📄 wmlnormalcompression.h
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// Magic Software, Inc.
// http://www.magic-software.com
// http://www.wild-magic.com
// Copyright (c) 2003. All Rights Reserved
//
// The Wild Magic Library (WML) source code is supplied under the terms of
// the license agreement http://www.magic-software.com/License/WildMagic.pdf
// and may not be copied or disclosed except in accordance with the terms of
// that agreement.
#ifndef WMLNORMALCOMPRESSION_H
#define WMLNORMALCOMPRESSION_H
#include "WmlSystem.h"
namespace Wml
{
// Compress unit-length normal vectors (x,y,z) to 16-bit quantities. 3 bits
// are used to identify the octant containing the vector, the other 13 bits
// are used for the mantissa.
WML_ITEM void CompressNormal (double dX, double dY, double dZ,
unsigned short& rusIndex);
WML_ITEM void UncompressNormal (unsigned short usIndex, double& rdX,
double& rdY, double& rdZ);
// An example of how to use the compression. This shows the maximum error is
// about 10-degrees between the original and the compressed-then-uncompressed
// vector.
//
//void TestCompression ()
//{
// const int iS = 1024;
// double dDotMin = 1.0;
// int iXMin = iS, iYMin = iS;
//
// for (int iY = 0; iY < iS; iY++)
// {
// double dY0 = iY/(double)iS;
// for (int iX = 0; iX < iS; iX++)
// {
// double dX0 = iX/(double)iS;
// double dZ0 = 1.0 - dX0*dX0 - dY0*dY0;
// if ( dZ0 >= 0.0 )
// {
// dZ0 = sqrt(dZ0);
//
// unsigned short usIndex;
// CompressNormal(dX0,dY0,dZ0,usIndex);
// assert( usIndex < 8192 );
//
// double dX1, dY1, dZ1;
// UncompressNormal(usIndex,dX1,dY1,dZ1);
//
// double dDot = dX0*dX1+dY0*dY1+dZ0*dZ1;
// if ( dDot < dDotMin )
// {
// dDotMin = dDot;
// iXMin = iX;
// iYMin = iY;
// }
// }
// }
// }
//
// // S = 16384, dotmin = 0.98474228151906 (about 10-degrees error)
//}
}
#endif
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