//========= Copyright © 1996-2005, 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