written.
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public delegate void RealtimeTransformModelEvent(RealtimeTransformModel model);
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public event RealtimeTransformModelEvent willWrite;
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public event RealtimeTransformModelEvent didRead;
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private bool _didDispatchWillWriteEvent = false;
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}
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public partial class RealtimeTransformModel : IModel {
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// Properties
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public UnityEngine.Vector3 position {
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get { return _position; }
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set { if (!shouldWritePosition) return; if (value == _position) return; _positionShouldWrite = true; _position = value; }
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}
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public UnityEngine.Quaternion rotation {
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get { return _rotation; }
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set { if (!shouldWriteRotation) return; if (value == _rotation) return; _rotationShouldWrite = true; _rotation = value; }
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}
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public UnityEngine.Vector3 scale {
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get { return _scale; }
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set { if (!shouldWriteScale) return; if (value == _scale) return; _scaleShouldWrite = true; _scale = value; }
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}
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public UnityEngine.Vector3 velocity {
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get { return _velocity; }
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set { if (!shouldWriteVelocityMetadata) return; if (value == _velocity) return; _velocityShouldWrite = true; _velocity = value; }
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}
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public UnityEngine.Vector3 angularVelocity {
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get { return _angularVelocity; }
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set { if (!shouldWriteVelocityMetadata) return; if (value == _angularVelocity) return; _angularVelocityShouldWrite = true; _angularVelocity = value; }
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}
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//public UnityEngine.Vector3 scaleVelocity {
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// get { return _scaleVelocity; }
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// set { if (value == _scaleVelocity) return; _scaleVelocityShouldWrite = true; _scaleVelocity = value; }
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//}
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public double timestamp {
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get { return _timestamp; }
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set { if (value == _timestamp) return; _timestampShouldWrite = true; _timestamp = value; }
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}
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private uint physicsState {
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get { return _cache.LookForValueInCache(_physicsState, entry => entry.physicsStateSet, entry => entry.physicsState); }
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set { _cache.UpdateLocalCache(entry => { entry.physicsStateSet = true; entry.physicsState = value; return entry; }); }
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}
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public bool shouldExtrapolate { get { return (physicsState & (uint)Flags.ShouldExtrapolate) != 0; } set { if (value == shouldExtrapolate) return; if (value) physicsState |= (uint)Flags.ShouldExtrapolate; else physicsState &= ~((uint)Flags.ShouldExtrapolate); } }
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public bool useGravity { get { return (physicsState & (uint)Flags.UseGravity) != 0; } set { if (value == useGravity) return; if (value) physicsState |= (uint)Flags.UseGravity; else physicsState &= ~((uint)Flags.UseGravity); } }
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public bool isKinematic { get { return (physicsState & (uint)Flags.IsKinematic) != 0; } set { if (value == isKinematic) return; if (value) physicsState |= (uint)Flags.IsKinematic; else physicsState &= ~((uint)Flags.IsKinematic); } }
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// Previous snapshot
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public Vector3 previousPosition { get; private set; }
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public Quaternion previousRotation { get; private set; }
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public double previousTimestamp { get; private set; }
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// Will this model write
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public bool ModelPoseChangesToSend() {
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return _positionShouldWrite || _rotationShouldWrite || _scaleShouldWrite;
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}
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public bool shouldWritePosition = false;
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public bool shouldWriteRotation = false;
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public bool shouldWriteScale = false;
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public bool shouldWriteVelocityMetadata = false;
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// Ownership
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public int ownerID { get { return _metaModel.ownerID; } }
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public void RequestOwnership(int clientIndex) {
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_metaModel.ownerID = clientIndex;
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}
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public void ClearOwnership() {
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_metaModel.ownerID = -1;
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}
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// Meta model
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private MetaModel _metaModel;
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private bool _positionShouldWrite;
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private bool _rotationShouldWrite;
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private bool _scaleShouldWrite;
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private bool _velocityShouldWrite;
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private bool _angularVelocityShouldWrite;
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//private bool _scaleVelocityShouldWrite;
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private bool _timestampShouldWrite;
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// Change Cache
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private struct LocalCacheEntry {
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public bool physicsStateSet;
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public uint physicsState;
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}
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private LocalChangeCache<LocalCacheEntry> _cache;
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public RealtimeTransformModel() {
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freshModel = true;
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_metaModel = new MetaModel();
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_cache = new LocalChangeCache<LocalCacheEntry>();
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}
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// Serialization
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enum PropertyID {
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Position = 1,
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Rotation = 2,
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Scale = 3,
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Velocity = 4,
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AngularVelocity = 5,
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ScaleVelocity = 6,
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PhysicsState = 7,
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Timestamp = 8,
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}
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public int WriteLength(StreamContext context) {
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// Dispatch will write event.
