VertexAnimation/Runtime/Scripts/ModelBaker/VectorUtils.cs

125 lines
2.5 KiB
C#

using UnityEngine;
namespace TAO.VertexAnimation
{
public static class VectorUtils
{
#region Custom Packing
// Encode.
public static Vector2 Float3ToFloat2(this Vector3 f3)
{
Vector3 rotation = Vector3.Normalize(new Vector3(f3.x, 0, f3.y));
Vector2 f2 = new Vector2();
f2.x = Mathf.Acos(Vector3.Dot(rotation, new Vector3(1, 0, 0))) * Mathf.Sign(f3.z);
f2.x = ((f2.x / Mathf.PI) + 1) * 0.5f;
f2.y = Mathf.Acos(f3.y) / Mathf.PI;
f2 *= 15;
f2.x = Mathf.Round(f2.x);
f2.y = Mathf.Round(f2.y);
return f2;
}
public static float Float2ToFloat(this Vector2 f2)
{
return (f2.x + (16 * f2.y)) / 255;
}
public static float Float3ToFloat(this Vector3 f3)
{
return Float2ToFloat(Float3ToFloat2(f3));
}
// Decode.
public static Vector2 FloatToFloat2(float f1)
{
f1 *= 256;
Vector2 f2;
f2.x = (f1 % 16) / 15;
f2.y = ((f1 / 256) * 16);
f2.y = Mathf.Floor(f2.y) / 15;
return f2;
}
public static Vector3 Float2ToFloat3(Vector2 f2)
{
float dist = 1 - Mathf.Abs((f2.y - 0.5f) * 2);
float temp = (f2.x * (Mathf.PI * 2)) - Mathf.PI;
Vector3 f3;
f3.x = Mathf.Sin(temp + (Mathf.PI * 2)) * dist;
f3.z = Mathf.Cos((temp - Mathf.PI) + (Mathf.PI * 2)) * dist;
f3.y = (f2.y - 0.5f) * -2;
f3 = f3.normalized;
return f3;
}
public static Vector3 FloatToFloat3(float f1)
{
return Float2ToFloat3(FloatToFloat2(f1));
}
#endregion
#region Houdini Style Packing
// Encode.
public static float EncodeFloat3ToFloat1(Vector3 f3)
{
float f1;
float z = Mathf.Sqrt(f3.z * 8 + 8);
float y = (f3.y / z + 0.5f) * 31;
float x = Mathf.Floor((f3.x / z + 0.5f) * 31) * 32;
f1 = (x + y) / 1023;
return f1;
}
// Decode.
public static Vector2 DecodeFloat1ToFloat2(float f1)
{
Vector2 f2;
f1 *= 1024;
f2.x = Mathf.Floor(f1 / 32.0f) / 31.5f;
f2.y = (f1 - (Mathf.Floor(f1 / 32.0f) * 32.0f)) / 31.5f;
return f2;
}
public static Vector3 DecodeFloat2ToFloat3(Vector2 f2)
{
Vector3 f3;
f2 *= 4;
f2.x -= 2;
f2.y -= 2;
float f2dot = Vector3.Dot(f2, f2);
f3.x = Mathf.Sqrt(1 - (f2dot / 4.0f)) * f2.x;
f3.y = Mathf.Sqrt(1 - (f2dot / 4.0f)) * f2.y;
f3.z = 1 - (f2dot / 2.0f);
//f3.x = Mathf.Clamp(f3.x, -1.0f, 1.0f);
//f3.y = Mathf.Clamp(f3.x, -1.0f, 1.0f);
//f3.z = Mathf.Clamp(f3.x, -1.0f, 1.0f);
f3 = Vector3.ClampMagnitude(f3, 1);
return f3;
}
public static Vector3 DecodeFloat1ToFloat3(float f1)
{
return DecodeFloat2ToFloat3(DecodeFloat1ToFloat2(f1));
}
#endregion
}
}