Blender  V2.59
voxel.c
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00001 /*
00002  *
00003  * ***** BEGIN GPL LICENSE BLOCK *****
00004  *
00005  * This program is free software; you can redistribute it and/or
00006  * modify it under the terms of the GNU General Public License
00007  * as published by the Free Software Foundation; either version 2
00008  * of the License, or (at your option) any later version.
00009  *
00010  * This program is distributed in the hope that it will be useful,
00011  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00012  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00013  * GNU General Public License for more details.
00014  *
00015  * You should have received a copy of the GNU General Public License
00016  * along with this program; if not, write to the Free Software Foundation,
00017  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00018  *
00019  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
00020  * All rights reserved.
00021  *
00022  * The Original Code is: all of this file.
00023  *
00024  * Contributor(s): Matt Ebb, Raul Fernandez Hernandez (Farsthary).
00025  *
00026  * ***** END GPL LICENSE BLOCK *****
00027  */
00028 
00034 #include "BLI_voxel.h"
00035 #include "BLI_utildefines.h"
00036 
00037 
00038 
00039 BM_INLINE float D(float *data,  int *res, int x, int y, int z)
00040 {
00041         CLAMP(x, 0, res[0]-1);
00042         CLAMP(y, 0, res[1]-1);
00043         CLAMP(z, 0, res[2]-1);
00044         return data[ V_I(x, y, z, res) ];
00045 }
00046 
00047 /* *** nearest neighbour *** */
00048 /* input coordinates must be in bounding box 0.0 - 1.0 */
00049 float voxel_sample_nearest(float *data, int *res, float *co)
00050 {
00051         int xi, yi, zi;
00052         
00053         xi = co[0] * res[0];
00054         yi = co[1] * res[1];
00055         zi = co[2] * res[2];
00056         
00057         return D(data, res, xi, yi, zi);
00058 }
00059 
00060 // returns highest integer <= x as integer (slightly faster than floor())
00061 BM_INLINE int FLOORI(float x)
00062 {
00063         const int r = (int)x;
00064         return ((x >= 0.f) || (float)r == x) ? r : (r - 1);
00065 }
00066 
00067 // clamp function, cannot use the CLAMPIS macro, it sometimes returns unwanted results apparently related to gcc optimization flag -fstrict-overflow which is enabled at -O2
00068 // this causes the test (x + 2) < 0 with int x == 2147483647 to return false (x being an integer, x + 2 should wrap around to -2147483647 so the test < 0 should return true, which it doesn't)
00069 BM_INLINE int _clamp(int a, int b, int c)
00070 {
00071         return (a < b) ? b : ((a > c) ? c : a);
00072 }
00073 
00074 float voxel_sample_trilinear(float *data, int *res, float *co)
00075 {
00076         if (data) {
00077         
00078                 const float xf = co[0] * res[0] - 0.5f;
00079                 const float yf = co[1] * res[1] - 0.5f;
00080                 const float zf = co[2] * res[2] - 0.5f;
00081                 
00082                 const int x = FLOORI(xf), y = FLOORI(yf), z = FLOORI(zf);
00083         
00084                 const int xc[2] = {_clamp(x, 0, res[0] - 1), _clamp(x + 1, 0, res[0] - 1)};
00085                 const int yc[2] = {res[0] * _clamp(y, 0, res[1] - 1), res[0] * _clamp(y + 1, 0, res[1] - 1)};
00086                 const int zc[2] = {res[0] * res[1] * _clamp(z, 0, res[2] - 1), res[0] * res[1] * _clamp(z + 1, 0, res[2] - 1)};
