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  • 四元数压缩

    https://blog.codingnow.com/2017/11/quaternion_compress.html

    https://bitbucket.org/Nabril/unitynetworking/commits/702a387656c6ee54311345a1c29f286767b59a22?at=5.4

     public void Write(Quaternion value)
            {
                //nafio info index,用来标识绝对值最大的那个分量的index
                int largest = 0;
                float a, b, c;
    
                float abs_w = Mathf.Abs(value.w);
                float abs_x = Mathf.Abs(value.x);
                float abs_y = Mathf.Abs(value.y);
                float abs_z = Mathf.Abs(value.z);
    
                float largest_value = abs_x;
    
                if (abs_y > largest_value)
                {
                    largest = 1;
                    largest_value = abs_y;
                }
                if (abs_z > largest_value)
                {
                    largest = 2;
                    largest_value = abs_z;
                }
                if (abs_w > largest_value)
                {
                    largest = 3;
                    largest_value = abs_w;
                }
    
                //nafio info 最终要将4个分量存到uint中,这里应该决定了哪个分量存哪个位置
                //假设largest=3
                //a = value[4%4] = value[0] = x
                //b = value[5%4] = value[1] = y
                //c = value[6%4] = value[2] = z
    
                //假设largest=2
                //a = value[3%4] = value[3] = w
                //b = value[4%4] = value[0] = x
                //c = value[5%4] = value[1] = y
                if (value[largest] >= 0f)
                {
                    a = value[(largest + 1) % 4];
                    b = value[(largest + 2) % 4];
                    c = value[(largest + 3) % 4];
                }
                else
                {
                    a = -value[(largest + 1) % 4];
                    b = -value[(largest + 2) % 4];
                    c = -value[(largest + 3) % 4];
                }
    
                //nafio 这里 1/根号2  有什么玄机还不清楚
                //这里实际是个精度,但为什么精度是这个需要考虑
                // serialize
                const float minimum = -1.0f / 1.414214f;        // note: 1.0f / sqrt(2)
                const float maximum = +1.0f / 1.414214f;
                const float delta = maximum - minimum;
    
    
                const uint maxIntegerValue = (1 << 10) - 1; // 10 bits
                const float maxIntegerValueF = (float)maxIntegerValue;
                float normalizedValue;
                uint integerValue;
    
                uint sentData = ((uint)largest) << 30;
                // a
                normalizedValue = Mathf.Clamp01((a - minimum) / delta);
                integerValue = (uint)Mathf.Floor(normalizedValue * maxIntegerValueF + 0.5f);
                sentData = sentData | ((integerValue & maxIntegerValue) << 20);
                // b
                normalizedValue = Mathf.Clamp01((b - minimum) / delta);
                integerValue = (uint)Mathf.Floor(normalizedValue * maxIntegerValueF + 0.5f);
                sentData = sentData | ((integerValue & maxIntegerValue) << 10);
                // c
                normalizedValue = Mathf.Clamp01((c - minimum) / delta);
                integerValue = (uint)Mathf.Floor(normalizedValue * maxIntegerValueF + 0.5f);
                sentData = sentData | (integerValue & maxIntegerValue);
    
                Write(sentData);
            }
    

      

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  • 原文地址:https://www.cnblogs.com/nafio/p/13296136.html
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