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if (!_didDispatchWillWriteEvent) {
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// Mark dispatched first in case willWrite triggers a WriteLength() call.
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_didDispatchWillWriteEvent = true;
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if (willWrite != null) {
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try {
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willWrite(this);
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} catch (Exception exception) {
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Debug.LogException(exception);
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}
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}
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}
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int length = 0;
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if (context.fullModel) {
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// Flatten cache
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_physicsState = physicsState;
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_cache.Clear();
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// Meta model
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length += WriteStream.WriteModelLength(0, _metaModel, context);
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// Write all properties
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if (shouldWritePosition)
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length += WriteStream.WriteBytesLength((uint)PropertyID.Position, WriteStream.Vector3ToBytesLength());
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if (shouldWriteRotation)
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length += WriteStream.WriteBytesLength((uint)PropertyID.Rotation, WriteStream.QuaternionToBytesLength());
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if (shouldWriteScale)
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length += WriteStream.WriteBytesLength((uint)PropertyID.Scale, WriteStream.Vector3ToBytesLength());
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if (shouldWriteVelocityMetadata) {
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length += WriteStream.WriteBytesLength((uint)PropertyID.Velocity, WriteStream.Vector3ToBytesLength());
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length += WriteStream.WriteBytesLength((uint)PropertyID.AngularVelocity, WriteStream.Vector3ToBytesLength());
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//length += WriteStream.WriteBytesLength((uint)PropertyID.ScaleVelocity, WriteStream.Vector3ToBytesLength());
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}
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length += WriteStream.WriteVarint32Length((uint)PropertyID.PhysicsState, _physicsState);
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length += WriteStream.WriteBytesLength((uint)PropertyID.Timestamp, sizeof(double));
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} else {
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// Meta model
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length += WriteStream.WriteModelLength(0, _metaModel, context);
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// Unreliable properties
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if (context.unreliableChannel) {
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if (_positionShouldWrite) {
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length += WriteStream.WriteBytesLength((uint)PropertyID.Position, WriteStream.Vector3ToBytesLength());
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}
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if (_rotationShouldWrite) {
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length += WriteStream.WriteBytesLength((uint)PropertyID.Rotation, WriteStream.QuaternionToBytesLength());
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}
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if (_scaleShouldWrite) {
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length += WriteStream.WriteBytesLength((uint)PropertyID.Scale, WriteStream.Vector3ToBytesLength());
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}
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if (_velocityShouldWrite) {
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length += WriteStream.WriteBytesLength((uint)PropertyID.Velocity, WriteStream.Vector3ToBytesLength());
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}
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if (_angularVelocityShouldWrite) {
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length += WriteStream.WriteBytesLength((uint)PropertyID.AngularVelocity, WriteStream.Vector3ToBytesLength());
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}
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///if (_scaleVelocityShouldWrite) {
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// length += WriteStream.WriteBytesLength((uint)PropertyID.ScaleVelocity, WriteStream.Vector3ToBytesLength());
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//}
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if (_timestampShouldWrite) {
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length += WriteStream.WriteBytesLength((uint)PropertyID.Timestamp, sizeof(double));
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}
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} else if (context.reliableChannel) {
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LocalCacheEntry entry = _cache.localCache;
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if (entry.physicsStateSet)
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length += WriteStream.WriteVarint32Length((uint)PropertyID.PhysicsState, entry.physicsState);
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}
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}
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// If the length is zero, a Write event will never get called.
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// TODO: Unfortunately this means that if the WriteLength is zero, the event will be dispatched multiple times in a single WriteStream.Serialize() pass.
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// If the model changes between those events, serialization will fail...