00087         
00088                 const float dx = xf - (float)x;
00089                 const float dy = yf - (float)y;
00090                 const float dz = zf - (float)z;
00091                 
00092                 const float u[2] = {1.f - dx, dx};
00093                 const float v[2] = {1.f - dy, dy};
00094                 const float w[2] = {1.f - dz, dz};
00095         
00096                 return w[0] * (   v[0] * ( u[0] * data[xc[0] + yc[0] + zc[0]] + u[1] * data[xc[1] + yc[0] + zc[0]] )
00097                                                 + v[1] * ( u[0] * data[xc[0] + yc[1] + zc[0]] + u[1] * data[xc[1] + yc[1] + zc[0]] ) )
00098                          + w[1] * (   v[0] * ( u[0] * data[xc[0] + yc[0] + zc[1]] + u[1] * data[xc[1] + yc[0] + zc[1]] )
00099                                                 + v[1] * ( u[0] * data[xc[0] + yc[1] + zc[1]] + u[1] * data[xc[1] + yc[1] + zc[1]] ) );
00100         
00101         }
00102         return 0.f;
00103 }
00104         
00105 
00106 float voxel_sample_triquadratic(float *data, int *res, float *co)
00107 {
00108         if (data) {
00109 
00110                 const float xf = co[0] * res[0], yf = co[1] * res[1], zf = co[2] * res[2];
00111                 const int x = FLOORI(xf), y = FLOORI(yf), z = FLOORI(zf);
00112 
00113                 const int xc[3] = {_clamp(x - 1, 0, res[0] - 1), _clamp(x, 0, res[0] - 1), _clamp(x + 1, 0, res[0] - 1)};
00114                 const int yc[3] = {res[0] * _clamp(y - 1, 0, res[1] - 1), res[0] * _clamp(y, 0, res[1] - 1), res[0] * _clamp(y + 1, 0, res[1] - 1)};
00115                 const int zc[3] = {res[0] * res[1] * _clamp(z - 1, 0, res[2] - 1), res[0] * res[1] * _clamp(z, 0, res[2] - 1), res[0] * res[1] * _clamp(z + 1, 0, res[2] - 1)};
00116 
00117                 const float dx = xf - (float)x, dy = yf - (float)y, dz = zf - (float)z;
00118                 const float u[3] = {dx*(0.5f*dx - 1.f) + 0.5f, dx*(1.f - dx) + 0.5f, 0.5f*dx*dx};
00119                 const float v[3] = {dy*(0.5f*dy - 1.f) + 0.5f, dy*(1.f - dy) + 0.5f, 0.5f*dy*dy};
00120                 const float w[3] = {dz*(0.5f*dz - 1.f) + 0.5f, dz*(1.f - dz) + 0.5f, 0.5f*dz*dz};
00121 
00122                 return w[0] * (   v[0] * ( u[0] * data[xc[0] + yc[0] + zc[0]] + u[1] * data[xc[1] + yc[0] + zc[0]] + u[2] * data[xc[2] + yc[0] + zc[0]] )
00123                                                 + v[1] * ( u[0] * data[xc[0] + yc[1] + zc[0]] + u[1] * data[xc[1] + yc[1] + zc[0]] + u[2] * data[xc[2] + yc[1] + zc[0]] )
00124                                                 + v[2] * ( u[0] * data[xc[0] + yc[2] + zc[0]] + u[1] * data[xc[1] + yc[2] + zc[0]] + u[2] * data[xc[2] + yc[2] + zc[0]] ) )
00125                          + w[1] * (   v[0] * ( u[0] * data[xc[0] + yc[0] + zc[1]] + u[1] * data[xc[1] + yc[0] + zc[1]] + u[2] * data[xc[2] + yc[0] + zc[1]] )
00126                                                 + v[1] * ( u[0] * data[xc[0] + yc[1] + zc[1]] + u[1] * data[xc[1] + yc[1] + zc[1]] + u[2] * data[xc[2] + yc[1] + zc[1]] )
00127                                                 + v[2] * ( u[0] * data[xc[0] + yc[2] + zc[1]] + u[1] * data[xc[1] + yc[2] + zc[1]] + u[2] * data[xc[2] + yc[2] + zc[1]] ) )
00128                          + w[2] * (   v[0] * ( u[0] * data[xc[0] + yc[0] + zc[2]] + u[1] * data[xc[1] + yc[0] + zc[2]] + u[2] * data[xc[2] + yc[0] + zc[2]] )
