gsplat_library / wasm /data.cpp
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#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <cstdint>
uint16_t floatToHalf(float value) {
uint32_t f = *reinterpret_cast<uint32_t *>(&value);
uint32_t sign = (f >> 31) & 0x0001;
uint32_t exp = (f >> 23) & 0x00ff;
uint32_t frac = f & 0x007fffff;
uint32_t newExp;
if (exp == 0) {
newExp = 0;
} else if (exp < 113) {
newExp = 0;
frac |= 0x00800000;
frac >>= (113 - exp);
if (frac & 0x01000000) {
newExp = 1;
frac = 0;
}
} else if (exp < 142) {
newExp = exp - 112;
} else {
newExp = 31;
frac = 0;
}
return (sign << 15) | (newExp << 10) | (frac >> 13);
}
uint32_t packHalf2x16(float x, float y) {
uint16_t hx = floatToHalf(x);
uint16_t hy = floatToHalf(y);
return (uint32_t)hx | ((uint32_t)hy << 16);
}
void multiplyQuaternion(float *a, float *b, float *result) {
result[0] = a[3] * b[1] + a[0] * b[0] + a[1] * b[3] - a[2] * b[2];
result[1] = a[3] * b[2] - a[0] * b[3] + a[1] * b[0] + a[2] * b[1];
result[2] = a[3] * b[3] + a[0] * b[2] - a[1] * b[1] + a[2] * b[0];
result[3] = a[3] * b[0] - a[0] * b[1] - a[1] * b[2] - a[2] * b[3];
}
void quaternionToMatrix3(float *q, float *result) {
result[0] = 1 - 2 * q[1] * q[1] - 2 * q[2] * q[2];
result[1] = 2 * q[0] * q[1] - 2 * q[2] * q[3];
result[2] = 2 * q[0] * q[2] + 2 * q[1] * q[3];
result[3] = 2 * q[0] * q[1] + 2 * q[2] * q[3];
result[4] = 1 - 2 * q[0] * q[0] - 2 * q[2] * q[2];
result[5] = 2 * q[1] * q[2] - 2 * q[0] * q[3];
result[6] = 2 * q[0] * q[2] - 2 * q[1] * q[3];
result[7] = 2 * q[1] * q[2] + 2 * q[0] * q[3];
result[8] = 1 - 2 * q[0] * q[0] - 2 * q[1] * q[1];
}
void multiplyMatrix3(float *a, float *b, float *result) {
result[0] = b[0] * a[0] + b[3] * a[1] + b[6] * a[2];
result[1] = b[1] * a[0] + b[4] * a[1] + b[7] * a[2];
result[2] = b[2] * a[0] + b[5] * a[1] + b[8] * a[2];
result[3] = b[0] * a[3] + b[3] * a[4] + b[6] * a[5];
result[4] = b[1] * a[3] + b[4] * a[4] + b[7] * a[5];
result[5] = b[2] * a[3] + b[5] * a[4] + b[8] * a[5];
result[6] = b[0] * a[6] + b[3] * a[7] + b[6] * a[8];
result[7] = b[1] * a[6] + b[4] * a[7] + b[7] * a[8];
result[8] = b[2] * a[6] + b[5] * a[7] + b[8] * a[8];
}
extern "C" {
void pack(bool selected, uint32_t vertexCount, float *positions, float *rotations, float *scales, uint8_t *colors,
uint8_t *selection, uint32_t *data, float *worldPositions, float *worldRotations, float *worldScales) {
float rot[4];
float rotMat[9];
float scaleMat[9] = {0};
float M[9];
float sigma[6];
for (uint32_t i = 0; i < vertexCount; i++) {
float x = positions[i * 3 + 0];
float y = positions[i * 3 + 1];
float z = positions[i * 3 + 2];
worldPositions[i * 3 + 0] = x;
worldPositions[i * 3 + 1] = y;
worldPositions[i * 3 + 2] = z;
data[8 * i + 0] = *(uint32_t *)&x;
data[8 * i + 1] = *(uint32_t *)&y;
data[8 * i + 2] = *(uint32_t *)&z;
data[8 * i + 3] = 0;
if (selected || selection[i] > 0) {
data[8 * i + 3] |= 0x01000000;
}
uint32_t color = 0;
color |= (uint32_t)colors[i * 4 + 0] << 0;
color |= (uint32_t)colors[i * 4 + 1] << 8;
color |= (uint32_t)colors[i * 4 + 2] << 16;
color |= (uint32_t)colors[i * 4 + 3] << 24;
data[8 * i + 7] = color;
rot[0] = rotations[i * 4 + 1];
rot[1] = rotations[i * 4 + 2];
rot[2] = rotations[i * 4 + 3];
rot[3] = -rotations[i * 4 + 0];
quaternionToMatrix3(rot, rotMat);
worldRotations[i * 4 + 0] = rot[0];
worldRotations[i * 4 + 1] = rot[1];
worldRotations[i * 4 + 2] = rot[2];
worldRotations[i * 4 + 3] = rot[3];
scaleMat[0] = scales[i * 3 + 0];
scaleMat[4] = scales[i * 3 + 1];
scaleMat[8] = scales[i * 3 + 2];
worldScales[i * 3 + 0] = scaleMat[0];
worldScales[i * 3 + 1] = scaleMat[4];
worldScales[i * 3 + 2] = scaleMat[8];
multiplyMatrix3(scaleMat, rotMat, M);
sigma[0] = M[0] * M[0] + M[3] * M[3] + M[6] * M[6];
sigma[1] = M[0] * M[1] + M[3] * M[4] + M[6] * M[7];
sigma[2] = M[0] * M[2] + M[3] * M[5] + M[6] * M[8];
sigma[3] = M[1] * M[1] + M[4] * M[4] + M[7] * M[7];
sigma[4] = M[1] * M[2] + M[4] * M[5] + M[7] * M[8];
sigma[5] = M[2] * M[2] + M[5] * M[5] + M[8] * M[8];
data[8 * i + 4] = packHalf2x16(4 * sigma[0], 4 * sigma[1]);
data[8 * i + 5] = packHalf2x16(4 * sigma[2], 4 * sigma[3]);
data[8 * i + 6] = packHalf2x16(4 * sigma[4], 4 * sigma[5]);
}
}
}