[4] | 1 | /********************************************************************************
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| 2 | * Volatile - Volume Visualization Software for SAGE
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| 3 | * Copyright (C) 2004 Electronic Visualization Laboratory,
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| 4 | * University of Illinois at Chicago
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| 5 | *
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| 6 | * All rights reserved.
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| 7 | *
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| 8 | * Redistribution and use in source and binary forms, with or without
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| 9 | * modification, are permitted provided that the following conditions are met:
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| 10 | *
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| 11 | * * Redistributions of source code must retain the above copyright
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| 12 | * notice, this list of conditions and the following disclaimer.
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| 13 | * * Redistributions in binary form must reproduce the above
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| 14 | * copyright notice, this list of conditions and the following disclaimer
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| 15 | * in the documentation and/or other materials provided with the distribution.
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| 16 | * * Neither the name of the University of Illinois at Chicago nor
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| 17 | * the names of its contributors may be used to endorse or promote
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| 18 | * products derived from this software without specific prior written permission.
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| 19 | *
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| 20 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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| 21 | * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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| 22 | * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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| 23 | * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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| 24 | * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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| 25 | * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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| 26 | * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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| 27 | * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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| 28 | * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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| 29 | * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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| 30 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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| 31 | *
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| 32 | * Direct questions, comments etc about Volatile to www.evl.uic.edu/cavern/forum
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| 33 | *********************************************************************************/
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| 34 |
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| 35 |
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| 36 | #ifndef __VectorMath_defined
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| 37 | #define __VectorMath_defined
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| 38 |
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| 39 | #ifdef WIN32
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| 40 | #include <windows.h>
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| 41 | #endif
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| 42 |
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| 43 | #if defined(__APPLE__)
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| 44 | #include <GLUT/glut.h>
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| 45 | #else
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| 46 | #include <GL/glut.h>
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| 47 | #endif
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| 48 |
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| 49 |
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| 50 | #include <math.h>
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| 51 | #include <stdio.h>
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| 52 | #include <iostream>
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| 53 | #include <limits.h>
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| 54 | #define EPSILON 2e-07
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| 55 | #define V_PI 3.1415926535897932384626433832795
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| 56 |
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| 57 | #if 0 //matrix representation for mat[16], same as OpenGl matrix rep
