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/*
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* Copyright (c) 2020 Stanislav Denisov, Maxim Munning, Davin Carten
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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using System;
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#if !(ENABLE_MONO || ENABLE_IL2CPP)
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using System.Numerics;
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#else
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using UnityEngine;
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#endif
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namespace NetStack.Quantization {
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public struct QuantizedQuaternion {
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public uint m;
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public uint a;
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public uint b;
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public uint c;
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public QuantizedQuaternion(uint m, uint a, uint b, uint c) {
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this.m = m;
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this.a = a;
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this.b = b;
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this.c = c;
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}
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}
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public static class SmallestThree {
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private const float smallestThreeUnpack = 0.70710678118654752440084436210485f + 0.0000001f;
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private const float smallestThreePack = 1.0f / smallestThreeUnpack;
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public static QuantizedQuaternion Quantize(Quaternion quaternion, int bitsPerElement = 12) {
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float halfRange = (1 << bitsPerElement - 1);
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float packer = smallestThreePack * halfRange;
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float maxValue = float.MinValue;
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bool signMinus = false;
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uint m = 0;
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uint a = 0;
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uint b = 0;
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uint c = 0;
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for (uint i = 0; i <= 3; i++) {
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float element = 0.0f;
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float abs = 0.0f;
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switch (i) {
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#if ENABLE_MONO || ENABLE_IL2CPP
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case 0:
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element = quaternion.x;
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break;
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case 1:
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element = quaternion.y;
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break;
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case 2:
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element = quaternion.z;
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break;
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case 3:
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element = quaternion.w;
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break;
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#else
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case 0:
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element = quaternion.X;
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break;
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case 1:
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element = quaternion.Y;
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break;
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case 2:
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element = quaternion.Z;
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break;
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case 3:
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element = quaternion.W;
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break;
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#endif
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}
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abs = Math.Abs(element);
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if (abs > maxValue) {
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signMinus = (element < 0.0f);
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m = i;
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maxValue = abs;
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}
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}
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float af = 0.0f;
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float bf = 0.0f;
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float cf = 0.0f;
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#if ENABLE_MONO || ENABLE_IL2CPP
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switch (m) {
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case 0:
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af = quaternion.y;
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bf = quaternion.z;
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cf = quaternion.w;
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break;
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case 1:
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af = quaternion.x;
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bf = quaternion.z;
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cf = quaternion.w;
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break;
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case 2:
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af = quaternion.x;
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bf = quaternion.y;
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cf = quaternion.w;
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break;
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default:
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af = quaternion.x;
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bf = quaternion.y;
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cf = quaternion.z;
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break;
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}
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#else
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switch (m) {
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case 0:
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af = quaternion.Y;
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bf = quaternion.Z;
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cf = quaternion.W;
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break;
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case 1:
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af = quaternion.X;
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bf = quaternion.Z;
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cf = quaternion.W;
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break;
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case 2:
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af = quaternion.X;
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bf = quaternion.Y;
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cf = quaternion.W;
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break;
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default:
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af = quaternion.X;
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bf = quaternion.Y;
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cf = quaternion.Z;
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break;
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}
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#endif
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if (signMinus) {
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a = (uint)((-af * packer) + halfRange);
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b = (uint)((-bf * packer) + halfRange);
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c = (uint)((-cf * packer) + halfRange);
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} else {
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a = (uint)((af * packer) + halfRange);
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b = (uint)((bf * packer) + halfRange);
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c = (uint)((cf * packer) + halfRange);
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}
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return new QuantizedQuaternion(m, a, b, c);
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}
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public static Quaternion Dequantize(QuantizedQuaternion data, int bitsPerElement = 12) {
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int halfRange = (1 << bitsPerElement - 1);
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float unpacker = smallestThreeUnpack * (1.0f / halfRange);
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uint m = data.m;
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int ai = (int)data.a;
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int bi = (int)data.b;
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int ci = (int)data.c;
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ai -= halfRange;
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bi -= halfRange;
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ci -= halfRange;
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float a = ai * unpacker;
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float b = bi * unpacker;
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float c = ci * unpacker;
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float d = (float)Math.Sqrt(1.0f - ((a * a) + (b * b) + (c * c)));
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switch (m) {
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case 0:
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return new Quaternion(d, a, b, c);
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case 1:
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return new Quaternion(a, d, b, c);
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case 2:
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return new Quaternion(a, b, d, c);
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default:
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return new Quaternion(a, b, c, d);
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}
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}
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}
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}
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