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/*
* Copyright (c) 2018 Stanislav Denisov
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
using System;
using System.Runtime.CompilerServices;
#if !(ENABLE_MONO || ENABLE_IL2CPP)
using System.Numerics;
#else
using UnityEngine;
#endif
namespace NetStack.Quantization {
public struct QuantizedVector2 {
public uint x;
public uint y;
public QuantizedVector2(uint x, uint y) {
this.x = x;
this.y = y;
}
}
public struct QuantizedVector3 {
public uint x;
public uint y;
public uint z;
public QuantizedVector3(uint x, uint y, uint z) {
this.x = x;
this.y = y;
this.z = z;
}
}
public struct QuantizedVector4 {
public uint x;
public uint y;
public uint z;
public uint w;
public QuantizedVector4(uint x, uint y, uint z, uint w) {
this.x = x;
this.y = y;
this.z = z;
this.w = w;
}
}
public static class DeBruijn {
public static readonly int[] Lookup = new int[32] {
0, 9, 1, 10, 13, 21, 2, 29, 11, 14, 16, 18, 22, 25, 3, 30,
8, 12, 20, 28, 15, 17, 24, 7, 19, 27, 23, 6, 26, 5, 4, 31
};
}
public class BoundedRange {
private readonly float minValue;
private readonly float maxValue;
private readonly float precision;
private readonly int requiredBits;
private readonly uint mask;
public BoundedRange(float minValue, float maxValue, float precision) {
this.minValue = minValue;
this.maxValue = maxValue;
this.precision = precision;
requiredBits = Log2((uint)((maxValue - minValue) * (1.0f / precision) + 0.5f)) + 1;
mask = (uint)((1L << requiredBits) - 1);
}
private int Log2(uint value) {
value |= value >> 1;
value |= value >> 2;
value |= value >> 4;
value |= value >> 8;
value |= value >> 16;
return DeBruijn.Lookup[(value * 0x07C4ACDDU) >> 27];
}
[MethodImpl(256)]
public uint Quantize(float value) {
if (value < minValue)
value = minValue;
else if (value > maxValue)
value = maxValue;
return (uint)((float)((value - minValue) * (1f / precision)) + 0.5f) & mask;
}
[MethodImpl(256)]
public float Dequantize(uint data) {
float adjusted = ((float)data * precision) + minValue;
if (adjusted < minValue)
adjusted = minValue;
else if (adjusted > maxValue)
adjusted = maxValue;
return adjusted;
}
public static QuantizedVector2 Quantize(Vector2 vector2, BoundedRange[] boundedRange) {
QuantizedVector2 data = default(QuantizedVector2);
#if ENABLE_MONO || ENABLE_IL2CPP
data.x = boundedRange[0].Quantize(vector2.x);
data.y = boundedRange[1].Quantize(vector2.y);
#else
data.x = boundedRange[0].Quantize(vector2.X);
data.y = boundedRange[1].Quantize(vector2.Y);
#endif
return data;
}
public static QuantizedVector3 Quantize(Vector3 vector3, BoundedRange[] boundedRange) {
QuantizedVector3 data = default(QuantizedVector3);
#if ENABLE_MONO || ENABLE_IL2CPP
data.x = boundedRange[0].Quantize(vector3.x);
data.y = boundedRange[1].Quantize(vector3.y);
data.z = boundedRange[2].Quantize(vector3.z);
#else
data.x = boundedRange[0].Quantize(vector3.X);
data.y = boundedRange[1].Quantize(vector3.Y);
data.z = boundedRange[2].Quantize(vector3.Z);
#endif
return data;
}
public static QuantizedVector4 Quantize(Vector4 vector4, BoundedRange[] boundedRange) {
QuantizedVector4 data = default(QuantizedVector4);
#if ENABLE_MONO || ENABLE_IL2CPP
data.x = boundedRange[0].Quantize(vector4.x);
data.y = boundedRange[1].Quantize(vector4.y);
data.z = boundedRange[2].Quantize(vector4.z);
data.w = boundedRange[3].Quantize(vector4.w);
#else
data.x = boundedRange[0].Quantize(vector4.X);
data.y = boundedRange[1].Quantize(vector4.Y);
data.z = boundedRange[2].Quantize(vector4.Z);
data.w = boundedRange[3].Quantize(vector4.W);
#endif
return data;
}
public static Vector2 Dequantize(QuantizedVector2 data, BoundedRange[] boundedRange) {
return new Vector2(boundedRange[0].Dequantize(data.x), boundedRange[1].Dequantize(data.y));
}
public static Vector3 Dequantize(QuantizedVector3 data, BoundedRange[] boundedRange) {
return new Vector3(boundedRange[0].Dequantize(data.x), boundedRange[1].Dequantize(data.y), boundedRange[2].Dequantize(data.z));
}
public static Vector4 Dequantize(QuantizedVector4 data, BoundedRange[] boundedRange) {
return new Vector4(boundedRange[0].Dequantize(data.x), boundedRange[1].Dequantize(data.y), boundedRange[2].Dequantize(data.z), boundedRange[3].Dequantize(data.w));
}
}
}
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/*
* Copyright (c) 2018 Stanislav Denisov
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace NetStack.Quantization {
public static class HalfPrecision {
[StructLayout(LayoutKind.Explicit)]
private struct Values {
[FieldOffset(0)]
public float f;
[FieldOffset(0)]
public int i;
[FieldOffset(0)]
public uint u;
}
[MethodImpl(256)]