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| 58 |
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| 59 | +- -+
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| 60 | |0 4 8 12|
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| 61 | |1 5 9 13|
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| 62 | |2 6 10 14|
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| 63 | |3 7 11 15|
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| 64 | +- -+
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| 65 |
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| 66 | #endif
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| 67 |
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| 68 | /*
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| 69 | ******** NRRD_AFFINE(i,x,I,o,O)
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| 70 | **
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| 71 | ** given intervals [i,I], [o,O] and a value x which may or may not be
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| 72 | ** inside [i,I], return the value y such that y stands in the same
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| 73 | ** relationship to [o,O] that x does with [i,I]. Or:
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| 74 | **
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| 75 | ** y - o x - i
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| 76 | ** ------- = -------
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| 77 | ** O - o I - i
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| 78 | **
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| 79 | ** It is the callers responsibility to make sure I-i and O-o are
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| 80 | ** both greater than zero
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| 81 | */
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| 82 |
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| 83 | #define CLAMP(x) ((((x)>0) ? (((x)<1) ? x : 1) : 0))
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| 84 | #define MAX(x,y) (((x)>(y)) ? (x) : (y))
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| 85 | #define MIN(x,y) (((x)<(y)) ? (x) : (y))
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| 86 | #define ABS(x) ((x)<0 ? (-x) : (x))
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| 87 | #define NOTPOW2(num) ((num) & (num - 1))
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| 88 |
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| 89 | inline double CLAMP_ARB(const double c, const double x, const double C)
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| 90 | {
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| 91 | return ((((x)>c) ? (((x)<(C)) ? x : (C)) : c));
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| 92 | }
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| 93 |
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| 94 | inline double affine(const double i, const double x, const double I,
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| 95 | const double o, const double O)
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| 96 | {
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| 97 | return ( ((O)-(o))*((x)-(i)) / ((I)-(i)) + (o) );
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| 98 | }
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| 99 |
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| 100 | // make a vector all zeros -----------------------------------------
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| 101 | inline void zeroV3(GLfloat* in)
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| 102 | {
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| 103 | in[0] = in[1] = in[2] = 0;
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| 104 | }
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| 105 |
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| 106 | inline void setV3(GLfloat* v, float x, float y, float z)
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| 107 | {
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| 108 | v[0] = x;
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| 109 | v[1] = y;
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| 110 | v[2] = z;
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| 111 | }
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| 112 |
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| 113 | // negate all components of a vector -------------------------------
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| 114 | inline void negateV3(GLfloat* in)
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| 115 | {
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| 116 | in[0] = -in[0];
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| 117 | in[1] = -in[1];
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| 118 | in[2] = -in[2];
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| 119 | }
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| 120 |
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| 121 |
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| 122 | // copy vector 'out' = 'in';---------------------------------------
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| 123 | inline void copyV3(GLfloat* out, GLfloat* in)
