Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef _3D_UNITVEC_H
#define _3D_UNITVEC_H
#define UNITVEC_DECLARE_STATICS \
float cUnitVector::mUVAdjustment[0x2000]; \
Vector cUnitVector::mTmpVec;
// upper 3 bits
#define SIGN_MASK 0xe000
#define XSIGN_MASK 0x8000
#define YSIGN_MASK 0x4000
#define ZSIGN_MASK 0x2000
// middle 6 bits - xbits
#define TOP_MASK 0x1f80
// lower 7 bits - ybits
#define BOTTOM_MASK 0x007f
// unitcomp.cpp : A Unit Vector to 16-bit word conversion
// algorithm based on work of Rafael Baptista (rafael@oroboro.com)
// Accuracy improved by O.D. (punkfloyd@rocketmail.com)
// Used with Permission.
// a compressed unit vector. reasonable fidelty for unit
// vectors in a 16 bit package. Good enough for surface normals
// we hope.
class cUnitVector // : public c3dMathObject
{
public:
cUnitVector() { mVec = 0; }
cUnitVector( const Vector& vec )
{
packVector( vec );
}
cUnitVector( unsigned short val ) { mVec = val; }
cUnitVector& operator=( const Vector& vec )
{ packVector( vec ); return *this; }
operator Vector()
{
unpackVector( mTmpVec );
return mTmpVec;
}
void packVector( const Vector& vec )
{
// convert from Vector to cUnitVector
Assert( vec.IsValid());
Vector tmp = vec;
// input vector does not have to be unit length
// Assert( tmp.length() <= 1.001f );
mVec = 0;
if ( tmp.x < 0 ) { mVec |= XSIGN_MASK; tmp.x = -tmp.x; }
if ( tmp.y < 0 ) { mVec |= YSIGN_MASK; tmp.y = -tmp.y; }
if ( tmp.z < 0 ) { mVec |= ZSIGN_MASK; tmp.z = -tmp.z; }
// project the normal onto the plane that goes through
// X0=(1,0,0),Y0=(0,1,0),Z0=(0,0,1).
// on that plane we choose an (projective!) coordinate system
// such that X0->(0,0), Y0->(126,0), Z0->(0,126),(0,0,0)->Infinity
// a little slower... old pack was 4 multiplies and 2 adds.
// This is 2 multiplies, 2 adds, and a divide....
float w = 126.0f / ( tmp.x + tmp.y + tmp.z );
long xbits = (long)( tmp.x * w );
long ybits = (long)( tmp.y * w );
Assert( xbits < 127 );
Assert( xbits >= 0 );
Assert( ybits < 127 );
Assert( ybits >= 0 );
// Now we can be sure that 0<=xp<=126, 0<=yp<=126, 0<=xp+yp<=126
// however for the sampling we want to transform this triangle
// into a rectangle.
if ( xbits >= 64 )
{
xbits = 127 - xbits;
ybits = 127 - ybits;
}
// now we that have xp in the range (0,127) and yp in
// the range (0,63), we can pack all the bits together
mVec |= ( xbits << 7 );
mVec |= ybits;
}
void unpackVector( Vector& vec )
{
// if we do a straightforward backward transform
// we will get points on the plane X0,Y0,Z0
// however we need points on a sphere that goes through
// these points. Therefore we need to adjust x,y,z so
// that x^2+y^2+z^2=1 by normalizing the vector. We have
// already precalculated the amount by which we need to
// scale, so all we do is a table lookup and a
// multiplication
// get the x and y bits
long xbits = (( mVec & TOP_MASK ) >> 7 );
long ybits = ( mVec & BOTTOM_MASK );
// map the numbers back to the triangle (0,0)-(0,126)-(126,0)
if (( xbits + ybits ) >= 127 )
{
xbits = 127 - xbits;
ybits = 127 - ybits;
}
// do the inverse transform and normalization
// costs 3 extra multiplies and 2 subtracts. No big deal.
