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608 lines
14 KiB
608 lines
14 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#ifndef COMPRESSED_VECTOR_H
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#define COMPRESSED_VECTOR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <math.h>
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#include <float.h>
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// For vec_t, put this somewhere else?
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#include "basetypes.h"
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// For rand(). We really need a library!
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#include <stdlib.h>
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#include "tier0/dbg.h"
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#include "mathlib/vector.h"
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#include "mathlib/mathlib.h"
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#if defined( _X360 )
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#pragma bitfield_order( push, lsb_to_msb )
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#endif
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//=========================================================
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// fit a 3D vector into 32 bits
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//=========================================================
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class Vector32
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{
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public:
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// Construction/destruction:
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Vector32(void);
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Vector32(vec_t X, vec_t Y, vec_t Z);
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// assignment
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Vector32& operator=(const Vector &vOther);
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operator Vector ();
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private:
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unsigned short x:10;
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unsigned short y:10;
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unsigned short z:10;
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unsigned short exp:2;
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};
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inline Vector32& Vector32::operator=(const Vector &vOther)
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{
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CHECK_VALID(vOther);
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static float expScale[4] = { 4.0f, 16.0f, 32.f, 64.f };
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float fmax = Max( fabs( vOther.x ), fabs( vOther.y ) );
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fmax = Max( fmax, (float)fabs( vOther.z ) );
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for (exp = 0; exp < 3; exp++)
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{
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if (fmax < expScale[exp])
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break;
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}
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Assert( fmax < expScale[exp] );
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float fexp = 512.0f / expScale[exp];
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x = Clamp( (int)(vOther.x * fexp) + 512, 0, 1023 );
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y = Clamp( (int)(vOther.y * fexp) + 512, 0, 1023 );
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z = Clamp( (int)(vOther.z * fexp) + 512, 0, 1023 );
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return *this;
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}
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inline Vector32::operator Vector ()
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{
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Vector tmp;
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static float expScale[4] = { 4.0f, 16.0f, 32.f, 64.f };
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float fexp = expScale[exp] / 512.0f;
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tmp.x = (((int)x) - 512) * fexp;
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tmp.y = (((int)y) - 512) * fexp;
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tmp.z = (((int)z) - 512) * fexp;
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return tmp;
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}
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//=========================================================
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// Fit a unit vector into 32 bits
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//=========================================================
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class Normal32
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{
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public:
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// Construction/destruction:
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Normal32(void);
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Normal32(vec_t X, vec_t Y, vec_t Z);
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// assignment
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Normal32& operator=(const Vector &vOther);
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operator Vector ();
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private:
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unsigned short x:15;
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unsigned short y:15;
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unsigned short zneg:1;
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};
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inline Normal32& Normal32::operator=(const Vector &vOther)
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{
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CHECK_VALID(vOther);
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x = Clamp( (int)(vOther.x * 16384) + 16384, 0, 32767 );
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y = Clamp( (int)(vOther.y * 16384) + 16384, 0, 32767 );
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zneg = (vOther.z < 0);
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//x = vOther.x;
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//y = vOther.y;
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//z = vOther.z;
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return *this;
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}
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inline Normal32::operator Vector ()
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{
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Vector tmp;
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tmp.x = ((int)x - 16384) * (1 / 16384.0);
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tmp.y = ((int)y - 16384) * (1 / 16384.0);
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tmp.z = sqrt( 1 - tmp.x * tmp.x - tmp.y * tmp.y );
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if (zneg)
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tmp.z = -tmp.z;
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return tmp;
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}
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//=========================================================
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// 64 bit Quaternion
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//=========================================================
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class Quaternion64
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{
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public:
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// Construction/destruction:
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Quaternion64(void);
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Quaternion64(vec_t X, vec_t Y, vec_t Z);
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// assignment
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// Quaternion& operator=(const Quaternion64 &vOther);
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Quaternion64& operator=(const Quaternion &vOther);
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operator Quaternion ();
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private:
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uint64 x:21;
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uint64 y:21;
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uint64 z:21;
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uint64 wneg:1;
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};