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| 124 | {
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| 125 | out[0] = in[0];
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| 126 | out[1] = in[1];
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| 127 | out[2] = in[2];
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| 128 | }
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| 129 |
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| 130 | inline void copyV3(GLfloat* out, GLdouble* in)
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| 131 | {
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| 132 | out[0] = (float)in[0];
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| 133 | out[1] = (float)in[1];
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| 134 | out[2] = (float)in[2];
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| 135 | }
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| 136 |
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| 137 | inline void copyV3(GLdouble* out, GLfloat* in)
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| 138 | {
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| 139 | out[0] = in[0];
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| 140 | out[1] = in[1];
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| 141 | out[2] = in[2];
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| 142 | }
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| 143 |
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| 144 | // out = inl - inr -----------------------------------------------
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| 145 | inline void subV3(GLfloat* out, GLfloat* inl, GLfloat* inr)
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| 146 | {
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| 147 | out[0] = inl[0] - inr[0];
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| 148 | out[1] = inl[1] - inr[1];
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| 149 | out[2] = inl[2] - inr[2];
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| 150 | }
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| 151 |
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| 152 | inline void subV3(GLdouble* out, GLdouble* inl, GLdouble* inr)
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| 153 | {
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| 154 | out[0] = inl[0] - inr[0];
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| 155 | out[1] = inl[1] - inr[1];
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| 156 | out[2] = inl[2] - inr[2];
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| 157 | }
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| 158 |
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| 159 | // out = inl + inr ---------------------------------------------
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| 160 | inline void addV3(GLfloat *out, GLfloat inl[3], GLfloat inr[3])
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| 161 | {
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| 162 | out[0] = inl[0] + inr[0];
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| 163 | out[1] = inl[1] + inr[1];
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| 164 | out[2] = inl[2] + inr[2];
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| 165 | }
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| 166 |
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| 167 | inline void addV3(GLdouble *out, GLdouble inl[3], GLdouble inr[3])
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| 168 | {
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| 169 | out[0] = inl[0] + inr[0];
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| 170 | out[1] = inl[1] + inr[1];
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| 171 | out[2] = inl[2] + inr[2];
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| 172 | }
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| 173 |
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| 174 | // one *= s --------------------------------------------------
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| 175 | inline void scaleV3(float s, GLfloat *one)
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| 176 | {
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| 177 | one[0] *= s;
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| 178 | one[1] *= s;
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| 179 | one[2] *= s;
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| 180 | }
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| 181 |
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| 182 | inline void scaleV3(double s, GLdouble *one)
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| 183 | {
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| 184 | one[0] *= s;
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| 185 | one[1] *= s;
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| 186 | one[2] *= s;
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| 187 | }
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| 188 |
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| 189 | // out = in * s --------------------------------------------
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| 190 | inline void cscaleV3(GLfloat *out, float s, GLfloat in[3])
