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;
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367 | v[3] /= len;
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368 | }
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369 | }
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370 |
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371 | // normalize a [3] vector ---------------------------------
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372 | inline void normalizeV3(GLfloat v[3])
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373 | {
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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){
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376 | v[0] /= len;
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377 | v[1] /= len;
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378 | v[2] /= len;
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379 | }
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380 | }
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381 |
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382 | inline void normalizeV3(GLdouble v[3])
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383 | {
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384 | GLfloat len = (float)sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
|
---|
385 | if(len > 0){
|
---|
386 | v[0] /= len;
|
---|
387 | v[1] /= len;
|
---|
388 | v[2] /= len;
|
---|
389 | }
|
---|
390 | }
|
---|
391 |
|
---|
392 | // divide out the 'W' part of a [4] vector ----------------
|
---|
393 | inline void homogV4(GLfloat v[4])
|
---|
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 |
|
---|