//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #ifndef COMPRESSED_VECTOR_H #define COMPRESSED_VECTOR_H #ifdef _WIN32 #pragma once #endif #include <math.h> #include <float.h> // For vec_t, put this somewhere else? #include "basetypes.h" // For rand(). We really need a library! #include <stdlib.h> #include "tier0/dbg.h" #include "vector.h" #undef MINMAX_H #include "minmax.h" #include "mathlib.h" #ifdef __cplusplus // HACKHACK: Declare these directly from mathlib.h for now extern "C" { extern float (*pfSqrt)(float x); }; #define FastSqrt(x) (*pfSqrt)(x) //========================================================= // fit a 3D vector into 32 bits //========================================================= class Vector32 { public: // Construction/destruction: Vector32(void); Vector32(vec_t X, vec_t Y, vec_t Z); // assignment Vector32& operator=(const Vector &vOther); operator Vector (); private: unsigned short x:10; unsigned short y:10; unsigned short z:10; unsigned short exp:2; }; inline Vector32& Vector32::operator=(const Vector &vOther) { CHECK_VALID(vOther); static float expScale[4] = { 4.0f, 16.0f, 32.f, 64.f }; float fmax = max( fabs( vOther.x ), fabs( vOther.y ) ); fmax = max( fmax, fabs( vOther.z ) ); for (exp = 0; exp < 3; exp++) { if (fmax < expScale[exp]) break; } Assert( fmax < expScale[exp] ); float fexp = 512.0f / expScale[exp]; x = clamp( (int)(vOther.x * fexp) + 512, 0, 1023 ); y = clamp( (int)(vOther.y * fexp) + 512, 0, 1023 ); z = clamp( (int)(vOther.z * fexp) + 512, 0, 1023 ); return *this; } inline Vector32::operator Vector () { static Vector tmp; static float expScale[4] = { 4.0f, 16.0f, 32.f, 64.f }; float fexp = expScale[exp] / 512.0f; tmp.x = (((int)x) - 512) * fexp; tmp.y = (((int)y) - 512) * fexp; tmp.z = (((int)z) - 512) * fexp; return tmp; } //========================================================= // Fit a unit vector into 32 bits //========================================================= class Normal32 { public: // Construction/destruction: Normal32(void); Normal32(vec_t X, vec_t Y, vec_t Z); // assignment Normal32& operator=(const Vector &vOther); operator Vector (); private: unsigned short x:15; unsigned short y:15; unsigned short zneg:1; }; inline Normal32& Normal32::operator=(const Vector &vOther) { CHECK_VALID(vOther); x = clamp( (int)(vOther.x * 16384) + 16384, 0, 32767 ); y = clamp( (int)(vOther.y * 16384) + 16384, 0, 32767 ); zneg = (vOther.z < 0); //x = vOther.x; //y = vOther.y; //z = vOther.z; return *this; } inline Normal32::operator Vector () { static Vector tmp; tmp.x = ((int)x - 16384) * (1 / 16384.0); tmp.y = ((int)y - 16384) * (1 / 16384.0); tmp.z = sqrt( 1 - tmp.x * tmp.x - tmp.y * tmp.y ); if (zneg) tmp.z = -tmp.z; return tmp; } //========================================================= // 48 bit Quaternion //========================================================= class Quaternion48 { public: // Construction/destruction: Quaternion48(void); Quaternion48(vec_t X, vec_t Y, vec_t Z); // assignment // Quaternion& operator=(const Quaternion48 &vOther); Quaternion48& operator=(const Quaternion &vOther); operator Quaternion (); private: unsigned short x:16; unsigned short y:16; unsigned short z:15; unsigned short wneg:1; }; inline Quaternion48::operator Quaternion () { static Quaternion tmp; tmp.x = ((int)x - 32768) * (1 / 32768.0); tmp.y = ((int)y - 32768) * (1 / 32768.0); tmp.z = ((int)z - 16384) * (1 / 16384.0); tmp.w = sqrt( 1 - tmp.x * tmp.x - tmp.y * tmp.y - tmp.z * tmp.z ); if (wneg) tmp.w = -tmp.w; return tmp; } inline Quaternion48& Quaternion48::operator=(const Quaternion &vOther) { CHECK_VALID(vOther); x = clamp( (int)(vOther.x * 32768) + 32768, 0, 65535 ); y = clamp( (int)(vOther.y * 32768) + 32768, 0, 65535 ); z = clamp( (int)(vOther.z * 16384) + 