Implement native layout-3 save restoration
This commit is contained in:
200
engine/Age.Engine/Persistence/NativeGfxPersistenceCodec.cs
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200
engine/Age.Engine/Persistence/NativeGfxPersistenceCodec.cs
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using System.Buffers.Binary;
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using Age.Engine.Model;
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namespace Age.Engine.Persistence;
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internal static class NativeGfxPersistenceCodec
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{
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private const int SurfaceCount = 1000;
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private const int SurfaceRecordSize = 20;
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public static (
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byte[] SurfaceRecords,
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IReadOnlyList<NativeSavedGfxObject> Objects,
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long RangeFirst,
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int RangeCount,
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byte[] RangeRecord) Capture(GfxState gfx)
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{
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GfxPersistenceSnapshot snapshot = gfx.CapturePersistenceSnapshot();
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byte[] surfaces = new byte[NativeNumberedSaveState.SurfaceRecordsSize];
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foreach (var (slot, resourceId, colorKey, created) in snapshot.Surfaces)
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{
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if ((uint)slot >= SurfaceCount || created || resourceId < 0) continue;
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int at = slot * SurfaceRecordSize;
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WriteInt(surfaces, at, unchecked((int)resourceId));
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WriteInt(surfaces, at + 4, PackNativeColorKey(colorKey));
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WriteInt(surfaces, at + 8, 1);
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}
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NativeSavedGfxObject[] objects = snapshot.Objects
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.Select(item => new NativeSavedGfxObject(item.Handle, EncodeObject(item.Object)))
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.ToArray();
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return (
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surfaces, objects, snapshot.RangeFirst, unchecked((int)snapshot.RangeCount),
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EncodeObject(snapshot.RangeTransform));
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}
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public static GfxPersistenceSnapshot Decode(NativeNumberedSaveState state)
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{
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var surfaces = new List<(int Slot, long ResourceId, long ColorKey, bool Created)>();
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for (int slot = 0; slot < SurfaceCount; slot++)
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{
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int at = slot * SurfaceRecordSize;
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int resourceId = ReadInt(state.SurfaceRecords, at);
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int present = ReadInt(state.SurfaceRecords, at + 8);
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if (present == 1 && resourceId >= 0)
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surfaces.Add((slot, unchecked((uint)resourceId),
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UnpackNativeColorKey(ReadInt(state.SurfaceRecords, at + 4)), false));
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}
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var objects = state.GfxObjects
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.Select(item => (item.Handle, DecodeObject(item.Record)))
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.ToArray();
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return new GfxPersistenceSnapshot(
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surfaces, objects, state.RangeTransformFirst, state.RangeTransformCount,
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DecodeObject(state.RangeTransformRecord));
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}
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private static byte[] EncodeObject(GfxState.GfxObject value)
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{
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byte[] raw = new byte[NativeNumberedSaveState.GfxRecordSize];
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int flags = value.Visible ? 1 : 0;
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if (value.RotationEnabled || value.SrcAnim || value.ColorAnim) flags |= 4;
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WriteInt(raw, 0, flags);
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WriteInt(raw, 4, value.SourceSlot);
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WriteInt(raw, 8, value.SrcRect.X);
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WriteInt(raw, 0x0c, value.SrcRect.Y);
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WriteInt(raw, 0x10, checked(value.SrcRect.X + value.SrcRect.W));
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WriteInt(raw, 0x14, checked(value.SrcRect.Y + value.SrcRect.H));
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WriteVector(raw, 0x18, value.V18);
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WriteVector(raw, 0x24, value.V24);
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WriteInt(raw, 0x30, unchecked((int)value.StaticColorMode));
