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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2025 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- inline float3 JPH_Vec3DecompressUnit(uint inValue)
- {
- const float cOneOverSqrt2 = 0.70710678f;
- const uint cNumBits = 14;
- const uint cMask = (1u << cNumBits) - 1;
- const uint cMaxValue = cMask - 1; // Need odd number of buckets to quantize to or else we can't encode 0
- const float cScale = 2.0f * cOneOverSqrt2 / float(cMaxValue);
- // Restore two components
- float2 v2 = float2(float(inValue & cMask), float((inValue >> cNumBits) & cMask)) * cScale - float2(cOneOverSqrt2, cOneOverSqrt2);
- // Restore the highest component
- float3 v = float3(v2, sqrt(max(1.0f - dot(v2, v2), 0.0f)));
- // Extract sign
- if ((inValue & 0x80000000u) != 0)
- v = -v;
- // Swizzle the components in place
- uint max_element = (inValue >> 29) & 3;
- v = max_element == 0? v.zxy : (max_element == 1? v.xzy : v);
- return v;
- }
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