16384, 0, 32767 ); wneg = (vOther.w < 0); //x = vOther.x; //y = vOther.y; //z = vOther.z; return *this; } //========================================================= // 32 bit Quaternion //========================================================= class Quaternion32 { public: // Construction/destruction: Quaternion32(void); Quaternion32(vec_t X, vec_t Y, vec_t Z); // assignment // Quaternion& operator=(const Quaternion48 &vOther); Quaternion32& operator=(const Quaternion &vOther); operator Quaternion (); private: unsigned short x:11; unsigned short y:10; unsigned short z:10; unsigned short wneg:1; }; inline Quaternion32::operator Quaternion () { static Quaternion tmp; tmp.x = ((int)x - 1024) * (1 / 1024.0); tmp.y = ((int)y - 512) * (1 / 512.0); tmp.z = ((int)z - 512) * (1 / 512.0); tmp.w = sqrt( 1 - tmp.x * tmp.x - tmp.y * tmp.y - tmp.z * tmp.z ); if (wneg) tmp.w = -tmp.w; return tmp; } inline Quaternion32& Quaternion32::operator=(const Quaternion &vOther) { CHECK_VALID(vOther); x = clamp( (int)(vOther.x * 1024) + 1024, 0, 2047 ); y = clamp( (int)(vOther.y * 512) + 512, 0, 1023 ); z = clamp( (int)(vOther.z * 512) + 512, 0, 1023 ); wneg = (vOther.w < 0); return *this; } //========================================================= // 16 bit float //========================================================= const int float32bias = 127; const int float16bias = 15; const float maxfloat16bits = 65504.0f; class float16 { public: //float16() {} //float16( float f ) { m_storage.rawWord = ConvertFloatTo16bits(f); } void Init() { m_storage.rawWord = 0; } // float16& operator=(const float16 &other) { m_storage.rawWord = other.m_storage.rawWord; return *this; } // float16& operator=(const float &other) { m_storage.rawWord = ConvertFloatTo16bits(other); return *this; } // operator unsigned short () { return m_storage.rawWord; } // operator float () { return Convert16bitFloatTo32bits( m_storage.rawWord ); } unsigned short GetBits() const { return m_storage.rawWord; } float GetFloat() const { return Convert16bitFloatTo32bits( m_storage.rawWord ); } void SetFloat( float in ) { m_storage.rawWord = ConvertFloatTo16bits( in ); } bool IsInfinity() const { return m_storage.bits.biased_exponent == 31 && m_storage.bits.mantissa == 0; } bool IsNaN() const { return m_storage.bits.biased_exponent == 31 && m_storage.bits.mantissa != 0; } bool operator==(const float16 other) const { return m_storage.rawWord == other.m_storage.rawWord; } bool operator!=(const float16 other) const { return m_storage.rawWord != other.m_storage.rawWord; } // bool operator< (const float other) const { return GetFloat() < other; } // bool operator> (const float other) const { return GetFloat() > other; } protected: union float32bits { float rawFloat; struct { unsigned int mantissa : 23; unsigned int biased_exponent : 8; unsigned int sign : 1; } bits; }; union float16bits { unsigned short rawWord; struct { unsigned short mantissa : 10; unsigned short biased_exponent : 5; unsigned short sign : 1; } bits; }; static bool IsNaN( float16bits in ) { return in.bits.biased_exponent == 31 && in.bits.mantissa != 0; } static bool IsInfinity( float16bits in ) { return in.bits.biased_exponent == 31 && in.bits.mantissa == 0; } // 0x0001 - 0x03ff static unsigned short ConvertFloatTo16bits( float input ) { if ( input > maxfloat16bits ) input = maxfloat16bits; else if ( input < -maxfloat16bits ) input = -maxfloat16bits; float16bits output; float32bits inFloat; inFloat.rawFloat = input; output.bits.sign = inFloat.bits.sign; if ( (inFloat.bits.biased_exponent==0) && (inFloat.bits.mantissa==0) ) { // zero output.bits.mantissa = 0; output.bits.biased_exponent = 0; } else if ( (inFloat.bits.biased_exponent==0) && (inFloat.bits.mantissa!