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WriteInt(raw, 0x34, unchecked((int)value.OneShotStartMs));
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WriteInt(raw, 0x38, unchecked((int)value.ColorDelayMs));
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WriteInt(raw, 0x3c, unchecked((int)value.ScaleDelayMs));
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WriteInt(raw, 0x40, unchecked((int)value.RotationDelayMs));
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WriteInt(raw, 0x44, unchecked((int)value.TranslationDelayMs));
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WriteInt(raw, 0x4c, unchecked((int)value.ColorDurationMs));
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WriteInt(raw, 0x50, unchecked((int)value.ScaleDurationMs));
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WriteInt(raw, 0x54, unchecked((int)value.RotationDurationMs));
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WriteInt(raw, 0x58, unchecked((int)value.TranslationDurationMs));
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WriteInt(raw, 0x60, unchecked((int)value.Color));
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WriteInt(raw, 0x64, unchecked((int)value.OneShotColorTarget));
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WriteScaleMatrix(raw, 0x6c, value.ScaleCurrent);
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WriteScaleMatrix(raw, 0xac, value.ScaleTarget);
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WriteFloat(raw, 0x16c, value.TranslationCurrent.X);
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WriteFloat(raw, 0x170, value.TranslationCurrent.Y);
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WriteFloat(raw, 0x174, value.TranslationCurrent.Z);
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WriteFloat(raw, 0x1ac, value.TranslationTarget.X);
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WriteFloat(raw, 0x1b0, value.TranslationTarget.Y);
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WriteFloat(raw, 0x1b4, value.TranslationTarget.Z);
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WriteInt(raw, 0x20c, unchecked((int)value.ColorStart));
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WriteInt(raw, 0x214, unchecked((int)value.RotationStartMs));
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WriteInt(raw, 0x220, unchecked((int)value.ColorPeriod));
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WriteInt(raw, 0x228, unchecked((int)value.RotationPeriodMs));
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WriteInt(raw, 0x230, unchecked((int)value.SrcPeriod));
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WriteInt(raw, 0x234, unchecked((int)value.SrcCell));
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WriteInt(raw, 0x238, unchecked((int)value.SrcFrameCount));
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WriteInt(raw, 0x23c, unchecked((int)value.SrcColumns));
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WriteInt(raw, 0x240, unchecked((int)value.ColorTarget));
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WriteVector(raw, 0x244, value.RotationAxis);
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WriteInt(raw, 0x2d0, unchecked((int)value.OneShotAnimationControlFlags));
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return raw;
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}
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private static GfxState.GfxObject DecodeObject(ReadOnlySpan<byte> raw)
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{
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if (raw.Length != NativeNumberedSaveState.GfxRecordSize)
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throw new InvalidDataException("Native retained-gfx record has the wrong size.");
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int left = ReadInt(raw, 8), top = ReadInt(raw, 0x0c);
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int right = ReadInt(raw, 0x10), bottom = ReadInt(raw, 0x14);
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int flags = ReadInt(raw, 0);
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return new GfxState.GfxObject
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{
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Visible = (flags & 1) != 0,
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SourceSlot = ReadInt(raw, 4),
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SrcRect = (left, top, right - left, bottom - top),
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V18 = ReadLongVector(raw, 0x18),
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V24 = ReadLongVector(raw, 0x24),
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StaticColorMode = ReadInt(raw, 0x30),
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OneShotStartMs = ReadInt(raw, 0x34),
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ColorDelayMs = ReadInt(raw, 0x38),
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ScaleDelayMs = ReadInt(raw, 0x3c),
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RotationDelayMs = ReadInt(raw, 0x40),
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TranslationDelayMs = ReadInt(raw, 0x44),
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ColorDurationMs = ReadInt(raw, 0x4c),
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ScaleDurationMs = ReadInt(raw, 0x50),
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RotationDurationMs = ReadInt(raw, 0x54),
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TranslationDurationMs = ReadInt(raw, 0x58),
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Color = unchecked((uint)ReadInt(raw, 0x60)),
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HasColor = ReadInt(raw, 0x60) != -1,
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OneShotColorTarget = unchecked((uint)ReadInt(raw, 0x64)),
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ScaleCurrent = ReadScale(raw, 0x6c),
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ScaleTarget = ReadScale(raw, 0xac),