00129                                                 + v[1] * ( u[0] * data[xc[0] + yc[1] + zc[2]] + u[1] * data[xc[1] + yc[1] + zc[2]] + u[2] * data[xc[2] + yc[1] + zc[2]] )
00130                                                 + v[2] * ( u[0] * data[xc[0] + yc[2] + zc[2]] + u[1] * data[xc[1] + yc[2] + zc[2]] + u[2] * data[xc[2] + yc[2] + zc[2]] ) );
00131 
00132 }
00133         return 0.f;
00134 }
00135 
00136 float voxel_sample_tricubic(float *data, int *res, float *co, int bspline)
00137 {
00138         if (data) {
00139 
00140                 const float xf = co[0] * res[0] - 0.5f, yf = co[1] * res[1] - 0.5f, zf = co[2] * res[2] - 0.5f;
00141                 const int x = FLOORI(xf), y = FLOORI(yf), z = FLOORI(zf);
00142 
00143                 const int xc[4] = {_clamp(x - 1, 0, res[0] - 1), _clamp(x, 0, res[0] - 1), _clamp(x + 1, 0, res[0] - 1), _clamp(x + 2, 0, res[0] - 1)};
00144                 const int yc[4] = {res[0] * _clamp(y - 1, 0, res[1] - 1), res[0] * _clamp(y, 0, res[1] - 1), res[0] * _clamp(y + 1, 0, res[1] - 1), res[0] * _clamp(y + 2, 0, res[1] - 1)};
00145                 const int zc[4] = {res[0] * res[1] * _clamp(z - 1, 0, res[2] - 1), res[0] * res[1] * _clamp(z, 0, res[2] - 1), res[0] * res[1] * _clamp(z + 1, 0, res[2] - 1), res[0] * res[1] * _clamp(z + 2, 0, res[2] - 1)};
00146 
00147                 const float dx = xf - (float)x, dy = yf - (float)y, dz = zf - (float)z;
00148 
00149                 float u[4], v[4], w[4];
00150                 if (bspline) {  // B-Spline
00151                         u[0] = (((-1.f/6.f)*dx + 0.5f)*dx - 0.5f)*dx + (1.f/6.f);
00152                         u[1] =  ((     0.5f*dx - 1.f )*dx       )*dx + (2.f/3.f);
00153                         u[2] =  ((    -0.5f*dx + 0.5f)*dx + 0.5f)*dx + (1.f/6.f);
00154                         u[3] =   ( 1.f/6.f)*dx*dx*dx;
00155                         v[0] = (((-1.f/6.f)*dy + 0.5f)*dy - 0.5f)*dy + (1.f/6.f);
00156                         v[1] =  ((     0.5f*dy - 1.f )*dy       )*dy + (2.f/3.f);
00157                         v[2] =  ((    -0.5f*dy + 0.5f)*dy + 0.5f)*dy + (1.f/6.f);
00158                         v[3] =  ( 1.f/6.f)*dy*dy*dy;
00159                         w[0] = (((-1.f/6.f)*dz + 0.5f)*dz - 0.5f)*dz + (1.f/6.f);
00160                         w[1] =  ((     0.5f*dz - 1.f )*dz       )*dz + (2.f/3.f);
00161                         w[2] =  ((    -0.5f*dz + 0.5f)*dz + 0.5f)*dz + (1.f/6.f);
00162                         w[3] =   ( 1.f/6.f)*dz*dz*dz;
00163                 }
00164                 else {  // Catmull-Rom
00165                         u[0] = ((-0.5f*dx + 1.0f)*dx - 0.5f)*dx;
00166                         u[1] = (( 1.5f*dx - 2.5f)*dx       )*dx + 1.0f;
00167                         u[2] = ((-1.5f*dx + 2.0f)*dx + 0.5f)*dx;
00168                         u[3] = (( 0.5f*dx - 0.5f)*dx       )*dx;
00169                         v[0] = ((-0.5f*dy + 1.0f)*dy - 0.5f)*dy;
00170                         v[1] = (( 1.5f*dy - 2.5f)*dy       )*dy + 1.0f;
00171                         v[2] = ((-1.5f*dy + 2.0f)*dy + 0.5f)*dy;
00172                         v[3] = (( 0.5f*dy - 0.5f)*dy       )*dy;
00173                         w[0] = ((-0.5f*dz + 1.0f)*dz - 0.5f)*dz;
00174                         w[1] = (( 1.5f*dz - 2.5f)*dz       )*dz + 1.0f;
00175                         w[2] = ((-1.5f*dz + 2.0f)*dz + 0.5f)*dz;
00176                         w[3] = (( 0.5f*dz - 0.5f)*dz       )*dz;
00177                 }