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| 191 | {
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| 192 | out[0] = s*in[0];
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| 193 | out[1] = s*in[1];
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| 194 | out[2] = s*in[2];
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| 195 | }
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| 196 |
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| 197 | inline void cscaleV3(GLdouble *out, double s, GLdouble in[3])
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| 198 | {
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| 199 | out[0] = s*in[0];
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| 200 | out[1] = s*in[1];
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| 201 | out[2] = s*in[2];
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| 202 | }
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| 203 |
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| 204 | // set a matrix 'm' to the identity -----------------------
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| 205 | inline void identityMatrix(GLfloat m[16])
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| 206 | {
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| 207 | m[0]=1; m[4]=0; m[8]= 0; m[12]=0;
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| 208 | m[1]=0; m[5]=1; m[9]= 0; m[13]=0;
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| 209 | m[2]=0; m[6]=0; m[10]=1; m[14]=0;
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| 210 | m[3]=0; m[7]=0; m[11]=0; m[15]=1;
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| 211 | }
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| 212 |
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| 213 | inline void identityMatrix(GLdouble m[16])
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| 214 | {
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| 215 | m[0]=1; m[4]=0; m[8]= 0; m[12]=0;
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| 216 | m[1]=0; m[5]=1; m[9]= 0; m[13]=0;
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| 217 | m[2]=0; m[6]=0; m[10]=1; m[14]=0;
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| 218 | m[3]=0; m[7]=0; m[11]=0; m[15]=1;
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| 219 | }
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| 220 |
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| 221 | // vector matrix multiplication [4] vector ----------------------
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| 222 | // out = mat * in
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| 223 | inline void translateV4(GLfloat out[4], GLfloat mat[16], GLfloat in[4])
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| 224 | {
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| 225 | out[0] = mat[0]*in[0] + mat[4]*in[1] + mat[8]* in[2] + mat[12]*in[3];
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| 226 | out[1] = mat[1]*in[0] + mat[5]*in[1] + mat[9]* in[2] + mat[13]*in[3];
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| 227 | out[2] = mat[2]*in[0] + mat[6]*in[1] + mat[10]*in[2] + mat[14]*in[3];
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| 228 | out[3] = mat[3]*in[0] + mat[7]*in[1] + mat[11]*in[2] + mat[15]*in[3];
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| 229 | }
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| 230 |
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| 231 | //3 vector with implict w=1 mult matrix to 4 vector
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| 232 | inline void translateV4_3W(GLfloat out[4], GLfloat mat[16], GLfloat in[3])
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| 233 | {
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| 234 | out[0] = mat[0]*in[0] + mat[4]*in[1] + mat[8]* in[2] + mat[12];
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| 235 | out[1] = mat[1]*in[0] + mat[5]*in[1] + mat[9]* in[2] + mat[13];
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| 236 | out[2] = mat[2]*in[0] + mat[6]*in[1] + mat[10]*in[2] + mat[14];
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| 237 | out[3] = mat[3]*in[0] + mat[7]*in[1] + mat[11]*in[2] + mat[15];
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| 238 | }
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| 239 |
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| 240 | inline void translateV4(GLdouble out[4], GLdouble mat[16], GLdouble in[4])
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| 241 | {
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| 242 | out[0] = mat[0]*in[0] + mat[4]*in[1] + mat[8]* in[2] + mat[12]*in[3];
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| 243 | out[1] = mat[1]*in[0] + mat[5]*in[1] + mat[9]* in[2] + mat[13]*in[3];
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| 244 | out[2] = mat[2]*in[0] + mat[6]*in[1] + mat[10]*in[2] + mat[14]*in[3];
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| 245 | out[3] = mat[3]*in[0] + mat[7]*in[1] + mat[11]*in[2] + mat[15]*in[3];
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| 246 | }
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| 247 |
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| 248 | // vector matrix multiplicaiton [3] vector with no translation ---
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| 249 | // (only rotation) out = mat * in;
