mirror of
https://github.com/maxartz15/VertexAnimation.git
synced 2024-11-14 16:25:32 +01:00
125 lines
2.5 KiB
C#
125 lines
2.5 KiB
C#
using UnityEngine;
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namespace TAO.VertexAnimation
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{
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public static class VectorUtils
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{
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#region Custom Packing
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// Encode.
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public static Vector2 Float3ToFloat2(this Vector3 f3)
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{
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Vector3 rotation = Vector3.Normalize(new Vector3(f3.x, 0, f3.y));
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Vector2 f2 = new Vector2();
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f2.x = Mathf.Acos(Vector3.Dot(rotation, new Vector3(1, 0, 0))) * Mathf.Sign(f3.z);
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f2.x = ((f2.x / Mathf.PI) + 1) * 0.5f;
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f2.y = Mathf.Acos(f3.y) / Mathf.PI;
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f2 *= 15;
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f2.x = Mathf.Round(f2.x);
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f2.y = Mathf.Round(f2.y);
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return f2;
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}
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public static float Float2ToFloat(this Vector2 f2)
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{
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return (f2.x + (16 * f2.y)) / 255;
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}
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public static float Float3ToFloat(this Vector3 f3)
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{
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return Float2ToFloat(Float3ToFloat2(f3));
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}
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// Decode.
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public static Vector2 FloatToFloat2(float f1)
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{
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f1 *= 256;
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Vector2 f2;
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f2.x = (f1 % 16) / 15;
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f2.y = ((f1 / 256) * 16);
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f2.y = Mathf.Floor(f2.y) / 15;
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return f2;
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}
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public static Vector3 Float2ToFloat3(Vector2 f2)
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{
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float dist = 1 - Mathf.Abs((f2.y - 0.5f) * 2);
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float temp = (f2.x * (Mathf.PI * 2)) - Mathf.PI;
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Vector3 f3;
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f3.x = Mathf.Sin(temp + (Mathf.PI * 2)) * dist;
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f3.z = Mathf.Cos((temp - Mathf.PI) + (Mathf.PI * 2)) * dist;
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f3.y = (f2.y - 0.5f) * -2;
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f3 = f3.normalized;
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return f3;
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}
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public static Vector3 FloatToFloat3(float f1)
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{
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return Float2ToFloat3(FloatToFloat2(f1));
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}
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#endregion
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#region Houdini Style Packing
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// Encode.
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public static float EncodeFloat3ToFloat1(Vector3 f3)
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{
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float f1;
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float z = Mathf.Sqrt(f3.z * 8 + 8);
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float y = (f3.y / z + 0.5f) * 31;
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float x = Mathf.Floor((f3.x / z + 0.5f) * 31) * 32;
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f1 = (x + y) / 1023;
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return f1;
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}
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// Decode.
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public static Vector2 DecodeFloat1ToFloat2(float f1)
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{
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Vector2 f2;
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f1 *= 1024;
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f2.x = Mathf.Floor(f1 / 32.0f) / 31.5f;
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f2.y = (f1 - (Mathf.Floor(f1 / 32.0f) * 32.0f)) / 31.5f;
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return f2;
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}
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public static Vector3 DecodeFloat2ToFloat3(Vector2 f2)
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{
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Vector3 f3;
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f2 *= 4;
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f2.x -= 2;
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f2.y -= 2;
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float f2dot = Vector3.Dot(f2, f2);
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f3.x = Mathf.Sqrt(1 - (f2dot / 4.0f)) * f2.x;
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f3.y = Mathf.Sqrt(1 - (f2dot / 4.0f)) * f2.y;
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f3.z = 1 - (f2dot / 2.0f);
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//f3.x = Mathf.Clamp(f3.x, -1.0f, 1.0f);
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//f3.y = Mathf.Clamp(f3.x, -1.0f, 1.0f);
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//f3.z = Mathf.Clamp(f3.x, -1.0f, 1.0f);
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f3 = Vector3.ClampMagnitude(f3, 1);
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return f3;
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}
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public static Vector3 DecodeFloat1ToFloat3(float f1)
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{
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return DecodeFloat2ToFloat3(DecodeFloat1ToFloat2(f1));
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}
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#endregion
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}
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} |