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inline Quaternion64::operator Quaternion ()
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{
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Quaternion tmp;
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// shift to -1048576, + 1048575, then round down slightly to -1.0 < x < 1.0
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tmp.x = ((int)x - 1048576) * (1 / 1048576.5f);
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tmp.y = ((int)y - 1048576) * (1 / 1048576.5f);
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tmp.z = ((int)z - 1048576) * (1 / 1048576.5f);
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tmp.w = sqrt( 1 - tmp.x * tmp.x - tmp.y * tmp.y - tmp.z * tmp.z );
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if (wneg)
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tmp.w = -tmp.w;
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return tmp;
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}
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inline Quaternion64& Quaternion64::operator=(const Quaternion &vOther)
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{
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CHECK_VALID(vOther);
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x = Clamp( (int)(vOther.x * 1048576) + 1048576, 0, 2097151 );
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y = Clamp( (int)(vOther.y * 1048576) + 1048576, 0, 2097151 );
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z = Clamp( (int)(vOther.z * 1048576) + 1048576, 0, 2097151 );
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wneg = (vOther.w < 0);
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return *this;
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}
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//=========================================================
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// 48 bit Quaternion
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//=========================================================
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class Quaternion48
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{
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public:
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// Construction/destruction:
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Quaternion48(void);
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Quaternion48(vec_t X, vec_t Y, vec_t Z);
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// assignment
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// Quaternion& operator=(const Quaternion48 &vOther);
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Quaternion48& operator=(const Quaternion &vOther);
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operator Quaternion ();
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private:
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unsigned short x:16;
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unsigned short y:16;
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unsigned short z:15;
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unsigned short wneg:1;
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};
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inline Quaternion48::operator Quaternion ()
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{
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Quaternion tmp;
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tmp.x = ((int)x - 32768) * (1 / 32768.0);
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tmp.y = ((int)y - 32768) * (1 / 32768.0);
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tmp.z = ((int)z - 16384) * (1 / 16384.0);
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tmp.w = sqrt( 1 - tmp.x * tmp.x - tmp.y * tmp.y - tmp.z * tmp.z );
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if (wneg)
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tmp.w = -tmp.w;
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return tmp;
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}
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inline Quaternion48& Quaternion48::operator=(const Quaternion &vOther)
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{
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CHECK_VALID(vOther);
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x = Clamp( (int)(vOther.x * 32768) + 32768, 0, 65535 );
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y = Clamp( (int)(vOther.y * 32768) + 32768, 0, 65535 );
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z = Clamp( (int)(vOther.z * 16384) + 16384, 0, 32767 );
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wneg = (vOther.w < 0);
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return *this;
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}
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//=========================================================
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// 32 bit Quaternion
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//=========================================================
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class Quaternion32
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{
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public:
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// Construction/destruction:
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Quaternion32(void);
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Quaternion32(vec_t X, vec_t Y, vec_t Z);
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// assignment
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// Quaternion& operator=(const Quaternion48 &vOther);
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Quaternion32& operator=(const Quaternion &vOther);
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operator Quaternion ();
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private:
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unsigned int x:11;
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unsigned int y:10;
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unsigned int z:10;
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unsigned int wneg:1;
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};
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inline Quaternion32::operator Quaternion ()
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{
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Quaternion tmp;
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tmp.x = ((int)x - 1024) * (1 / 1024.0);
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tmp.y = ((int)y - 512) * (1 / 512.0);
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tmp.z = ((int)z - 512) * (1 / 512.0);
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tmp.w = sqrt( 1 - tmp.x * tmp.x - tmp.y * tmp.y - tmp.z * tmp.z );
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if (wneg)
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tmp.w = -tmp.w;
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return tmp;
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}
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inline Quaternion32& Quaternion32::operator=(const Quaternion &vOther)
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{
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CHECK_VALID(vOther);
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x = Clamp( (int)(vOther.x * 1024) + 1024, 0, 2047 );
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y = Clamp( (int)(vOther.y * 512) + 512, 0, 1023 );
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z = Clamp( (int)(vOther.z * 512) + 512, 0, 1023 );
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wneg = (vOther.w < 0);
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return *this;
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}
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//=========================================================
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// 16 bit float
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//=========================================================
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const int float32bias = 127;
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const int float16bias = 15;
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const float maxfloat16bits = 65504.0f;
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class float16
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{
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public:
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//float16() {}
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//float16( float f ) { m_storage.rawWord = ConvertFloatTo16bits(f); }
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void Init() { m_storage.rawWord = 0; }
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// float16& operator=(const float16 &other) { m_storage.rawWord = other.m_storage.rawWord; return *this; }