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TranslationCurrent = ReadDoubleVector(raw, 0x16c),
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V16c = ReadLongFloatVector(raw, 0x16c),
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TranslationTarget = ReadDoubleVector(raw, 0x1ac),
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ColorStart = ReadInt(raw, 0x20c),
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RotationStartMs = ReadInt(raw, 0x214),
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ColorPeriod = ReadInt(raw, 0x220),
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RotationPeriodMs = ReadInt(raw, 0x228),
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SrcPeriod = ReadInt(raw, 0x230),
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SrcCell = ReadInt(raw, 0x234),
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SrcFrameCount = Math.Max(1, ReadInt(raw, 0x238)),
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SrcColumns = Math.Max(1, ReadInt(raw, 0x23c)),
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ColorTarget = unchecked((uint)ReadInt(raw, 0x240)),
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RotationAxis = ReadLongVector(raw, 0x244),
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OneShotAnimationControlFlags = unchecked((uint)ReadInt(raw, 0x2d0)),
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RotationEnabled = (flags & 4) != 0 && ReadInt(raw, 0x228) > 0,
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SrcAnim = (flags & 4) != 0 && ReadInt(raw, 0x238) > 1,
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ColorAnim = (flags & 4) != 0 && ReadInt(raw, 0x220) > 0,
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OneShotColorEnabled = ReadInt(raw, 0x4c) > 0,
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ScaleEnabled = ReadInt(raw, 0x50) > 0,
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RotationChannelEnabled = ReadInt(raw, 0x54) > 0,
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TranslationEnabled = ReadInt(raw, 0x58) > 0,
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};
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}
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private static int PackNativeColorKey(long colorKey)
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=> colorKey < 0 ? 0 : unchecked((int)(0xff000000 | (uint)colorKey & 0xffffff));
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private static long UnpackNativeColorKey(int colorKey)
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=> colorKey == 0 ? -1 : unchecked((uint)colorKey) & 0xffffff;
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private static void WriteScaleMatrix(Span<byte> raw, int offset, (double X, double Y, double Z) scale)
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{
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WriteFloat(raw, offset, scale.X);
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WriteFloat(raw, offset + 0x14, scale.Y);
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WriteFloat(raw, offset + 0x28, scale.Z);
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WriteFloat(raw, offset + 0x3c, 1);
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}
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private static (double X, double Y, double Z) ReadScale(ReadOnlySpan<byte> raw, int offset)
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=> (ReadFloat(raw, offset), ReadFloat(raw, offset + 0x14), ReadFloat(raw, offset + 0x28));
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private static void WriteVector(Span<byte> raw, int offset, (long X, long Y, long Z) vector)
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{
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WriteInt(raw, offset, unchecked((int)vector.X));
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WriteInt(raw, offset + 4, unchecked((int)vector.Y));
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WriteInt(raw, offset + 8, unchecked((int)vector.Z));
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}
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private static (long X, long Y, long Z) ReadLongVector(ReadOnlySpan<byte> raw, int offset)
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=> (ReadInt(raw, offset), ReadInt(raw, offset + 4), ReadInt(raw, offset + 8));
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private static (long X, long Y, long Z) ReadLongFloatVector(ReadOnlySpan<byte> raw, int offset)
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=> ((long)ReadFloat(raw, offset), (long)ReadFloat(raw, offset + 4), (long)ReadFloat(raw, offset + 8));
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private static (double X, double Y, double Z) ReadDoubleVector(ReadOnlySpan<byte> raw, int offset)
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=> (ReadFloat(raw, offset), ReadFloat(raw, offset + 4), ReadFloat(raw, offset + 8));
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private static void WriteFloat(Span<byte> raw, int offset, double value)
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=> WriteInt(raw, offset, BitConverter.SingleToInt32Bits((float)value));
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private static float ReadFloat(ReadOnlySpan<byte> raw, int offset)
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=> BitConverter.Int32BitsToSingle(ReadInt(raw, offset));
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private static int ReadInt(ReadOnlySpan<byte> raw, int offset)
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=> BinaryPrimitives.ReadInt32LittleEndian(raw.Slice(offset, 4));
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private static void WriteInt(Span<byte> raw, int offset, int value)
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=> BinaryPrimitives.WriteInt32LittleEndian(raw.Slice(offset, 4), value);
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}
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