public static ushort Quantize(float value) {
var values = new Values {
f = value
};
return Quantize(values.i);
}
public static ushort Quantize(int value) {
int s = (value >> 16) & 0x00008000;
int e = ((value >> 23) & 0X000000FF) - (127 - 15);
int m = value & 0X007FFFFF;
if (e <= 0) {
if (e < -10)
return (ushort)s;
m = m | 0x00800000;
int t = 14 - e;
int a = (1 << (t - 1)) - 1;
int b = (m >> t) & 1;
m = (m + a + b) >> t;
return (ushort)(s | m);
}
if (e == 0XFF - (127 - 15)) {
if (m == 0)
return (ushort)(s | 0X7C00);
m >>= 13;
return (ushort)(s | 0X7C00 | m | ((m == 0) ? 1 : 0));
}
m = m + 0X00000FFF + ((m >> 13) & 1);
if ((m & 0x00800000) != 0) {
m = 0;
e++;
}
if (e > 30)
return (ushort)(s | 0X7C00);
return (ushort)(s | (e << 10) | (m >> 13));
}
public static float Dequantize(ushort value) {
uint result;
uint mantissa = (uint)(value & 1023);
uint exponent = 0XFFFFFFF2;
if ((value & -33792) == 0) {
if (mantissa != 0) {
while ((mantissa & 1024) == 0) {
exponent--;
mantissa = mantissa << 1;
}
mantissa &= 0XFFFFFBFF;
result = ((uint)((((uint)value & 0x8000) << 16) | ((exponent + 127) << 23))) | (mantissa << 13);
} else {
result = (uint)((value & 0x8000) << 16);
}
} else {
result = ((((uint)value & 0x8000) << 16) | ((((((uint)value >> 10) & 0X1F) - 15) + 127) << 23)) | (mantissa << 13);
}
var values = new Values {
u = result
};
return values.f;
}
}
}
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/*
* Copyright (c) 2020 Stanislav Denisov, Maxim Munning, Davin Carten
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
using System;
#if !(ENABLE_MONO || ENABLE_IL2CPP)
using System.Numerics;
#else
using UnityEngine;
#endif
namespace NetStack.Quantization {
public struct QuantizedQuaternion {
public uint m;
public uint a;
public uint b;
public uint c;
public QuantizedQuaternion(uint m, uint a, uint b, uint c) {
this.m = m;
this.a = a;
this.b = b;
this.c = c;
}
}
public static class SmallestThree {
private const float smallestThreeUnpack = 0.70710678118654752440084436210485f + 0.0000001f;
private const float smallestThreePack = 1.0f / smallestThreeUnpack;
public static QuantizedQuaternion Quantize(Quaternion quaternion, int bitsPerElement = 12) {
float halfRange = (1 << bitsPerElement - 1);
float packer = smallestThreePack * halfRange;
float maxValue = float.MinValue;
bool signMinus = false;
uint m = 0;
uint a = 0;
uint b = 0;
uint c = 0;
for (uint i = 0; i <= 3; i++) {
float element = 0.0f;
float abs = 0.0f;
switch (i) {
#if ENABLE_MONO || ENABLE_IL2CPP
case 0:
element = quaternion.x;
break;
case 1:
element = quaternion.y;
break;
case 2:
element = quaternion.z;
break;
case 3:
element = quaternion.w;
break;
#else
case 0:
element = quaternion.X;
break;
case 1:
element = quaternion.Y;
break;
case 2:
element = quaternion.Z;
break;
case 3:
element = quaternion.W;
break;
#endif
}
abs = Math.Abs(element);
if (abs > maxValue) {
signMinus = (element < 0.0f);
m = i;
maxValue = abs;
}
}
float af = 0.0f;
float bf = 0.0f;
float cf = 0.0f;
#if ENABLE_MONO || ENABLE_IL2CPP
switch (m) {
case 0:
af = quaternion.y;
bf = quaternion.z;
cf = quaternion.w;
break;
case 1:
af = quaternion.x;
bf = quaternion.z;
cf = quaternion.w;
break;
case 2:
af = quaternion.x;
bf = quaternion.y;
cf = quaternion.w;
break;
default:
af = quaternion.x;
bf = quaternion.y;
cf = quaternion.z;
break;
}
#else
switch (m) {
case 0:
af = quaternion.Y;
bf = quaternion.Z;
cf = quaternion.W;
break;
case 1:
af = quaternion.X;
bf = quaternion.Z;
cf = quaternion.W;
break;
case 2:
af = quaternion.X;
bf = quaternion.Y;
cf = quaternion.W;
break;
default:
af = quaternion.X;
bf = quaternion.Y;
cf = quaternion.Z;
break;
}
#endif
if (signMinus) {
a = (uint)((-af * packer) + halfRange);
b = (uint)((-bf * packer) + halfRange);
c = (uint)((-cf * packer) + halfRange);
} else {
a = (uint)((af * packer) + halfRange);
b = (uint)((bf * packer) + halfRange);
c = (uint)((cf * packer) + halfRange);
}
return new QuantizedQuaternion(m, a, b, c);
}
public static Quaternion Dequantize(QuantizedQuaternion data, int bitsPerElement = 12) {
int halfRange = (1 << bitsPerElement - 1);
float unpacker = smallestThreeUnpack * (1.0f / halfRange);
uint m = data.m;
int ai = (int)data.a;
int bi = (int)data.b;
int ci = (int)data.c;
ai -= halfRange;
bi -= halfRange;
ci -= halfRange;
float a = ai * unpacker;
float b = bi * unpacker;
float c = ci * unpacker;
float d = (float)Math.Sqrt(1.0f - ((a * a) + (b * b) + (c * c)));
switch (m) {
case 0:
return new Quaternion(d, a, b, c);
case 1:
return new Quaternion(a, d, b, c);
case 2:
return new Quaternion(a, b, d, c);
default:
return new Quaternion(a, b, c, d);
}
}
}
}