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if (length == 0)
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_didDispatchWillWriteEvent = false;
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return length;
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}
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public void Write(WriteStream stream, StreamContext context) {
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if (context.fullModel) {
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// Meta model
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stream.WriteModel(0, _metaModel, context);
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// Write all properties
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if (shouldWritePosition)
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stream.WriteBytes((uint)PropertyID.Position, WriteStream.Vector3ToBytes(_position));
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if (shouldWriteRotation)
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stream.WriteBytes((uint)PropertyID.Rotation, WriteStream.QuaternionToBytes(_rotation));
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if (shouldWriteScale)
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stream.WriteBytes((uint)PropertyID.Scale, WriteStream.Vector3ToBytes(_scale));
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if (shouldWriteVelocityMetadata) {
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stream.WriteBytes((uint)PropertyID.Velocity, WriteStream.Vector3ToBytes(_velocity));
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stream.WriteBytes((uint)PropertyID.AngularVelocity, WriteStream.Vector3ToBytes(_angularVelocity));
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//stream.WriteBytes((uint)PropertyID.ScaleVelocity, WriteStream.Vector3ToBytes(_scaleVelocity));
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}
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stream.WriteVarint32((uint)PropertyID.PhysicsState, _physicsState);
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stream.WriteBytes((uint)PropertyID.Timestamp, BitConverter.GetBytes(_timestamp));
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} else {
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// Meta model
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stream.WriteModel(0, _metaModel, context);
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// Unreliable properties
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if (context.unreliableChannel) {
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if (_positionShouldWrite) {
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stream.WriteBytes((uint)PropertyID.Position, WriteStream.Vector3ToBytes(_position));
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_positionShouldWrite = false;
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}
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if (_rotationShouldWrite) {
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stream.WriteBytes((uint)PropertyID.Rotation, WriteStream.QuaternionToBytes(_rotation));
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_rotationShouldWrite = false;
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}
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if (_scaleShouldWrite) {
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stream.WriteBytes((uint)PropertyID.Scale, WriteStream.Vector3ToBytes(_scale));
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_scaleShouldWrite = false;
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}
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if (_velocityShouldWrite) {
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stream.WriteBytes((uint)PropertyID.Velocity, WriteStream.Vector3ToBytes(_velocity));
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_velocityShouldWrite = false;
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}
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if (_angularVelocityShouldWrite) {
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stream.WriteBytes((uint)PropertyID.AngularVelocity, WriteStream.Vector3ToBytes(_angularVelocity));
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_angularVelocityShouldWrite = false;
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}
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//if (_scaleVelocityShouldWrite) {
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// stream.WriteBytes((uint)PropertyID.ScaleVelocity, WriteStream.Vector3ToBytes(_scaleVelocity));
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// _scaleVelocityShouldWrite = false;
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//}
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if (_timestampShouldWrite) {
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stream.WriteBytes((uint)PropertyID.Timestamp, BitConverter.GetBytes(_timestamp));
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_timestampShouldWrite = false;
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}
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} else if (context.reliableChannel) {
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// If we're going to send an update. Push the cache to inflight.
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LocalCacheEntry entry = _cache.localCache;
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if (entry.physicsStateSet)
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_cache.PushLocalCacheToInflight(context.updateID);
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if (entry.physicsStateSet)
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stream.WriteVarint32((uint)PropertyID.PhysicsState, entry.physicsState);
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}
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}
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// Reset will write event flag.
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_didDispatchWillWriteEvent = false;
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}
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public void Read(ReadStream stream, StreamContext context) {
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// Used to signal whether RealtimeTransform should set defaults in SetModel
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freshModel = false;
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// Remove from in-flight
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if (context.deltaUpdatesOnly && context.reliableChannel)
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_cache.RemoveUpdateFromInflight(context.updateID);
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// Store previous snapshot (used for transform extrapolation)
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Vector3 preReadPosition = position;
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Quaternion preReadRotation = rotation;
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// Loop through each property and deserialize
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uint propertyID;
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while (stream.ReadNextPropertyID(out propertyID)) {
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switch (propertyID) {
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case 0:
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// Meta model
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stream.ReadModel(_metaModel, context);
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break;
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case (uint)PropertyID.Position: {
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_position = ReadStream.Vector3FromBytes(stream.ReadBytes());
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_positionShouldWrite = false;
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break;
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}
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case (uint)PropertyID.Rotation: {
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_rotation = ReadStream.QuaternionFromBytes(stream.ReadBytes());
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_rotationShouldWrite = false;
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break;
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}
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case (uint)PropertyID.Scale: {
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_scale = ReadStream.Vector3FromBytes(stream.ReadBytes());
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_scaleShouldWrite = false;
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break;
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}
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case (uint)PropertyID.Velocity: {
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_velocity = ReadStream.Vector3FromBytes(stream.ReadBytes());
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_velocityShouldWrite = false;
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break;
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}
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case (uint)PropertyID.AngularVelocity: {
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_angularVelocity = ReadStream.Vector3FromBytes(stream.ReadBytes());
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_angularVelocityShouldWrite = false;
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break;
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}
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//case (uint)PropertyID.ScaleVelocity: {
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// _scaleVelocity = ReadStream.Vector3FromBytes(stream.ReadBytes());
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// _scaleVelocityShouldWrite = false;
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// break;
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//}
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case (uint)PropertyID.PhysicsState: {
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_physicsState = stream.ReadVarint32();
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break;
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}
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case (uint)PropertyID.Timestamp: {
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// We got a timestamp, cache the previous snapshot's values.
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previousPosition = preReadPosition;
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previousRotation = preReadRotation;
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previousTimestamp = timestamp;
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byte[] bytes = stream.ReadBytes();
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_timestamp = BitConverter.ToDouble(bytes, 0);
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break;
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}
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default:
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stream.SkipProperty();
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break;
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}
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}
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if (didRead != null) {
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try {
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didRead(this);
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} catch (Exception exception) {
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Debug.LogException(exception);
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}
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}
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}
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}
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