Files
o3de/Gems/EMotionFX/Code/MCore/Source/CompressedFloat.inl
T
Steve Pham 38261d0800 Shorten copyright headers by splitting into 2 lines (#2213)
* Updated all copyright headers to split the longer original copyright line into 2 shorter lines

Signed-off-by: Steve Pham <spham@amazon.com>
2021-07-16 15:25:48 -07:00

61 lines
1.8 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
// constructor
template <class StorageType>
MCORE_INLINE TCompressedFloat<StorageType>::TCompressedFloat()
{
}
// constructor
template <class StorageType>
MCORE_INLINE TCompressedFloat<StorageType>::TCompressedFloat(float value, float minValue, float maxValue)
{
// TODO: make sure due to rounding/floating point errors the result is not negative?
const StorageType f = (1.0f / (maxValue - minValue)) * CONVERT_VALUE;
mValue = (value - minValue) * f;
}
// constructor
template <class StorageType>
MCORE_INLINE TCompressedFloat<StorageType>::TCompressedFloat(StorageType value)
{
mValue = value;
}
// create from a floating point value
template <class StorageType>
MCORE_INLINE void TCompressedFloat<StorageType>::FromFloat(float value, float minValue, float maxValue)
{
// TODO: make sure due to rounding/floating point errors the result is not negative?
const StorageType f = (StorageType)(1.0f / (maxValue - minValue)) * CONVERT_VALUE;
mValue = (StorageType)((value - minValue) * f);
}
// uncompress into a floating point value
template <class StorageType>
MCORE_INLINE void TCompressedFloat<StorageType>::UnCompress(float* output, float minValue, float maxValue) const
{
// unpack and normalize
const float f = (1.0f / (float)CONVERT_VALUE) * (maxValue - minValue);
*output = ((float)mValue * f) + minValue;
}
// convert to a floating point value
template <class StorageType>
MCORE_INLINE float TCompressedFloat<StorageType>::ToFloat(float minValue, float maxValue) const
{
const float f = (1.0f / (float)CONVERT_VALUE) * (maxValue - minValue);
return ((mValue * f) + minValue);
}