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// float16& operator=(const float &other) { m_storage.rawWord = ConvertFloatTo16bits(other); return *this; }
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// operator unsigned short () { return m_storage.rawWord; }
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// operator float () { return Convert16bitFloatTo32bits( m_storage.rawWord ); }
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unsigned short GetBits() const
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{
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return m_storage.rawWord;
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}
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float GetFloat() const
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{
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return Convert16bitFloatTo32bits( m_storage.rawWord );
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}
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void SetFloat( float in )
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{
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m_storage.rawWord = ConvertFloatTo16bits( in );
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}
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bool IsInfinity() const
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{
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return m_storage.bits.biased_exponent == 31 && m_storage.bits.mantissa == 0;
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}
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bool IsNaN() const
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{
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return m_storage.bits.biased_exponent == 31 && m_storage.bits.mantissa != 0;
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}
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bool operator==(const float16 other) const { return m_storage.rawWord == other.m_storage.rawWord; }
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bool operator!=(const float16 other) const { return m_storage.rawWord != other.m_storage.rawWord; }
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// bool operator< (const float other) const { return GetFloat() < other; }
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// bool operator> (const float other) const { return GetFloat() > other; }
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protected:
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union float32bits
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{
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float rawFloat;
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struct
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{
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unsigned int mantissa : 23;
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unsigned int biased_exponent : 8;
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unsigned int sign : 1;
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} bits;
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};
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union float16bits
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{
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unsigned short rawWord;
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struct
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{
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unsigned short mantissa : 10;
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unsigned short biased_exponent : 5;
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unsigned short sign : 1;
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} bits;
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};
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static bool IsNaN( float16bits in )
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{
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return in.bits.biased_exponent == 31 && in.bits.mantissa != 0;
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}
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static bool IsInfinity( float16bits in )
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{
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return in.bits.biased_exponent == 31 && in.bits.mantissa == 0;
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}
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// 0x0001 - 0x03ff
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static unsigned short ConvertFloatTo16bits( float input )
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{
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if ( input > maxfloat16bits )
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input = maxfloat16bits;
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else if ( input < -maxfloat16bits )
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input = -maxfloat16bits;
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float16bits output;
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float32bits inFloat;
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inFloat.rawFloat = input;
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output.bits.sign = inFloat.bits.sign;
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if ( (inFloat.bits.biased_exponent==0) && (inFloat.bits.mantissa==0) )
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{
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// zero
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output.bits.mantissa = 0;
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output.bits.biased_exponent = 0;
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}
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else if ( (inFloat.bits.biased_exponent==0) && (inFloat.bits.mantissa!=0) )
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{
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// denorm -- denorm float maps to 0 half
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output.bits.mantissa = 0;
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output.bits.biased_exponent = 0;
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}
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else if ( (inFloat.bits.biased_exponent==0xff) && (inFloat.bits.mantissa==0) )
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{
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#if 0
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// infinity
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output.bits.mantissa = 0;
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output.bits.biased_exponent = 31;
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#else
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// infinity maps to maxfloat
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output.bits.mantissa = 0x3ff;
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output.bits.biased_exponent = 0x1e;
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#endif
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}
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else if ( (inFloat.bits.biased_exponent==0xff) && (inFloat.bits.mantissa!=0) )
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{
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#if 0
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// NaN
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output.bits.mantissa = 1;
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output.bits.biased_exponent = 31;
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#else
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// NaN maps to zero
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output.bits.mantissa = 0;
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output.bits.biased_exponent = 0;
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#endif
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}
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else
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{
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// regular number
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int new_exp = inFloat.bits.biased_exponent-127;
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if (new_exp<-24)
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{
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// this maps to 0
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output.bits.mantissa = 0;
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output.bits.biased_exponent = 0;
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}
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if (new_exp<-14)
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{
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// this maps to a denorm
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output.bits.biased_exponent = 0;
