/* 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. */ namespace blender { 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; } } // namespace blender