Unity-Float3
2025/6/22大约 1 分钟
在 Unity 中,可以自己实现一个 Float3
,内存布局和 Vector3
一样,并且可以直接赋值。
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using SbModbus.Attributes;
using UnityEngine;
namespace Models;
[SbBitConverterArray(typeof(float), 3)]
public partial struct Float3
{
[FieldOffset(0)] public float x;
[FieldOffset(1 * 4)] public float y;
[FieldOffset(2 * 4)] public float z;
public ref Vector3 Vector3
{
get
{
unsafe
{
fixed (float* s = elementSource)
{
return ref Unsafe.AsRef<Vector3>(s);
}
}
}
}
}
// Auto-generated code
#pragma warning disable
using SbBitConverter.Utils;
using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using static SbBitConverter.Utils.Utils;
namespace ModbusTest
{
unsafe partial struct Float3
{
[FieldOffset(0)] public fixed byte source[12];
[FieldOffset(0)] public fixed float elementSource[3];
}
[StructLayout(LayoutKind.Explicit, Pack = 4, Size = 12)]
partial struct Float3
{
public Float3(scoped in ReadOnlySpan<byte> data, SbBitConverter.Attributes.BigAndSmallEndianEncodingMode mode = (SbBitConverter.Attributes.BigAndSmallEndianEncodingMode)0)
{
CheckLength(data, Unsafe.SizeOf<Float3>());
this._item0 = data[0..4].ToT<float>(mode);
this._item1 = data[4..8].ToT<float>(mode);
this._item2 = data[8..12].ToT<float>(mode);
}
public Float3(scoped in ReadOnlySpan<ushort> data0, SbBitConverter.Attributes.BigAndSmallEndianEncodingMode mode = (SbBitConverter.Attributes.BigAndSmallEndianEncodingMode)0)
{
var data = MemoryMarshal.AsBytes(data0);
CheckLength(data, Unsafe.SizeOf<Float3>());
this._item0 = data[0..4].ToT<float>(mode);
this._item1 = data[4..8].ToT<float>(mode);
this._item2 = data[8..12].ToT<float>(mode);
}
[FieldOffset(0)]private float _item0;
[FieldOffset(4)]private float _item1;
[FieldOffset(8)]private float _item2;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public byte[] ToByteArray(SbBitConverter.Attributes.BigAndSmallEndianEncodingMode mode = (SbBitConverter.Attributes.BigAndSmallEndianEncodingMode)0)
{
var data = new byte[Unsafe.SizeOf<Float3>()];
var span = data.AsSpan();
WriteTo(span, mode);
return data;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void WriteTo(scoped in Span<byte> span, SbBitConverter.Attributes.BigAndSmallEndianEncodingMode mode = (SbBitConverter.Attributes.BigAndSmallEndianEncodingMode)0)
{
CheckLength(span, Unsafe.SizeOf<Float3>());
this._item0.WriteTo<float>(span[0..4], mode);
this._item1.WriteTo<float>(span[4..8], mode);
this._item2.WriteTo<float>(span[8..12], mode);
}
public int Length => 3;
public ref float this[int index]
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
switch (index)
{
case 0:
#if NET8_0_OR_GREATER
return ref Unsafe.AsRef(in _item0);
#else
return ref AsSpan()[0];
#endif
case 1:
#if NET8_0_OR_GREATER
return ref Unsafe.AsRef(in _item1);
#else
return ref AsSpan()[1];
#endif
case 2:
#if NET8_0_OR_GREATER
return ref Unsafe.AsRef(in _item2);
#else
return ref AsSpan()[2];
#endif
default:
throw new IndexOutOfRangeException();
}
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Span<float> AsSpan()
{
return MemoryMarshal.CreateSpan(ref _item0, 3);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Span<float> Slice(int start, int length)
{
var span = AsSpan();
return span.Slice(start, length);
}
public Span<float> this[Range range]
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
var span = AsSpan();
return span[range];
}
}
}
}
#pragma warning restore