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use azalea_core::position::Vec3;
#[derive(Debug, Clone, Default)]
pub struct VecDeltaCodec {
base: Vec3,
}
impl VecDeltaCodec {
pub fn new(base: Vec3) -> Self {
Self { base }
}
pub fn decode(&self, x: i64, y: i64, z: i64) -> Vec3 {
if x == 0 && y == 0 && z == 0 {
return self.base;
}
let new_x = if x == 0 {
self.base.x
} else {
decode(encode(self.base.x) + x)
};
let new_y = if y == 0 {
self.base.y
} else {
decode(encode(self.base.y) + y)
};
let new_z = if z == 0 {
self.base.z
} else {
decode(encode(self.base.z) + z)
};
Vec3::new(new_x, new_y, new_z)
}
pub fn encode_x(&self, pos: Vec3) -> i64 {
encode(pos.x) - encode(self.base.x)
}
pub fn encode_y(&self, pos: Vec3) -> i64 {
encode(pos.y) - encode(self.base.y)
}
pub fn encode_z(&self, pos: Vec3) -> i64 {
encode(pos.z) - encode(self.base.z)
}
pub fn set_base(&mut self, pos: Vec3) {
self.base = pos;
}
pub fn base(&self) -> Vec3 {
self.base
}
}
fn encode(value: f64) -> i64 {
(value * 4096.).round() as i64
}
fn decode(value: i64) -> f64 {
(value as f64) / 4096.
}
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