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| 250 | inline void translateV3(GLfloat *out, GLfloat mat[16], GLfloat in[3])
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| 251 | {
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| 252 | out[0] = mat[0]*in[0] + mat[4]*in[1] + mat[8]* in[2];// + mat[12];
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| 253 | out[1] = mat[1]*in[0] + mat[5]*in[1] + mat[9]* in[2];// + mat[13];
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| 254 | out[2] = mat[2]*in[0] + mat[6]*in[1] + mat[10]*in[2];// + mat[14];
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| 255 | }
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| 256 |
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| 257 | inline void translateV3(GLdouble *out, GLdouble mat[16], GLdouble in[3])
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| 258 | {
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| 259 | out[0] = mat[0]*in[0] + mat[4]*in[1] + mat[8]* in[2];// + mat[12];
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| 260 | out[1] = mat[1]*in[0] + mat[5]*in[1] + mat[9]* in[2];// + mat[13];
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| 261 | out[2] = mat[2]*in[0] + mat[6]*in[1] + mat[10]*in[2];// + mat[14];
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| 262 | }
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| 263 |
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| 264 | inline void translateV3(GLfloat *out, GLdouble mat[16], GLfloat in[3])
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| 265 | {
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| 266 | out[0] = (float)(mat[0]*in[0] + mat[4]*in[1] + mat[8]* in[2]);// + mat[12];
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| 267 | out[1] = (float)(mat[1]*in[0] + mat[5]*in[1] + mat[9]* in[2]);// + mat[13];
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| 268 | out[2] = (float)(mat[2]*in[0] + mat[6]*in[1] + mat[10]*in[2]);// + mat[14];
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| 269 | }
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| 270 |
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| 271 | // [3] vector * matrix --------------------------------------------
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| 272 | // out = mat * in (with translation)
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| 273 | inline void translateV3W(GLfloat *out, GLfloat mat[16], GLfloat in[3])
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| 274 | {
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| 275 | out[0] = mat[0]*in[0] + mat[4]*in[1] + mat[8]* in[2] + mat[12];
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| 276 | out[1] = mat[1]*in[0] + mat[5]*in[1] + mat[9]* in[2] + mat[13];
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| 277 | out[2] = mat[2]*in[0] + mat[6]*in[1] + mat[10]*in[2] + mat[14];
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| 278 | }
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| 279 |
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| 280 | inline void translateV3W(GLfloat *out, GLdouble mat[16], GLfloat in[3])
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| 281 | {
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| 282 | out[0] = (float)(mat[0]*in[0] + mat[4]*in[1] + mat[8]* in[2] + mat[12]);
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| 283 | out[1] = (float)(mat[1]*in[0] + mat[5]*in[1] + mat[9]* in[2] + mat[13]);
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| 284 | out[2] = (float)(mat[2]*in[0] + mat[6]*in[1] + mat[10]*in[2] + mat[14]);
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| 285 | }
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| 286 |
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| 287 | inline void translateV3W(GLdouble *out, GLdouble mat[16], GLdouble in[3])
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| 288 | {
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| 289 | out[0] = mat[0]*in[0] + mat[4]*in[1] + mat[8]* in[2] + mat[12];
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| 290 | out[1] = mat[1]*in[0] + mat[5]*in[1] + mat[9]* in[2] + mat[13];
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| 291 | out[2] = mat[2]*in[0] + mat[6]*in[1] + mat[10]*in[2] + mat[14];
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| 292 | }
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| 293 |
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| 294 | //transformation of 3 vector with implicit w=1 and homoginization
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| 295 | inline void translateV3WD(GLfloat *out, GLfloat mat[16], GLfloat in[3])
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| 296 | {
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| 297 | out[0] = (float)(mat[0]*in[0] + mat[4]*in[1] + mat[8]* in[2] + mat[12]);
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| 298 | out[1] = (float)(mat[1]*in[0] + mat[5]*in[1] + mat[9]* in[2] + mat[13]);
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| 299 | out[2] = (float)(mat[2]*in[0] + mat[6]*in[1] + mat[10]*in[2] + mat[14]);
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| 300 | float w= (float)(mat[3]*in[0] + mat[7]*in[1] + mat[11]*in[2] + mat[15]);
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| 301 | out[0]/=w;
