/* * 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); } } } }