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2025-02-13 13:33:09 +11:00

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C++

/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bli
*/
#include "BLI_utildefines.h"
#include "BLI_voxel.h"
#include "BLI_strict_flags.h" /* IWYU pragma: keep. Keep last. */
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 *** */
/* 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;
}