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AR-Menu/Library/PackageCache/com.unity.cloud.gltfast@db5a82ec0b47/Runtime/Scripts/short3.cs
2025-11-30 08:35:03 +02:00

72 lines
2.6 KiB
C#

// SPDX-FileCopyrightText: 2025 Unity Technologies and the glTFast authors
// SPDX-License-Identifier: Apache-2.0
using System;
using System.Runtime.CompilerServices;
using Unity.Mathematics;
namespace GLTFast
{
/// <summary>A 3 component vector of signed 16-bit integers.</summary>
struct short3
{
/// <summary>x component of the vector.</summary>
public short x;
/// <summary>y component of the vector.</summary>
public short y;
/// <summary>z component of the vector.</summary>
public short z;
/// <summary>Constructs a short3 vector from three short values.</summary>
/// <param name="x">The constructed vector's x component will be set to this value.</param>
/// <param name="y">The constructed vector's y component will be set to this value.</param>
/// <param name="z">The constructed vector's z component will be set to this value.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public short3(short x, short y, short z)
{
this.x = x;
this.y = y;
this.z = z;
}
/// <summary>
/// Converts 3 component vector from signed byte in glTF space to
/// float in Unity space.
/// </summary>
/// <returns>3 component vector in Unity space.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float3 GltfToUnityFloat3()
{
return new float3(-x, y, z);
}
/// <summary>
/// Converts 3 component vector from signed short in glTF space to
/// normalized float vector in Unity space. Applies normalization as last step to ensure a magnitude of 1.0.
/// </summary>
/// <returns>Normalized 3 component vector in Unity space.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float3 GltfNormalToUnityFloat3()
{
var tmp = new float3(x, y, z) / short.MaxValue;
tmp = math.max(tmp, -1f);
tmp.x *= -1;
return math.normalize(tmp);
}
/// <summary>
/// Converts 3 component vector from signed short in glTF space to
/// normalized float vector in Unity space.
/// </summary>
/// <returns>Normalized 3 component vector in Unity space.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public float3 GltfToUnityNormalizedFloat3()
{
var tmp = new float3(x, y, z) / short.MaxValue;
tmp = math.max(tmp, -1f);
tmp.x *= -1;
return tmp;
}
}
}