Created
July 21, 2015 15:07
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Compression algorithm for rotation quaternions (ported from Gaffron Games implementation https://github.com/ThisIsRobokitty/netgame/blob/60ac89873a53b02611a88b0d5b10987d4693a9ad/XX%20-%20Fiedler's%20Cubes/Engine.h)
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using System; | |
using UnityEngine; | |
namespace RamjetAnvil.Networking { | |
public static class Compression { | |
public static class Rotation { | |
private const float Minimum = -1.0f / 1.414214f; // note: 1.0f / sqrt(2) | |
private const float Maximum = +1.0f / 1.414214f; | |
public static uint Compress(Quaternion rotation) { | |
float absX = Mathf.Abs(rotation.x), | |
absY = Mathf.Abs(rotation.y), | |
absZ = Mathf.Abs(rotation.z), | |
absW = Mathf.Abs(rotation.w); | |
var largestComponent = new LargestComponent(ComponentType.X, absX); | |
if (absY > largestComponent.Value) { | |
largestComponent.Value = absY; | |
largestComponent.ComponentType = ComponentType.Y; | |
} | |
if (absZ > largestComponent.Value) { | |
largestComponent.Value = absZ; | |
largestComponent.ComponentType = ComponentType.Z; | |
} | |
if (absW > largestComponent.Value) { | |
largestComponent.Value = absW; | |
largestComponent.ComponentType = ComponentType.W; | |
} | |
float a, b, c; | |
switch (largestComponent.ComponentType) { | |
case ComponentType.X: | |
if (rotation.x >= 0) { | |
a = rotation.y; | |
b = rotation.z; | |
c = rotation.w; | |
} else { | |
a = -rotation.y; | |
b = -rotation.z; | |
c = -rotation.w; | |
} | |
break; | |
case ComponentType.Y: | |
if (rotation.y >= 0) { | |
a = rotation.x; | |
b = rotation.z; | |
c = rotation.w; | |
} else { | |
a = -rotation.x; | |
b = -rotation.z; | |
c = -rotation.w; | |
} | |
break; | |
case ComponentType.Z: | |
if (rotation.z >= 0) { | |
a = rotation.x; | |
b = rotation.y; | |
c = rotation.w; | |
} else { | |
a = -rotation.x; | |
b = -rotation.y; | |
c = -rotation.w; | |
} | |
break; | |
case ComponentType.W: | |
if (rotation.w >= 0) { | |
a = rotation.x; | |
b = rotation.y; | |
c = rotation.z; | |
} else { | |
a = -rotation.x; | |
b = -rotation.y; | |
c = -rotation.z; | |
} | |
break; | |
default: | |
// Should never happen! | |
throw new ArgumentOutOfRangeException("Unknown rotation component type: " + | |
largestComponent.ComponentType); | |
} | |
float normalizedA = (a - Minimum) / (Maximum - Minimum), | |
normalizedB = (b - Minimum) / (Maximum - Minimum), | |
normalizedC = (c - Minimum) / (Maximum - Minimum); | |
uint integerA = (uint) Mathf.FloorToInt(normalizedA * 1024.0f + 0.5f), | |
integerB = (uint) Mathf.FloorToInt(normalizedB * 1024.0f + 0.5f), | |
integerC = (uint) Mathf.FloorToInt(normalizedC * 1024.0f + 0.5f); | |
return (((uint) largestComponent.ComponentType) << 30) | (integerA << 20) | (integerB << 10) | integerC; | |
} | |
public static Quaternion Decompress(uint compressedRotation) { | |
var largestComponentType = (ComponentType) (compressedRotation >> 30); | |
uint integerA = (compressedRotation >> 20) & ((1 << 10) - 1), | |
integerB = (compressedRotation >> 10) & ((1 << 10) - 1), | |
integerC = compressedRotation & ((1 << 10) - 1); | |
float a = integerA / 1024.0f * (Maximum - Minimum) + Minimum, | |
b = integerB / 1024.0f * (Maximum - Minimum) + Minimum, | |
c = integerC / 1024.0f * (Maximum - Minimum) + Minimum; | |
Quaternion rotation; | |
switch (largestComponentType) { | |
case ComponentType.X: | |
// (?) y z w | |
rotation.y = a; | |
rotation.z = b; | |
rotation.w = c; | |
rotation.x = Mathf.Sqrt(1 - rotation.y * rotation.y | |
- rotation.z * rotation.z | |
- rotation.w * rotation.w); | |
break; | |
case ComponentType.Y: | |
// x (?) z w | |
rotation.x = a; | |
rotation.z = b; | |
rotation.w = c; | |
rotation.y = Mathf.Sqrt(1 - rotation.x * rotation.x | |
- rotation.z * rotation.z | |
- rotation.w * rotation.w); | |
break; | |
case ComponentType.Z: | |
// x y (?) w | |
rotation.x = a; | |
rotation.y = b; | |
rotation.w = c; | |
rotation.z = Mathf.Sqrt(1 - rotation.x * rotation.x | |
- rotation.y * rotation.y | |
- rotation.w * rotation.w); | |
break; | |
case ComponentType.W: | |
// x y z (?) | |
rotation.x = a; | |
rotation.y = b; | |
rotation.z = c; | |
rotation.w = Mathf.Sqrt(1 - rotation.x * rotation.x | |
- rotation.y * rotation.y | |
- rotation.z * rotation.z); | |
break; | |
default: | |
// Should never happen! | |
throw new ArgumentOutOfRangeException("Unknown rotation component type: " + | |
largestComponentType); | |
} | |
return rotation; | |
} | |
private enum ComponentType : uint { | |
X = 0, | |
Y = 1, | |
Z = 2, | |
W = 3 | |
} | |
private struct LargestComponent { | |
public ComponentType ComponentType; | |
public float Value; | |
public LargestComponent(ComponentType componentType, float value) { | |
ComponentType = componentType; | |
Value = value; | |
} | |
} | |
} | |
} | |
} |
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