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unsigned int exp_val = ( unsigned int )( -14 - ( inFloat.bits.biased_exponent - float32bias ) );
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if( exp_val > 0 && exp_val < 11 )
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{
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output.bits.mantissa = ( 1 << ( 10 - exp_val ) ) + ( inFloat.bits.mantissa >> ( 13 + exp_val ) );
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}
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}
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else if (new_exp>15)
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{
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#if 0
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// map this value to infinity
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output.bits.mantissa = 0;
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output.bits.biased_exponent = 31;
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#else
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// to big. . . maps to maxfloat
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output.bits.mantissa = 0x3ff;
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output.bits.biased_exponent = 0x1e;
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#endif
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}
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else
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{
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output.bits.biased_exponent = new_exp+15;
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output.bits.mantissa = (inFloat.bits.mantissa >> 13);
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}
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}
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return output.rawWord;
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}
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static float Convert16bitFloatTo32bits( unsigned short input )
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{
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float32bits output;
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const float16bits &inFloat = *((float16bits *)&input);
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if( IsInfinity( inFloat ) )
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{
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return maxfloat16bits * ( ( inFloat.bits.sign == 1 ) ? -1.0f : 1.0f );
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}
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if( IsNaN( inFloat ) )
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{
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return 0.0;
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}
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if( inFloat.bits.biased_exponent == 0 && inFloat.bits.mantissa != 0 )
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{
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// denorm
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const float half_denorm = (1.0f/16384.0f); // 2^-14
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float mantissa = ((float)(inFloat.bits.mantissa)) / 1024.0f;
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float sgn = (inFloat.bits.sign)? -1.0f :1.0f;
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output.rawFloat = sgn*mantissa*half_denorm;
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}
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else
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{
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// regular number
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unsigned mantissa = inFloat.bits.mantissa;
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unsigned biased_exponent = inFloat.bits.biased_exponent;
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unsigned sign = ((unsigned)inFloat.bits.sign) << 31;
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biased_exponent = ( (biased_exponent - float16bias + float32bias) * (biased_exponent != 0) ) << 23;
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mantissa <<= (23-10);
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*((unsigned *)&output) = ( mantissa | biased_exponent | sign );
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}
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return output.rawFloat;
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}
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float16bits m_storage;
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};
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class float16_with_assign : public float16
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{
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public:
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float16_with_assign() {}
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float16_with_assign( float f ) { m_storage.rawWord = ConvertFloatTo16bits(f); }
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float16& operator=(const float16 &other) { m_storage.rawWord = ((float16_with_assign &)other).m_storage.rawWord; return *this; }
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float16& operator=(const float &other) { m_storage.rawWord = ConvertFloatTo16bits(other); return *this; }
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// operator unsigned short () const { return m_storage.rawWord; }
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operator float () const { return Convert16bitFloatTo32bits( m_storage.rawWord ); }
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};
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//=========================================================
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// Fit a 3D vector in 48 bits
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//=========================================================
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class Vector48
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{
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public:
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// Construction/destruction:
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Vector48(void) {}
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Vector48(vec_t X, vec_t Y, vec_t Z) { x.SetFloat( X ); y.SetFloat( Y ); z.SetFloat( Z ); }
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// assignment
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Vector48& operator=(const Vector &vOther);
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operator Vector ();
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const float operator[]( int i ) const { return (((float16 *)this)[i]).GetFloat(); }
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float16 x;
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float16 y;
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float16 z;
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};
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inline Vector48& Vector48::operator=(const Vector &vOther)
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{
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CHECK_VALID(vOther);
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x.SetFloat( vOther.x );
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y.SetFloat( vOther.y );
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z.SetFloat( vOther.z );
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return *this;
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}
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inline Vector48::operator Vector ()
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{
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Vector tmp;
|
|
|
|
tmp.x = x.GetFloat();
|
|
tmp.y = y.GetFloat();
|
|
tmp.z = z.GetFloat();
|
|
|
|
return tmp;
|
|
}
|
|
|
|
//=========================================================
|
|
// Fit a 2D vector in 32 bits
|
|
//=========================================================
|
|
|
|
class Vector2d32
|
|
{
|
|
public:
|
|
// Construction/destruction:
|
|
Vector2d32(void) {}
|
|
Vector2d32(vec_t X, vec_t Y) { x.SetFloat( X ); y.SetFloat( Y ); }
|
|
|
|
// assignment
|
|
Vector2d32& operator=(const Vector &vOther);
|
|
Vector2d32& operator=(const Vector2D &vOther);
|
|
|
|
operator Vector2D ();
|
|
|
|
void Init( vec_t ix = 0.f, vec_t iy = 0.f);
|
|
|
|
float16_with_assign x;
|
|
float16_with_assign y;
|
|
};
|
|
|
|
inline Vector2d32& Vector2d32::operator=(const Vector2D &vOther)
|
|
{
|
|
x.SetFloat( vOther.x );
|
|
y.SetFloat( vOther.y );
|
|
return *this;
|
|
}
|
|
|
|
inline Vector2d32::operator Vector2D ()
|
|
{
|
|
Vector2D tmp;
|
|
|
|
tmp.x = x.GetFloat();
|
|
tmp.y = y.GetFloat();
|
|
|
|
return tmp;
|
|
}
|
|
|
|
inline void Vector2d32::Init( vec_t ix, vec_t iy )
|
|
{
|
|
x.SetFloat(ix);
|
|
y.SetFloat(iy);
|
|
}
|
|
|
|
#if defined( _X360 )
|
|
#pragma bitfield_order( pop )
|
|
#endif
|
|
|
|
#endif
|
|
|