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Fix typo in naming + fix comments
1 parent 7e94529 commit 08064c3

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Lines changed: 13 additions & 13 deletions

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com.unity.netcode.gameobjects/Runtime/Components/QuaternionCompressor.cs

Lines changed: 13 additions & 13 deletions
Original file line numberDiff line numberDiff line change
@@ -4,7 +4,7 @@
44
namespace Unity.Netcode
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{
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/// <summary>
7-
/// A Smallest Three Quaternion Compressor Implementation
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/// The Smallest Three Quaternion Compressor Implementation
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/// </summary>
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/// <remarks>
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/// Explanation of why "The smallest three":
@@ -26,14 +26,14 @@ public static class QuaternionCompressor
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// We can further improve the encoding compression by dividing k_SqrtTwoOverTwo into 1.0f and multiplying that
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// by the precision mask (minor reduction of runtime calculations)
29-
private const float k_CompressionEcodingMask = (1.0f / k_SqrtTwoOverTwoEncoding) * k_PrecisionMask;
29+
private const float k_CompressionEncodingMask = (1.0f / k_SqrtTwoOverTwoEncoding) * k_PrecisionMask;
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// Used to shift the negative bit to the 10th bit position when compressing and encoding
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private const ushort k_ShiftNegativeBit = 9;
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// We can do the same for our decoding and decompression by dividing k_PrecisionMask into 1.0 and multiplying
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// that by k_SqrtTwoOverTwo (minor reduction of runtime calculations)
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private const float k_DcompressionDecodingMask = (1.0f / k_PrecisionMask) * k_SqrtTwoOverTwoEncoding;
36+
private const float k_DecompressionDecodingMask = (1.0f / k_PrecisionMask) * k_SqrtTwoOverTwoEncoding;
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// The sign bit position (10th bit) used when decompressing and decoding
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private const ushort k_NegShortBit = 0x200;
@@ -59,7 +59,7 @@ public static uint CompressQuaternion(ref Quaternion quaternion)
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// Get the largest element value of the quaternion to know what the remaining "Smallest Three" values are
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var quatMax = Mathf.Max(quatAbsValue0, quatAbsValue1, quatAbsValue2, quatAbsValue3);
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// Find the index of the largest element so we can skip that element while compressing and decompressing
62+
// Find the index of the largest element, so we can skip that element while compressing and decompressing
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var indexToSkip = (ushort)(quatAbsValue0 == quatMax ? 0 : quatAbsValue1 == quatMax ? 1 : quatAbsValue2 == quatMax ? 2 : 3);
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// Get the sign of the largest element which is all that is needed when calculating the sum of squares of a normalized quaternion.
@@ -68,14 +68,14 @@ public static uint CompressQuaternion(ref Quaternion quaternion)
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// Start with the index to skip which will be shifted to the highest two bits
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var compressed = (uint)indexToSkip;
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// Step 2: If we are on the index to skip preserve the current compressed value, otherwise proceed to step 3 and 4
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// Step 3: Get the sign of the element we are processing. If it is the not the same as the largest value's sign bit then we set the bit
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// Step 4: Get the compressed and encoded value by multiplying the absolute value of the current element by k_CompressionEcodingMask and round that result up
74-
compressed = 0 != indexToSkip ? (compressed << 10) | (uint)((quaternion[0] < 0 ? k_True : k_False) != quatMaxSign ? k_True : k_False) << k_ShiftNegativeBit | (ushort)Mathf.Round(k_CompressionEcodingMask * quatAbsValue0) : compressed;
75-
// Repeat the last 3 steps for the remaining elements
76-
compressed = 1 != indexToSkip ? (compressed << 10) | (uint)((quaternion[1] < 0 ? k_True : k_False) != quatMaxSign ? k_True : k_False) << k_ShiftNegativeBit | (ushort)Mathf.Round(k_CompressionEcodingMask * quatAbsValue1) : compressed;
77-
compressed = 2 != indexToSkip ? (compressed << 10) | (uint)((quaternion[2] < 0 ? k_True : k_False) != quatMaxSign ? k_True : k_False) << k_ShiftNegativeBit | (ushort)Mathf.Round(k_CompressionEcodingMask * quatAbsValue2) : compressed;
78-
compressed = 3 != indexToSkip ? (compressed << 10) | (uint)((quaternion[3] < 0 ? k_True : k_False) != quatMaxSign ? k_True : k_False) << k_ShiftNegativeBit | (ushort)Mathf.Round(k_CompressionEcodingMask * quatAbsValue3) : compressed;
71+
// Step 1: If we are on the index to skip, preserve the current compressed value, otherwise proceed to step 2 and 3
72+
// Step 2: Get the sign of the element we are processing. If it is not the same as the largest value's sign bit then we set the bit
73+
// Step 3: Get the compressed and encoded value by multiplying the absolute value of the current element by k_CompressionEncodingMask and round that result up
74+
compressed = 0 != indexToSkip ? (compressed << 10) | (uint)((quaternion[0] < 0 ? k_True : k_False) != quatMaxSign ? k_True : k_False) << k_ShiftNegativeBit | (ushort)Mathf.Round(k_CompressionEncodingMask * quatAbsValue0) : compressed;
75+
// Repeat the 3 steps for the remaining elements
76+
compressed = 1 != indexToSkip ? (compressed << 10) | (uint)((quaternion[1] < 0 ? k_True : k_False) != quatMaxSign ? k_True : k_False) << k_ShiftNegativeBit | (ushort)Mathf.Round(k_CompressionEncodingMask * quatAbsValue1) : compressed;
77+
compressed = 2 != indexToSkip ? (compressed << 10) | (uint)((quaternion[2] < 0 ? k_True : k_False) != quatMaxSign ? k_True : k_False) << k_ShiftNegativeBit | (ushort)Mathf.Round(k_CompressionEncodingMask * quatAbsValue2) : compressed;
78+
compressed = 3 != indexToSkip ? (compressed << 10) | (uint)((quaternion[3] < 0 ? k_True : k_False) != quatMaxSign ? k_True : k_False) << k_ShiftNegativeBit | (ushort)Mathf.Round(k_CompressionEncodingMask * quatAbsValue3) : compressed;
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// Return the compress quaternion
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return compressed;
@@ -101,7 +101,7 @@ public static void DecompressQuaternion(ref Quaternion quaternion, uint compress
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continue;
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}
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// Check the negative bit and multiply that result with the decompressed and decoded value
104-
quaternion[i] = ((compressed & k_NegShortBit) > 0 ? -1.0f : 1.0f) * ((compressed & k_PrecisionMask) * k_DcompressionDecodingMask);
104+
quaternion[i] = ((compressed & k_NegShortBit) > 0 ? -1.0f : 1.0f) * ((compressed & k_PrecisionMask) * k_DecompressionDecodingMask);
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sumOfSquaredMagnitudes += quaternion[i] * quaternion[i];
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compressed = compressed >> 10;
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}

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