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UnityMathTextSerializer.cs
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234 lines (211 loc) · 8.15 KB
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using System.Collections.Generic;
using System.Globalization;
using System.Text;
using Gilzoide.KeyValueStore.Utils;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine;
namespace Gilzoide.KeyValueStore.ObjectSerializers
{
public class UnityMathTextSerializer : ITextSerializer<Color>,
ITextSerializer<Quaternion>,
ITextSerializer<Matrix4x4>,
ITextSerializer<Plane>,
ITextSerializer<Ray>, ITextSerializer<Ray2D>,
ITextSerializer<RangeInt>,
ITextSerializer<Rect>, ITextSerializer<RectInt>,
ITextSerializer<Vector2>, ITextSerializer<Vector2Int>,
ITextSerializer<Vector3>, ITextSerializer<Vector3Int>,
ITextSerializer<Vector4>
{
public const char NumberSeparator = ',';
public void RegisterInSerializerMap(ObjectSerializerMap serializerMap)
{
serializerMap.SetObjectSerializer<Color>(this);
serializerMap.SetObjectSerializer<Quaternion>(this);
serializerMap.SetObjectSerializer<Matrix4x4>(this);
serializerMap.SetObjectSerializer<Plane>(this);
serializerMap.SetObjectSerializer<Ray>(this);
serializerMap.SetObjectSerializer<Ray2D>(this);
serializerMap.SetObjectSerializer<RangeInt>(this);
serializerMap.SetObjectSerializer<Rect>(this);
serializerMap.SetObjectSerializer<RectInt>(this);
serializerMap.SetObjectSerializer<Vector2>(this);
serializerMap.SetObjectSerializer<Vector2Int>(this);
serializerMap.SetObjectSerializer<Vector3>(this);
serializerMap.SetObjectSerializer<Vector3Int>(this);
serializerMap.SetObjectSerializer<Vector4>(this);
}
public bool TryDeserializeObject(string text, out Color value)
{
return TryDeserializeFloats(text, out value);
}
public string SerializeObject(Color value)
{
return SerializeFloats(value);
}
public bool TryDeserializeObject(string text, out Vector2 value)
{
return TryDeserializeFloats(text, out value);
}
public string SerializeObject(Vector2 value)
{
return SerializeFloats(value);
}
public bool TryDeserializeObject(string text, out Vector2Int value)
{
return TryDeserializeInts(text, out value);
}
public string SerializeObject(Vector2Int value)
{
return SerializeInts(value);
}
public bool TryDeserializeObject(string text, out Vector3 value)
{
return TryDeserializeFloats(text, out value);
}
public string SerializeObject(Vector3 value)
{
return SerializeFloats(value);
}
public bool TryDeserializeObject(string text, out Vector3Int value)
{
return TryDeserializeInts(text, out value);
}
public string SerializeObject(Vector3Int value)
{
return SerializeInts(value);
}
public bool TryDeserializeObject(string text, out Vector4 value)
{
return TryDeserializeFloats(text, out value);
}
public string SerializeObject(Vector4 v)
{
return SerializeFloats(v);
}
public bool TryDeserializeObject(string text, out Quaternion value)
{
return TryDeserializeFloats(text, out value);
}
public string SerializeObject(Quaternion value)
{
return SerializeFloats(value);
}
public bool TryDeserializeObject(string text, out Matrix4x4 value)
{
return TryDeserializeFloats(text, out value);
}
public string SerializeObject(Matrix4x4 value)
{
return SerializeFloats(value);
}
public bool TryDeserializeObject(string text, out RangeInt value)
{
return TryDeserializeInts(text, out value);
}
public string SerializeObject(RangeInt value)
{
return SerializeInts(value);
}
public bool TryDeserializeObject(string text, out Rect value)
{
return TryDeserializeFloats(text, out value);
}
public string SerializeObject(Rect value)
{
return SerializeFloats(value);
}
public bool TryDeserializeObject(string text, out RectInt value)
{
return TryDeserializeInts(text, out value);
}
public string SerializeObject(RectInt value)
{
return SerializeInts(value);
}
public bool TryDeserializeObject(string text, out Plane value)
{
return TryDeserializeFloats(text, out value);
}
public string SerializeObject(Plane value)
{
return SerializeFloats(value);
}
public bool TryDeserializeObject(string text, out Ray value)
{
return TryDeserializeFloats(text, out value);
}
public string SerializeObject(Ray value)
{
return SerializeFloats(value);
}
public bool TryDeserializeObject(string text, out Ray2D value)
{
return TryDeserializeFloats(text, out value);
}
public string SerializeObject(Ray2D value)
{
return SerializeFloats(value);
}
#region Internal unsafe serialization
unsafe private static string SerializeInts<T>(T value) where T : struct
{
int intCount = UnsafeUtility.SizeOf<T>() / UnsafeUtility.SizeOf<int>();
void* ptr = UnsafeUtility.AddressOf(ref value);
StringBuilder stringBuilder = new();
stringBuilder.Append(UnsafeUtility.ReadArrayElement<int>(ptr, 0).ToString(CultureInfo.InvariantCulture));
for (int i = 1; i < intCount; i++)
{
stringBuilder.Append(NumberSeparator);
stringBuilder.Append(UnsafeUtility.ReadArrayElement<int>(ptr, i).ToString(CultureInfo.InvariantCulture));
}
return stringBuilder.ToString();
}
unsafe private static bool TryDeserializeInts<T>(string text, out T value) where T : struct
{
value = default;
void* ptr = UnsafeUtility.AddressOf(ref value);
int intCount = UnsafeUtility.SizeOf<T>() / UnsafeUtility.SizeOf<int>();
using IEnumerator<int> enumerator = text.EnumerateInts(NumberSeparator).GetEnumerator();
for (int i = 0; i < intCount; i++)
{
if (!enumerator.MoveNext())
{
return false;
}
UnsafeUtility.WriteArrayElement(ptr, i, enumerator.Current);
}
return true;
}
unsafe private static string SerializeFloats<T>(T value) where T : struct
{
int floatCount = UnsafeUtility.SizeOf<T>() / UnsafeUtility.SizeOf<float>();
void* ptr = UnsafeUtility.AddressOf(ref value);
var stringBuilder = new StringBuilder();
stringBuilder.Append(UnsafeUtility.ReadArrayElement<float>(ptr, 0).ToString(CultureInfo.InvariantCulture));
for (int i = 1; i < floatCount; i++)
{
stringBuilder.Append(NumberSeparator);
stringBuilder.Append(UnsafeUtility.ReadArrayElement<float>(ptr, i).ToString(CultureInfo.InvariantCulture));
}
return stringBuilder.ToString();
}
unsafe private static bool TryDeserializeFloats<T>(string text, out T value) where T : struct
{
value = default;
void* ptr = UnsafeUtility.AddressOf(ref value);
int floatCount = UnsafeUtility.SizeOf<T>() / UnsafeUtility.SizeOf<float>();
using IEnumerator<float> enumerator = text.EnumerateFloats(NumberSeparator).GetEnumerator();
for (int i = 0; i < floatCount; i++)
{
if (!enumerator.MoveNext())
{
return false;
}
UnsafeUtility.WriteArrayElement(ptr, i, enumerator.Current);
}
return true;
}
#endregion
}
}