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#include "UnityPrefix.h"
#include "Configuration/UnityConfigure.h"
#if ENABLE_NETWORK
#include "PackStateSpecialized.h"
#include "Runtime/Dynamics/RigidBody.h"
#include "Runtime/Graphics/Transform.h"
#include "Runtime/Animation/Animation.h"
#include "Runtime/Animation/AnimationState.h"
#include "BitStreamPacker.h"
#include "Runtime/Mono/MonoBehaviour.h"
#include "Runtime/Mono/MonoScriptCache.h"
#include "Runtime/Mono/MonoManager.h"
#include "Runtime/Scripting/ScriptingUtility.h"
#include "Configuration/UnityConfigure.h"
#include "Runtime/Scripting/Scripting.h"
#include "Runtime/Interfaces/IPhysics.h"
#include "Runtime/Interfaces/IAnimationStateNetworkProvider.h"
const float kPositionEpsilon = 0.00001F;
const float kRotationEpsilon = 0.0001F;
bool PackTransform (Transform& transform, BitstreamPacker& packer)
{
Vector3f pos = transform.GetLocalPosition();
Quaternionf rot = transform.GetLocalRotation();
Vector3f scale = transform.GetLocalScale();
packer.Serialize(pos, kPositionEpsilon);
packer.Serialize(rot, kRotationEpsilon);
packer.Serialize(scale, kPositionEpsilon);
return packer.HasChanged();
}
void UnpackTransform (Transform& transform, BitstreamPacker& packer)
{
Vector3f pos;
Quaternionf rot;
Vector3f scale;
packer.Serialize(pos, kPositionEpsilon);
packer.Serialize(rot, kRotationEpsilon);
packer.Serialize(scale, kPositionEpsilon);
transform.SetLocalTRS(pos, rot, scale);
}
bool SerializeAnimation (Animation& animation, BitstreamPacker& packer)
{
IAnimationStateNetworkProvider* animationSystem = GetIAnimationStateNetworkProvider();
if (animationSystem == NULL)
return false;
int count = animationSystem->GetNetworkAnimationStateCount (animation);
AnimationStateForNetwork* serialized;
ALLOC_TEMP(serialized, AnimationStateForNetwork, count);
if (packer.IsWriting())
animationSystem->GetNetworkAnimationState (animation, serialized, count);
for (int i=0;i<count;i++)
{
packer.Serialize(serialized[i].enabled);
packer.Serialize(serialized[i].weight, 0.01F);
packer.Serialize(serialized[i].time, 0.01F);
}
if (packer.IsReading())
animationSystem->SetNetworkAnimationState (animation, serialized, count);
return packer.HasChanged();
}
/* Specialized function for packing rigid bodies. We want certain parameters
* from the Rigidbody object: position, rotation, anglar velocity and velocity.
*/
bool SerializeRigidbody (Rigidbody& rigidbody, BitstreamPacker& packer)
{
IPhysics::RigidBodyState state;
IPhysics& module = *GetIPhysics();
if (packer.IsWriting())
module.GetRigidBodyState(rigidbody, &state);
packer.Serialize(state.position, kPositionEpsilon);
packer.Serialize(state.rotation, kRotationEpsilon);
packer.Serialize(state.velocity, kPositionEpsilon);
packer.Serialize(state.avelocity, kPositionEpsilon);
if (packer.IsReading())
module.SetRigidBodyState(rigidbody, state);
return packer.HasChanged();
}
bool SerializeMono (MonoBehaviour& mono, BitstreamPacker& deltaState, NetworkMessageInfo& timeStamp)
{
if (mono.IsActive() && mono.GetInstance())
{
ScriptingMethodPtr method = mono.GetMethod(MonoScriptCache::kSerializeNetView);
if (method)
{
MonoObject* monoStream = mono_object_new(mono_domain_get(), GetMonoManager().GetCommonClasses().bitStream);
ExtractMonoObjectData<BitstreamPacker*> (monoStream) = &deltaState;
void* values[] = { monoStream, &timeStamp };
MonoException* exception;
MonoObject* instance = mono.GetInstance();
mono_runtime_invoke_profiled (method->monoMethod, mono.GetInstance(), values, &exception);
if (exception != NULL)
Scripting::LogException(exception, Scripting::GetInstanceIDFromScriptingWrapper(instance));
ExtractMonoObjectData<BitstreamPacker*> (monoStream) = NULL;
}
}
return deltaState.HasChanged();
}
#endif
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