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| 302 | out[1]/=w;
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| 303 | out[2]/=w;
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| 304 | }
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| 305 |
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| 306 | // legacy call
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| 307 | inline void transMatrixV3(GLfloat *out, GLfloat mat[16], GLfloat in[3])
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| 308 | {
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| 309 |
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| 310 | out[0] = mat[0]*in[0] + mat[4]*in[1] + mat[8]* in[2] + mat[12];
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| 311 | out[1] = mat[1]*in[0] + mat[5]*in[1] + mat[9]* in[2] + mat[13];
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| 312 | out[2] = mat[2]*in[0] + mat[6]*in[1] + mat[10]*in[2] + mat[14];
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| 313 | }
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| 314 |
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| 315 | // dot product of two [4] vecotrs --------------------------
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| 316 | inline GLfloat dotV4(GLfloat one[4], GLfloat two[4])
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| 317 | {
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| 318 | return one[0]*two[0] + one[1]*two[1] + one[2]*two[2] + one[3]*two[3];
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| 319 | }
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| 320 |
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| 321 | inline GLdouble dotV4(GLdouble one[4], GLdouble two[4])
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| 322 | {
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| 323 | return one[0]*two[0] + one[1]*two[1] + one[2]*two[2] + one[3]*two[3];
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| 324 | }
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| 325 |
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| 326 | // dot product of two [3] vectors ------------------------
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| 327 | inline GLfloat dotV3(GLfloat one[4], GLfloat two[4])
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| 328 | {
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| 329 | return one[0]*two[0] + one[1]*two[1] + one[2]*two[2];
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| 330 | }
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| 331 |
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| 332 | inline GLdouble dotV3(GLdouble one[4], GLdouble two[4])
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| 333 | {
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| 334 | return one[0]*two[0] + one[1]*two[1] + one[2]*two[2];
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| 335 | }
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| 336 |
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| 337 | // compute the length of a [3] vector --------------------
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| 338 | inline GLfloat normV3(GLfloat *one)
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| 339 | {
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| 340 | return (GLfloat)sqrt( one[0]*one[0] + one[1]*one[1] + one[2]*one[2]);
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| 341 | }
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| 342 |
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| 343 | inline GLdouble normV3(GLdouble *one)
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| 344 | {
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| 345 | return sqrt( one[0]*one[0] + one[1]*one[1] + one[2]*one[2]);
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| 346 | }
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| 347 |
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| 348 | // normalize a [4] vector --------------------------------
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| 349 | inline void normalizeV4(GLfloat v[4])
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| 350 | {
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| 351 | GLfloat len = (float)sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2] + v[3]*v[3]);
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| 352 | if(len > 0){
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| 353 | v[0] /= len;
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| 354 | v[1] /= len;
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| 355 | v[2] /= len;
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| 356 | v[3] /= len;
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| 357 | }
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| 358 | }
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| 359 |
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| 360 | inline void normalizeV4(GLdouble v[4])
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| 361 | {
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| 362 | GLfloat len = (float)sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2] + v[3]*v[3]);
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| 363 | if(len > 0){
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| 364 | v[0] /= len;