=0) ) { // denorm -- denorm float maps to 0 half output.bits.mantissa = 0; output.bits.biased_exponent = 0; } else if ( (inFloat.bits.biased_exponent==0xff) && (inFloat.bits.mantissa==0) ) { #if 0 // infinity output.bits.mantissa = 0; output.bits.biased_exponent = 31; #else // infinity maps to maxfloat output.bits.mantissa = 0x3ff; output.bits.biased_exponent = 0x1e; #endif } else if ( (inFloat.bits.biased_exponent==0xff) && (inFloat.bits.mantissa!=0) ) { #if 0 // NaN output.bits.mantissa = 1; output.bits.biased_exponent = 31; #else // NaN maps to zero output.bits.mantissa = 0; output.bits.biased_exponent = 0; #endif } else { // regular number int new_exp = inFloat.bits.biased_exponent-127; if (new_exp<-24) { // this maps to 0 output.bits.mantissa = 0; output.bits.biased_exponent = 0; } if (new_exp<-14) { // this maps to a denorm output.bits.biased_exponent = 0; unsigned int exp_val = ( unsigned int )( -14 - ( inFloat.bits.biased_exponent - float32bias ) ); if( exp_val > 0 && exp_val < 11 ) { output.bits.mantissa = ( 1 << ( 10 - exp_val ) ) + ( inFloat.bits.mantissa >> ( 13 + exp_val ) ); } } else if (new_exp>15) { #if 0 // map this value to infinity output.bits.mantissa = 0; output.bits.biased_exponent = 31; #else // to big. . . maps to maxfloat output.bits.mantissa = 0x3ff; output.bits.biased_exponent = 0x1e; #endif } else { output.bits.biased_exponent = new_exp+15; output.bits.mantissa = (inFloat.bits.mantissa >> 13); } } return output.rawWord; } static float Convert16bitFloatTo32bits( unsigned short input ) { float32bits output; float16bits inFloat; inFloat.rawWord = input; if( IsInfinity( inFloat ) ) { return maxfloat16bits * ( ( inFloat.bits.sign == 1 ) ? -1.0f : 1.0f ); } if( IsNaN( inFloat ) ) { return 0.0; } if( inFloat.bits.biased_exponent == 0 && inFloat.bits.mantissa != 0 ) { // denorm const float half_denorm = (1.0f/16384.0f); // 2^-14 float mantissa = ((float)(inFloat.bits.mantissa)) / 1024.0f; float sgn = (inFloat.bits.sign)? -1.0f :1.0f; output.rawFloat = sgn*mantissa*half_denorm; } else { // regular number output.bits.mantissa = inFloat.bits.mantissa << (23-10); output.bits.biased_exponent = (inFloat.bits.biased_exponent - float16bias + float32bias) * (inFloat.bits.biased_exponent != 0); output.bits.sign = inFloat.bits.sign; } return output.rawFloat; } float16bits m_storage; }; class float16_with_assign : public float16 { public: float16_with_assign() {} float16_with_assign( float f ) { m_storage.rawWord = ConvertFloatTo16bits(f); } float16& operator=(const float16 &other) { m_storage.rawWord = ((float16_with_assign &)other).m_storage.rawWord; return *this; } float16& operator=(const float &other) { m_storage.rawWord = ConvertFloatTo16bits(other); return *this; } // operator unsigned short () const { return m_storage.rawWord; } operator float () const { return Convert16bitFloatTo32bits( m_storage.rawWord ); } }; //========================================================= // Fit a 3D vector in 48 bits //========================================================= class Vector48 { public: // Construction/destruction: Vector48(void) {} Vector48(vec_t X, vec_t Y, vec_t Z) { x.SetFloat( X ); y.SetFloat( Y ); z.SetFloat( Z ); } // assignment Vector48& operator=(const Vector &vOther); operator Vector (); const float operator[]( int i ) const { return (((float16 *)this)[i]).GetFloat(); } float16 x; float16 y; float16 z; }; inline Vector48& Vector48::operator=(const Vector &vOther) { CHECK_VALID(vOther); x.SetFloat( vOther.x ); y.SetFloat( vOther.y ); z.SetFloat( vOther.z ); return *this; } inline Vector48::operator Vector () { static 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 () { static 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); } #endif // _cplusplus #endif
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |