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-rw-r--r--Assets/Scripts/Common/Packer.cs61
1 files changed, 61 insertions, 0 deletions
diff --git a/Assets/Scripts/Common/Packer.cs b/Assets/Scripts/Common/Packer.cs
new file mode 100644
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--- /dev/null
+++ b/Assets/Scripts/Common/Packer.cs
@@ -0,0 +1,61 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public static class Packer
+{
+ /// <summary>
+ /// Pack 4 low-precision [0-1] floats values to a float.
+ /// Each value [0-1] has 64 steps(6 bits).
+ /// </summary>
+ public static float ToFloat(float x, float y, float z, float w)
+ {
+ x = x < 0 ? 0 : 1 < x ? 1 : x;
+ y = y < 0 ? 0 : 1 < y ? 1 : y;
+ z = z < 0 ? 0 : 1 < z ? 1 : z;
+ w = w < 0 ? 0 : 1 < w ? 1 : w;
+ const int PRECISION = (1 << 6) - 1;
+ return (Mathf.FloorToInt(w * PRECISION) << 18)
+ + (Mathf.FloorToInt(z * PRECISION) << 12)
+ + (Mathf.FloorToInt(y * PRECISION) << 6)
+ + Mathf.FloorToInt(x * PRECISION);
+ }
+
+ /// <summary>
+ /// Pack 4 low-precision [0-1] floats values to a float.
+ /// Each value [0-1] has 64 steps(6 bits).
+ /// </summary>
+ public static float ToFloat(Vector4 factor)
+ {
+ return ToFloat(Mathf.Clamp01(factor.x), Mathf.Clamp01(factor.y), Mathf.Clamp01(factor.z),
+ Mathf.Clamp01(factor.w));
+ }
+
+ /// <summary>
+ /// Pack 1 middle-precision & 2 low-precision [0-1] floats values to a float.
+ /// z value [0-1] has 4096 steps(12 bits) and xy value [0-1] has 64 steps(6 bits).
+ /// </summary>
+ public static float ToFloat(float x, float y, float z)
+ {
+ x = x < 0 ? 0 : 1 < x ? 1 : x;
+ y = y < 0 ? 0 : 1 < y ? 1 : y;
+ z = z < 0 ? 0 : 1 < z ? 1 : z;
+ const int PRECISION = (1 << 8) - 1;
+ return (Mathf.FloorToInt(z * PRECISION) << 16)
+ + (Mathf.FloorToInt(y * PRECISION) << 8)
+ + Mathf.FloorToInt(x * PRECISION);
+ }
+
+ /// <summary>
+ /// Pack 2 low-precision [0-1] floats values to a float.
+ /// Each value [0-1] has 4096 steps(12 bits).
+ /// </summary>
+ public static float ToFloat(float x, float y)
+ {
+ x = x < 0 ? 0 : 1 < x ? 1 : x;
+ y = y < 0 ? 0 : 1 < y ? 1 : y;
+ const int PRECISION = (1 << 12) - 1;
+ return (Mathf.FloorToInt(y * PRECISION) << 12)
+ + Mathf.FloorToInt(x * PRECISION);
+ }
+}