00178 
00179                 return w[0] * (   v[0] * ( u[0] * data[xc[0] + yc[0] + zc[0]] + u[1] * data[xc[1] + yc[0] + zc[0]] + u[2] * data[xc[2] + yc[0] + zc[0]] + u[3] * data[xc[3] + yc[0] + zc[0]] )
00180                                                 + v[1] * ( u[0] * data[xc[0] + yc[1] + zc[0]] + u[1] * data[xc[1] + yc[1] + zc[0]] + u[2] * data[xc[2] + yc[1] + zc[0]] + u[3] * data[xc[3] + yc[1] + zc[0]] )
00181                                                 + v[2] * ( u[0] * data[xc[0] + yc[2] + zc[0]] + u[1] * data[xc[1] + yc[2] + zc[0]] + u[2] * data[xc[2] + yc[2] + zc[0]] + u[3] * data[xc[3] + yc[2] + zc[0]] )
00182                                                 + v[3] * ( u[0] * data[xc[0] + yc[3] + zc[0]] + u[1] * data[xc[1] + yc[3] + zc[0]] + u[2] * data[xc[2] + yc[3] + zc[0]] + u[3] * data[xc[3] + yc[3] + zc[0]] ) )
00183                          + w[1] * (   v[0] * ( u[0] * data[xc[0] + yc[0] + zc[1]] + u[1] * data[xc[1] + yc[0] + zc[1]] + u[2] * data[xc[2] + yc[0] + zc[1]] + u[3] * data[xc[3] + yc[0] + zc[1]] )
00184                                                 + v[1] * ( u[0] * data[xc[0] + yc[1] + zc[1]] + u[1] * data[xc[1] + yc[1] + zc[1]] + u[2] * data[xc[2] + yc[1] + zc[1]] + u[3] * data[xc[3] + yc[1] + zc[1]] )
00185                                                 + v[2] * ( u[0] * data[xc[0] + yc[2] + zc[1]] + u[1] * data[xc[1] + yc[2] + zc[1]] + u[2] * data[xc[2] + yc[2] + zc[1]] + u[3] * data[xc[3] + yc[2] + zc[1]] )
00186                                                 + v[3] * ( u[0] * data[xc[0] + yc[3] + zc[1]] + u[1] * data[xc[1] + yc[3] + zc[1]] + u[2] * data[xc[2] + yc[3] + zc[1]] + u[3] * data[xc[3] + yc[3] + zc[1]] ) )
00187                          + w[2] * (   v[0] * ( u[0] * data[xc[0] + yc[0] + zc[2]] + u[1] * data[xc[1] + yc[0] + zc[2]] + u[2] * data[xc[2] + yc[0] + zc[2]] + u[3] * data[xc[3] + yc[0] + zc[2]] )
00188                                                 + v[1] * ( u[0] * data[xc[0] + yc[1] + zc[2]] + u[1] * data[xc[1] + yc[1] + zc[2]] + u[2] * data[xc[2] + yc[1] + zc[2]] + u[3] * data[xc[3] + yc[1] + zc[2]] )
00189                                                 + v[2] * ( u[0] * data[xc[0] + yc[2] + zc[2]] + u[1] * data[xc[1] + yc[2] + zc[2]] + u[2] * data[xc[2] + yc[2] + zc[2]] + u[3] * data[xc[3] + yc[2] + zc[2]] )
00190                                                 + v[3] * ( u[0] * data[xc[0] + yc[3] + zc[2]] + u[1] * data[xc[1] + yc[3] + zc[2]] + u[2] * data[xc[2] + yc[3] + zc[2]] + u[3] * data[xc[3] + yc[3] + zc[2]] ) )
00191                          + w[3] * (   v[0] * ( u[0] * data[xc[0] + yc[0] + zc[3]] + u[1] * data[xc[1] + yc[0] + zc[3]] + u[2] * data[xc[2] + yc[0] + zc[3]] + u[3] * data[xc[3] + yc[0] + zc[3]] )
00192                                                 + v[1] * ( u[0] * data[xc[0] + yc[1] + zc[3]] + u[1] * data[xc[1] + yc[1] + zc[3]] + u[2] * data[xc[2] + yc[1] + zc[3]] + u[3] * data[xc[3] + yc[1] + zc[3]] )
00193                                                 + v[2] * ( u[0] * data[xc[0] + yc[2] + zc[3]] + u[1] * data[xc[1] + yc[2] + zc[3]] + u[2] * data[xc[2] + yc[2] + zc[3]] + u[3] * data[xc[3] + yc[2] + zc[3]] )
00194                                                 + v[3] * ( u[0] * data[xc[0] + yc[3] + zc[3]] + u[1] * data[xc[1] + yc[3] + zc[3]] + u[2] * data[xc[2] + yc[3] + zc[3]] + u[3] * data[xc[3] + yc[3] + zc[3]] ) );
00195 
00196         }
00197         return 0.f;
00198 }