From 78881b3cc3a389c21c1417ad05840e80a234e2d7 Mon Sep 17 00:00:00 2001 From: Omar El Sheikh Date: Tue, 22 Feb 2022 18:10:09 -0500 Subject: Octahedral Normal/Tangent Compression Implementation of Octahedral normal compression into Godot 4.0 --- core/math/vector3.cpp | 16 ++++++++++++++++ 1 file changed, 16 insertions(+) (limited to 'core/math/vector3.cpp') diff --git a/core/math/vector3.cpp b/core/math/vector3.cpp index d71d365053..fdbbb8cb5c 100644 --- a/core/math/vector3.cpp +++ b/core/math/vector3.cpp @@ -117,6 +117,22 @@ Vector3 Vector3::octahedron_decode(const Vector2 &p_oct) { return n.normalized(); } +Vector2 Vector3::octahedron_tangent_encode(const float sign) const { + Vector2 res = this->octahedron_encode(); + res.y = res.y * 0.5f + 0.5f; + res.y = sign >= 0.0f ? res.y : 1 - res.y; + return res; +} + +Vector3 Vector3::octahedron_tangent_decode(const Vector2 &p_oct, float *sign) { + Vector2 oct_compressed = p_oct; + oct_compressed.y = oct_compressed.y * 2 - 1; + *sign = oct_compressed.y >= 0.0f ? 1.0f : -1.0f; + oct_compressed.y = Math::abs(oct_compressed.y); + Vector3 res = Vector3::octahedron_decode(oct_compressed); + return res; +} + Basis Vector3::outer(const Vector3 &p_with) const { Vector3 row0(x * p_with.x, x * p_with.y, x * p_with.z); Vector3 row1(y * p_with.x, y * p_with.y, y * p_with.z); -- cgit v1.2.3