|
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| 365 | v[1] /= len;
|
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| 366 | v[2] /= len;
|
---|
| 367 | v[3] /= len;
|
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| 368 | }
|
---|
| 369 | }
|
---|
| 370 |
|
---|
| 371 | // normalize a [3] vector ---------------------------------
|
---|
| 372 | inline void normalizeV3(GLfloat v[3])
|
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| 373 | {
|
---|
| 374 | GLfloat len = (float)sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
|
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| 375 | if(len > 0){
|
---|
| 376 | v[0] /= len;
|
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| 377 | v[1] /= len;
|
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| 378 | v[2] /= len;
|
---|
| 379 | }
|
---|
| 380 | }
|
---|
| 381 |
|
---|
| 382 | inline void normalizeV3(GLdouble v[3])
|
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| 383 | {
|
---|
| 384 | GLfloat len = (float)sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
|
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| 385 | if(len > 0){
|
---|
| 386 | v[0] /= len;
|
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| 387 | v[1] /= len;
|
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| 388 | v[2] /= len;
|
---|
| 389 | }
|
---|
| 390 | }
|
---|
| 391 |
|
---|
| 392 | // divide out the 'W' part of a [4] vector ----------------
|
---|
| 393 | inline void homogV4(GLfloat v[4])
|
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| 394 | {
|
---|
| 395 | v[0] /= v[3];
|
---|
| 396 | v[1] /= v[3];
|
---|
| 397 | v[2] /= v[3];
|
---|
| 398 | v[3] = 1;
|
---|
| 399 | }
|
---|
| 400 |
|
---|
| 401 | inline void homogV4(GLdouble v[4])
|
---|
| 402 | {
|
---|
| 403 | v[0] /= v[3];
|
---|
| 404 | v[1] /= v[3];
|
---|
| 405 | v[2] /= v[3];
|
---|
| 406 | v[3] = 1;
|
---|
| 407 | }
|
---|
| 408 |
|
---|
| 409 | // compute cross product of [3] vector -------------------
|
---|
| 410 | // out = one X two;
|
---|
| 411 | inline void crossV3(GLfloat *out, GLfloat *one, GLfloat *two)
|
---|
| 412 | {
|
---|
| 413 | out[0] = one[1]*two[2] - one[2]*two[1];
|
---|
| 414 | out[1] = one[2]*two[0] - one[0]*two[2];
|
---|
| 415 | out[2] = one[0]*two[1] - one[1]*two[0];
|
---|
| 416 | }
|
---|
| 417 |
|
---|
| 418 | inline void crossV3(GLdouble *out, GLdouble *one, GLdouble *two)
|
---|
| 419 | {
|
---|
| 420 | out[0] = one[1]*two[2] - one[2]*two[1];
|
---|
| 421 | out[1] = one[2]*two[0] - one[0]*two[2];
|
---|
| 422 | out[2] = one[0]*two[1] - one[1]*two[0];
|
---|
| 423 | }
|
---|
| 424 |
|
---|
| 425 |
|
---|
| 426 | //returns 2^n such that 2^n < number < 2^(n+1)
|
---|
| 427 | inline int makepow2_max(int val) {
|
---|
| 428 | if (NOTPOW2(val)) {
|
---|
| 429 | int power = 0;
|
---|
| 430 | if(!val)
|
---|
| 431 | return 0;
|
---|
| 432 | while(val >>= 1)
|
---|
| 433 | power++;
|
---|
| 434 | return(1 << (power+1));
|
---|
| 435 | }
|
---|
| 436 | else
|
---|
| 437 | return val;
|
---|
| 438 | }
|
---|
| 439 |
|
---|
| 440 | //returns 2^n such that 2^n < number < 2^(n+1)
|
---|
| 441 | inline int makepow2_min(int val) {
|
---|
| 442 | if (NOTPOW2(val)) {
|
---|
| 443 | int power = 0;
|
---|
| 444 | if(!val)
|
---|
| 445 | return 0;
|
---|
| 446 | while(val >>= 1)
|
---|
| 447 | power++;
|
---|
| 448 | return(1 << power);
|
---|
| 449 | }
|
---|
| 450 | else
|
---|
| 451 | return val;
|
---|
| 452 | }
|
---|
| 453 |
|
---|
| 454 |
|
---|
| 455 |
|
---|
| 456 | inline void printV3(double v[3])
|
---|
| 457 | {
|
---|
| 458 | std::cerr << " " << v[0] << "," << v[1] << "," << v[2];
|
---|
| 459 | }
|
---|
| 460 |
|
---|
| 461 | inline void printV3(float v[3])
|
---|
| 462 | {
|
---|
| 463 | std::cerr << " " << v[0] << "," << v[1] << "," << v[2];
|
---|
| 464 | }
|
---|
| 465 |
|
---|
| 466 | inline void printV4(float v[3])
|
---|
| 467 | {
|
---|
| 468 | std::cerr << " " << v[0] << "," << v[1] << "," << v[2] << "," << v[3];
|
---|
| 469 | }
|
---|
| 470 |
|
---|
| 471 |
|
---|
| 472 |
|
---|
| 473 | //=====================================================================================
|
---|
| 474 | //---------------------- Quantize -----------------------------------------------------
|
---|
| 475 | //=====================================================================================
|
---|
| 476 |
|
---|
| 477 | inline
|
---|
| 478 | void quantize(unsigned char *dout, int sx, int sy, int sz, unsigned short *din){
|
---|
| 479 |
|
---|
| 480 | unsigned short max = 0;
|
---|
| 481 | unsigned short min = USHRT_MAX;
|
---|
| 482 | int i, j, k;
|
---|
| 483 | for(i = 0; i<sz; ++i){
|
---|
| 484 | for(j = 0; j<sy; ++j){
|
---|
| 485 | for(k = 0; k<sx; ++k){
|
---|
| 486 | max = MAX(max, din[i*sx*sy + j*sx + k]);
|
---|
| 487 | min = MIN(min, din[i*sx*sy + j*sx + k]);
|
---|
| 488 |
|
---|
| 489 | }
|
---|
| 490 | }
|
---|
| 491 | }
|
---|
| 492 | for(i = 0; i<sz; ++i){
|
---|
| 493 | for(j = 0; j<sy; ++j){
|
---|
| 494 | for(k = 0; k<sx; ++k){
|
---|
| 495 | dout[i*sx*sy + j*sx + k] = (unsigned char)affine(min,din[i*sx*sy + j*sx + k], max, 0, 255);
|
---|
| 496 | }
|
---|
| 497 | }
|
---|
| 498 | }
|
---|
| 499 | }
|
---|
| 500 |
|
---|
| 501 | inline
|
---|
| 502 | void quantize(unsigned char *dout, int sx, int sy, int sz, short *din){
|
---|
| 503 |
|
---|
| 504 | short max = SHRT_MIN;
|
---|
| 505 | short min = SHRT_MAX;
|
---|