float uvadj = mUVAdjustment[mVec & ~SIGN_MASK];
vec.x = uvadj * (float) xbits;
vec.y = uvadj * (float) ybits;
vec.z = uvadj * (float)( 126 - xbits - ybits );
// set all the sign bits
if ( mVec & XSIGN_MASK ) vec.x = -vec.x;
if ( mVec & YSIGN_MASK ) vec.y = -vec.y;
if ( mVec & ZSIGN_MASK ) vec.z = -vec.z;
Assert( vec.IsValid());
}
static void initializeStatics()
{
for ( int idx = 0; idx < 0x2000; idx++ )
{
long xbits = idx >> 7;
long ybits = idx & BOTTOM_MASK;
// map the numbers back to the triangle (0,0)-(0,127)-(127,0)
if (( xbits + ybits ) >= 127 )
{
xbits = 127 - xbits;
ybits = 127 - ybits;
}
// convert to 3D vectors
float x = (float)xbits;
float y = (float)ybits;
float z = (float)( 126 - xbits - ybits );
// calculate the amount of normalization required
mUVAdjustment[idx] = 1.0f / sqrtf( y*y + z*z + x*x );
Assert( _finite( mUVAdjustment[idx]));
//cerr << mUVAdjustment[idx] << "\t";
//if ( xbits == 0 ) cerr << "\n";
}
}
#if 0
void test()
{
#define TEST_RANGE 4
#define TEST_RANDOM 100
#define TEST_ANGERROR 1.0
float maxError = 0;
float avgError = 0;
int numVecs = 0;
{for ( int x = -TEST_RANGE; x < TEST_RANGE; x++ )
{
for ( int y = -TEST_RANGE; y < TEST_RANGE; y++ )
{
for ( int z = -TEST_RANGE; z < TEST_RANGE; z++ )
{
if (( x + y + z ) == 0 ) continue;
Vector vec( (float)x, (float)y, (float)z );
Vector vec2;
vec.normalize();
packVector( vec );
unpackVector( vec2 );
float ang = vec.dot( vec2 );
ang = (( fabs( ang ) > 0.99999f ) ? 0 : (float)acos(ang));
if (( ang > TEST_ANGERROR ) | ( !_finite( ang )))
{
cerr << "error: " << ang << endl;
cerr << "orig vec: " << vec.x << ",\t"
<< vec.y << ",\t" << vec.z << "\tmVec: "
<< mVec << endl;
cerr << "quantized vec2: " << vec2.x
<< ",\t" << vec2.y << ",\t"
<< vec2.z << endl << endl;
}
avgError += ang;
numVecs++;
if ( maxError < ang ) maxError = ang;
}
}
}}
for ( int w = 0; w < TEST_RANDOM; w++ )
{
Vector vec( genRandom(), genRandom(), genRandom());
Vector vec2;
vec.normalize();
packVector( vec );
unpackVector( vec2 );
float ang =vec.dot( vec2 );
ang = (( ang > 0.999f ) ? 0 : (float)acos(ang));
if (( ang > TEST_ANGERROR ) | ( !_finite( ang )))
{
cerr << "error: " << ang << endl;
cerr << "orig vec: " << vec.x << ",\t"
<< vec.y << ",\t" << vec.z << "\tmVec: "
<< mVec << endl;
cerr << "quantized vec2: " << vec2.x << ",\t"
<< vec2.y << ",\t"
<< vec2.z << endl << endl;
}
avgError += ang;
numVecs++;
if ( maxError < ang ) maxError = ang;
}
{ for ( int x = 0; x < 50; x++ )
{
Vector vec( (float)x, 25.0f, 0.0f );
Vector vec2;
vec.normalize();
packVector( vec );
unpackVector( vec2 );
float ang = vec.dot( vec2 );
ang = (( fabs( ang ) > 0.999f ) ? 0 : (float)acos(ang));
if (( ang > TEST_ANGERROR ) | ( !_finite( ang )))
{
cerr << "error: " << ang << endl;
cerr << "orig vec: " << vec.x << ",\t"
<< vec.y << ",\t" << vec.z << "\tmVec: "
<< mVec << endl;
cerr << " quantized vec2: " << vec2.x << ",\t"
<< vec2.y << ",\t" << vec2.z << endl << endl;
}
avgError += ang;
numVecs++;
if ( maxError < ang ) maxError = ang;
}}
cerr << "max angle error: " << maxError
<< ", average error: " << avgError / numVecs
<< ", num tested vecs: " << numVecs << endl;
}
friend ostream& operator<< ( ostream& os, const cUnitVector& vec )
{ os << vec.mVec; return os; }
#endif
//protected: // !!!!
unsigned short mVec;
static float mUVAdjustment[0x2000];
static Vector mTmpVec;
};
#endif // _3D_VECTOR_H