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blender-archive/source/blender/blenlib/intern/voxel.c

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C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*/
/** \file
* \ingroup bli
*/
#include "BLI_utildefines.h"
#include "BLI_voxel.h"
#include "BLI_strict_flags.h"
BLI_INLINE float D(const float *data, const int res[3], int x, int y, int z)
{
CLAMP(x, 0, res[0] - 1);
CLAMP(y, 0, res[1] - 1);
CLAMP(z, 0, res[2] - 1);
return data[BLI_VOXEL_INDEX(x, y, z, res)];
}
/* *** nearest neighbor *** */
/* input coordinates must be in bounding box 0.0 - 1.0 */
float BLI_voxel_sample_nearest(const float *data, const int res[3], const float co[3])
{
int xi, yi, zi;
xi = (int)(co[0] * (float)res[0]);
yi = (int)(co[1] * (float)res[1]);
zi = (int)(co[2] * (float)res[2]);
return D(data, res, xi, yi, zi);
}
/* returns highest integer <= x as integer (slightly faster than floor()) */
BLI_INLINE int FLOORI(float x)
{
const int r = (int)x;
return ((x >= 0.0f) || (float)r == x) ? r : (r - 1);
}
/* 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
*
* 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) */
BLI_INLINE int64_t _clamp(int a, int b, int c)
{
return (a < b) ? b : ((a > c) ? c : a);
}
float BLI_voxel_sample_trilinear(const float *data, const int res[3], const float co[3])
{
if (data) {
const float xf = co[0] * (float)res[0] - 0.5f;
const float yf = co[1] * (float)res[1] - 0.5f;
const float zf = co[2] * (float)res[2] - 0.5f;
const int x = FLOORI(xf), y = FLOORI(yf), z = FLOORI(zf);
const int64_t xc[2] = {
_clamp(x, 0, res[0] - 1),
_clamp(x + 1, 0, res[0] - 1),
};
const int64_t yc[2] = {
_clamp(y, 0, res[1] - 1) * res[0],
_clamp(y + 1, 0, res[1] - 1) * res[0],
};
const int64_t zc[2] = {
_clamp(z, 0, res[2] - 1) * res[0] * res[1],
_clamp(z + 1, 0, res[2] - 1) * res[0] * res[1],
};
const float dx = xf - (float)x;
const float dy = yf - (float)y;
const float dz = zf - (float)z;
const float u[2] = {1.0f - dx, dx};
const float v[2] = {1.0f - dy, dy};
const float w[2] = {1.0f - dz, dz};
return w[0] *
(v[0] * (u[0] * data[xc[0] + yc[0] + zc[0]] + u[1] * data[xc[1] + yc[0] + zc[0]]) +
v[1] * (u[0] * data[xc[0] + yc[1] + zc[0]] + u[1] * data[xc[1] + yc[1] + zc[0]])) +
w[1] *
(v[0] * (u[0] * data[xc[0] + yc[0] + zc[1]] + u[1] * data[xc[1] + yc[0] + zc[1]]) +
v[1] * (u[0] * data[xc[0] + yc[1] + zc[1]] + u[1] * data[xc[1] + yc[1] + zc[1]]));
}
return 0.0f;
}
float BLI_voxel_sample_triquadratic(const float *data, const int res[3], const float co[3])
{
if (data) {
const float xf = co[0] * (float)res[0];
const float yf = co[1] * (float)res[1];
const float zf = co[2] * (float)res[2];
const int x = FLOORI(xf), y = FLOORI(yf), z = FLOORI(zf);
const int64_t xc[3] = {
_clamp(x - 1, 0, res[0] - 1),
_clamp(x, 0, res[0] - 1),
_clamp(x + 1, 0, res[0] - 1),
};
const int64_t yc[3] = {
_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],
};
const int64_t zc[3] = {
_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],
};
const float dx = xf - (float)x, dy = yf - (float)y, dz = zf - (float)z;
const float u[3] = {dx * (0.5f * dx - 1.0f) + 0.5f, dx * (1.0f - dx) + 0.5f, 0.5f * dx * dx};
const float v[3] = {dy * (0.5f * dy - 1.0f) + 0.5f, dy * (1.0f - dy) + 0.5f, 0.5f * dy * dy};
const float w[3] = {dz * (0.5f * dz - 1.0f) + 0.5f, dz * (1.0f - dz) + 0.5f, 0.5f * dz * dz};
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]]) +