| 506 | int i, j, k;
|
---|
| 507 | for(i = 0; i<sz; ++i){
|
---|
| 508 | for(j = 0; j<sy; ++j){
|
---|
| 509 | for(k = 0; k<sx; ++k){
|
---|
| 510 | max = MAX(max, din[i*sx*sy + j*sx + k]);
|
---|
| 511 | min = MIN(min, din[i*sx*sy + j*sx + k]);
|
---|
| 512 |
|
---|
| 513 | }
|
---|
| 514 | }
|
---|
| 515 | }
|
---|
| 516 | for(i = 0; i<sz; ++i){
|
---|
| 517 | for(j = 0; j<sy; ++j){
|
---|
| 518 | for(k = 0; k<sx; ++k){
|
---|
| 519 | dout[i*sx*sy + j*sx + k] = (unsigned char)affine(min,din[i*sx*sy + j*sx + k], max, 0, 255);
|
---|
| 520 | }
|
---|
| 521 | }
|
---|
| 522 | }
|
---|
| 523 | }
|
---|
| 524 |
|
---|
| 525 | inline
|
---|
| 526 | void quantize(unsigned char *dout, int sx, int sy, int sz, int *din){
|
---|
| 527 |
|
---|
| 528 | int i, j, k;
|
---|
| 529 | int max = INT_MIN;
|
---|
| 530 | int min = INT_MAX;
|
---|
| 531 | for(i = 0; i<sz; ++i){
|
---|
| 532 | for(j = 0; j<sy; ++j){
|
---|
| 533 | for(k = 0; k<sx; ++k){
|
---|
| 534 | max = MAX(max, din[i*sx*sy + j*sx + k]);
|
---|
| 535 | min = MIN(min, din[i*sx*sy + j*sx + k]);
|
---|
| 536 |
|
---|
| 537 | }
|
---|
| 538 | }
|
---|
| 539 | }
|
---|
| 540 | for(i = 0; i<sz; ++i){
|
---|
| 541 | for(j = 0; j<sy; ++j){
|
---|
| 542 | for(k = 0; k<sx; ++k){
|
---|
| 543 | dout[i*sx*sy + j*sx + k] = (unsigned char)affine(min,din[i*sx*sy + j*sx + k], max, 0, 255);
|
---|
| 544 | }
|
---|
| 545 | }
|
---|
| 546 | }
|
---|
| 547 | }
|
---|
| 548 |
|
---|
| 549 | inline
|
---|
| 550 | void quantize(unsigned char *dout, int sx, int sy, int sz, unsigned int *din){
|
---|
| 551 |
|
---|
| 552 | unsigned int max = 0;
|
---|
| 553 | unsigned int min = UINT_MAX;
|
---|
| 554 | int i, j, k;
|
---|
| 555 | for(i = 0; i<sz; ++i){
|
---|
| 556 | for(j = 0; j<sy; ++j){
|
---|
| 557 | for(k = 0; k<sx; ++k){
|
---|
| 558 | max = MAX(max, din[i*sx*sy + j*sx + k]);
|
---|
| 559 | min = MIN(min, din[i*sx*sy + j*sx + k]);
|
---|
| 560 |
|
---|
| 561 | }
|
---|
| 562 | }
|
---|
| 563 | }
|
---|
| 564 | for(i = 0; i<sz; ++i){
|
---|
| 565 | for(j = 0; j<sy; ++j){
|
---|
| 566 | for(k = 0; k<sx; ++k){
|
---|
| 567 | dout[i*sx*sy + j*sx + k] = (unsigned char)affine(min,din[i*sx*sy + j*sx + k], max, 0, 255);
|
---|
| 568 | }
|
---|
| 569 | }
|
---|
| 570 | }
|
---|
| 571 | }
|
---|
| 572 |
|
---|
| 573 | inline
|
---|
| 574 | void quantize(unsigned char *dout, int sx, int sy, int sz, float *din)
|
---|
| 575 | {
|
---|
| 576 | float max = -10000000000.0;
|
---|
| 577 | float min = 10000000000.0;
|
---|
| 578 | int i, j, k;
|
---|
| 579 | for(i = 0; i<sz; ++i){
|
---|
| 580 | for(j = 0; j<sy; ++j){
|
---|
| 581 | for(k = 0; k<sx; ++k){
|
---|
| 582 | max = MAX(max, din[i*sx*sy + j*sx + k]);
|
---|
| 583 | min = MIN(min, din[i*sx*sy + j*sx + k]);
|
---|
| 584 | }
|
---|
| 585 | }
|
---|
| 586 | }
|
---|
| 587 | for(i = 0; i<sz; ++i){
|
---|
| 588 | for(j = 0; j<sy; ++j){
|
---|
| 589 | for(k = 0; k<sx; ++k){
|
---|
| 590 | dout[i*sx*sy + j*sx + k] = (unsigned char)affine(min, din[i*sx*sy + j*sx + k], max, 0, 255);
|
---|
| 591 | }
|
---|
| 592 | }
|
---|
| 593 | }
|
---|
| 594 | }
|
---|
| 595 |
|
---|
| 596 | //for trackball
|
---|
| 597 | inline void vZero(float *v)
|
---|
| 598 | {
|
---|
| 599 | v[0] = 0.0;
|
---|
| 600 | v[1] = 0.0;
|
---|
| 601 | v[2] = 0.0;
|
---|
| 602 | }
|
---|
| 603 |
|
---|
| 604 | inline void vSet(float *v, float x, float y, float z)
|
---|
| 605 | {
|
---|
| 606 | v[0] = x;
|
---|
| 607 | v[1] = y;
|
---|
| 608 | v[2] = z;
|
---|
| 609 | }
|
---|
| 610 |
|
---|
| 611 | inline void vSub(const float *src1, const float *src2, float *dst)
|
---|
| 612 | {
|
---|
| 613 | dst[0] = src1[0] - src2[0];
|
---|
| 614 | dst[1] = src1[1] - src2[1];
|
---|
| 615 | dst[2] = src1[2] - src2[2];
|
---|
| 616 | }
|
---|
| 617 |
|
---|
| 618 | inline void vCopy(const float *v1, float *v2)
|
---|
| 619 | {
|
---|
| 620 | for (int i = 0 ; i < 3 ; i++)
|
---|
| 621 | v2[i] = v1[i];
|
---|
| 622 | }
|
---|
| 623 |
|
---|
| 624 | inline void vCross(const float *v1, const float *v2, float *cross)
|
---|
| 625 | {
|
---|
| 626 | float temp[3];
|
---|
| 627 |
|
---|
| 628 | temp[0] = (v1[1] * v2[2]) - (v1[2] * v2[1]);
|
---|
| 629 | temp[1] = (v1[2] * v2[0]) - (v1[0] * v2[2]);
|
---|
| 630 | temp[2] = (v1[0] * v2[1]) - (v1[1] * v2[0]);
|
---|
| 631 | vCopy(temp, cross);
|
---|
| 632 | }
|
---|
| 633 |
|
---|
| 634 | inline float vLength(const float *v)
|
---|
| 635 | {
|
---|
| 636 | return (float)(sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]));
|
---|
| 637 | }
|
---|
| 638 |
|
---|
| 639 | inline void vScale(float *v, float div)
|
---|
| 640 | {
|
---|
| 641 | v[0] *= div;
|
---|
| 642 | v[1] *= div;
|
---|
| 643 | v[2] *= div;
|
---|
| 644 | }
|
---|
| 645 |
|
---|
| 646 | inline void vNormal(float *v)
|
---|
| 647 | {
|
---|
| 648 | vScale(v,(float)(1.0/vLength(v)));
|
---|
| 649 | }
|
---|
| 650 |
|
---|
| 651 | inline float vDot(const float *v1, const float *v2)
|
---|
| 652 | {
|
---|
| 653 | return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
|
---|
| 654 | }
|
---|
| 655 |
|
---|
| 656 | inline void vAdd(const float *src1, const float *src2, float *dst)
|
---|
| 657 | {
|
---|
| 658 | dst[0] = src1[0] + src2[0];
|
---|
| 659 | dst[1] = src1[1] + src2[1];
|
---|
| 660 | dst[2] = src1[2] + src2[2];
|
---|
| 661 | }
|
---|
| 662 |
|
---|
| 663 | #endif
|
---|
| 664 |
|
---|
| 665 |
|
---|
| 666 |
|
---|
| 667 |
|
---|
| 668 |
|
---|
| 669 |
|
---|
| 670 |
|
---|
| 671 |
|
---|