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]]) +
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]])) +
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]]) +
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]]) +
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]])) +
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]]) +
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]]) +
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]]));
}
return 0.0f;
}
float BLI_voxel_sample_tricubic(const float *data,
const int res[3],
const float co[3],
int bspline)
{
if (data) {
const float xf = co[0] * (float)res[0] - 0.5f;
const float yf = co[1] * (float)res[1] - 0.5f;
const float zf = co[2] * (float)res[2] - 0.5f;
const int x = FLOORI(xf), y = FLOORI(yf), z = FLOORI(zf);
const int64_t 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),
};
const int64_t yc[4] = {
_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) * res[0],
};
const int64_t zc[4] = {
_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) * res[0] * res[1],
};
const float dx = xf - (float)x, dy = yf - (float)y, dz = zf - (float)z;
float u[4], v[4], w[4];
if (bspline) { // B-Spline
u[0] = (((-1.0f / 6.0f) * dx + 0.5f) * dx - 0.5f) * dx + (1.0f / 6.0f);
u[1] = ((0.5f * dx - 1.0f) * dx) * dx + (2.0f / 3.0f);
u[2] = ((-0.5f * dx + 0.5f) * dx + 0.5f) * dx + (1.0f / 6.0f);
u[3] = (1.0f / 6.0f) * dx * dx * dx;
v[0] = (((-1.0f / 6.0f) * dy + 0.5f) * dy - 0.5f) * dy + (1.0f / 6.0f);
v[1] = ((0.5f * dy - 1.0f) * dy) * dy + (2.0f / 3.0f);
v[2] = ((-0.5f * dy + 0.5f) * dy + 0.5f) * dy + (1.0f / 6.0f);
v[3] = (1.0f / 6.0f) * dy * dy * dy;
w[0] = (((-1.0f / 6.0f) * dz + 0.5f) * dz - 0.5f) * dz + (1.0f / 6.0f);
w[1] = ((0.5f * dz - 1.0f) * dz) * dz + (2.0f / 3.0f);
w[2] = ((-0.5f * dz + 0.5f) * dz + 0.5f) * dz + (1.0f / 6.0f);
w[3] = (1.0f / 6.0f) * dz * dz * dz;
}
else { // Catmull-Rom
u[0] = ((-0.5f * dx + 1.0f) * dx - 0.5f) * dx;
u[1] = ((1.5f * dx - 2.5f) * dx) * dx + 1.0f;
u[2] = ((-1.5f * dx + 2.0f) * dx + 0.5f) * dx;
u[3] = ((0.5f * dx - 0.5f) * dx) * dx;
v[0] = ((-0.5f * dy + 1.0f) * dy - 0.5f) * dy;
v[1] = ((1.5f * dy - 2.5f) * dy) * dy + 1.0f;
v[2] = ((-1.5f * dy + 2.0f) * dy + 0.5f) * dy;
v[3] = ((0.5f * dy - 0.5f) * dy) * dy;
w[0] = ((-0.5f * dz + 1.0f) * dz - 0.5f) * dz;
w[1] = ((1.5f * dz - 2.5f) * dz) * dz + 1.0f;
w[2] = ((-1.5f * dz + 2.0f) * dz + 0.5f) * dz;
w[3] = ((0.5f * dz - 0.5f) * dz) * dz;
}
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]]) +
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]]) +
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]]) +
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]])) +
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]]) +
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]]) +
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]]) +
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]])) +
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]]) +
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]]) +
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]]) +
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]])) +
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]]) +
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]]) +
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]]) +
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]]));
}
return 0.0f;
}