wmlintptricubic3.cpp
来自「3D Game Engine Design Source Code非常棒」· C++ 代码 · 共 461 行
CPP
461 行
// Magic Software, Inc.
// http://www.magic-software.com
// http://www.wild-magic.com
// Copyright (c) 2003. All Rights Reserved
//
// The Wild Magic Library (WML) source code is supplied under the terms of
// the license agreement http://www.magic-software.com/License/WildMagic.pdf
// and may not be copied or disclosed except in accordance with the terms of
// that agreement.
#include "WmlIntpTricubic3.h"
#include "WmlMath.h"
using namespace Wml;
//----------------------------------------------------------------------------
template <class Real>
IntpTricubic3<Real>::IntpTricubic3 (int iXBound, int iYBound, int iZBound,
Real fXMin, Real fXSpacing, Real fYMin, Real fYSpacing, Real fZMin,
Real fZSpacing, Real*** aaafF, bool bCatmullRom)
{
// At least a 4x4x4 block of data points are needed to construct the
// tricubic interpolation.
assert( iXBound >= 4 && iYBound >= 4 && iZBound >= 4 && aaafF );
assert( fXSpacing > (Real)0.0 && fYSpacing > (Real)0.0
&& fZSpacing > (Real)0.0 );
m_iXBound = iXBound;
m_iYBound = iYBound;
m_iZBound = iZBound;
m_iQuantity = iXBound*iYBound*iZBound;
m_fXMin = fXMin;
m_fXSpacing = fXSpacing;
m_fInvXSpacing = ((Real)1.0)/fXSpacing;
m_fXMax = fXMin + fXSpacing*(iXBound-1);
m_fYMin = fYMin;
m_fYSpacing = fYSpacing;
m_fInvYSpacing = ((Real)1.0)/fYSpacing;
m_fYMax = fYMin + fYSpacing*(iYBound-1);
m_fZMin = fZMin;
m_fZSpacing = fZSpacing;
m_fInvZSpacing = ((Real)1.0)/fZSpacing;
m_fZMax = fYMin + fZSpacing*(iZBound-1);
m_aaafF = aaafF;
m_aafBlend = ( bCatmullRom ? ms_aafCRBlend : ms_aafBSBlend );
}
//----------------------------------------------------------------------------
template <class Real>
int IntpTricubic3<Real>::GetXBound () const
{
return m_iXBound;
}
//----------------------------------------------------------------------------
template <class Real>
int IntpTricubic3<Real>::GetYBound () const
{
return m_iYBound;
}
//----------------------------------------------------------------------------
template <class Real>
int IntpTricubic3<Real>::GetZBound () const
{
return m_iZBound;
}
//----------------------------------------------------------------------------
template <class Real>
int IntpTricubic3<Real>::GetQuantity () const
{
return m_iQuantity;
}
//----------------------------------------------------------------------------
template <class Real>
Real*** IntpTricubic3<Real>::GetF () const
{
return m_aaafF;
}
//----------------------------------------------------------------------------
template <class Real>
Real IntpTricubic3<Real>::GetXMin () const
{
return m_fXMin;
}
//----------------------------------------------------------------------------
template <class Real>
Real IntpTricubic3<Real>::GetXMax () const
{
return m_fXMax;
}
//----------------------------------------------------------------------------
template <class Real>
Real IntpTricubic3<Real>::GetXSpacing () const
{
return m_fXSpacing;
}
//----------------------------------------------------------------------------
template <class Real>
Real IntpTricubic3<Real>::GetYMin () const
{
return m_fYMin;
}
//----------------------------------------------------------------------------
template <class Real>
Real IntpTricubic3<Real>::GetYMax () const
{
return m_fYMax;
}
//----------------------------------------------------------------------------
template <class Real>
Real IntpTricubic3<Real>::GetYSpacing () const
{
return m_fYSpacing;
}
//----------------------------------------------------------------------------
template <class Real>
Real IntpTricubic3<Real>::GetZMin () const
{
return m_fZMin;
}
//----------------------------------------------------------------------------
template <class Real>
Real IntpTricubic3<Real>::GetZMax () const
{
return m_fZMax;
}
//----------------------------------------------------------------------------
template <class Real>
Real IntpTricubic3<Real>::GetZSpacing () const
{
return m_fZSpacing;
}
//----------------------------------------------------------------------------
template <class Real>
Real IntpTricubic3<Real>::operator() (Real fX, Real fY, Real fZ) const
{
// compute x-index and clamp to image
Real fXIndex = (fX - m_fXMin)*m_fInvXSpacing;
int iX = (int)fXIndex;
if ( iX < 0 || iX > m_iXBound - 1 )
return Math<Real>::MAX_REAL;
// compute y-index and clamp to image
Real fYIndex = (fY - m_fYMin)*m_fInvYSpacing;
int iY = (int)fYIndex;
if ( iY < 0 || iY > m_iYBound - 1 )
return Math<Real>::MAX_REAL;
// compute z-index and clamp to image
Real fZIndex = (fZ - m_fZMin)*m_fInvZSpacing;
int iZ = (int)fZIndex;
if ( iZ < 0 || iZ > m_iZBound - 1 )
return Math<Real>::MAX_REAL;
Real afU[4];
afU[0] = (Real)1.0;
afU[1] = fXIndex - iX;
afU[2] = afU[1]*afU[1];
afU[3] = afU[1]*afU[2];
Real afV[4];
afV[0] = (Real)1.0;
afV[1] = fYIndex - iY;
afV[2] = afV[1]*afV[1];
afV[3] = afV[1]*afV[2];
Real afW[4];
afW[0] = (Real)1.0;
afW[1] = fZIndex - iZ;
afW[2] = afW[1]*afW[1];
afW[3] = afW[1]*afW[2];
// compute P = M*U, Q = M*V, R = M*W
Real afP[4], afQ[4], afR[4];
int iRow, iCol;
for (iRow = 0; iRow < 4; iRow++)
{
afP[iRow] = (Real)0.0;
afQ[iRow] = (Real)0.0;
afR[iRow] = (Real)0.0;
for (iCol = 0; iCol < 4; iCol++)
{
afP[iRow] += m_aafBlend[iRow][iCol]*afU[iCol];
afQ[iRow] += m_aafBlend[iRow][iCol]*afV[iCol];
afR[iRow] += m_aafBlend[iRow][iCol]*afW[iCol];
}
}
// compute the tensor product (M*U)(M*V)(M*W)*D where D is the 4x4x4
// subimage containing (x,y,z)
iX--;
iY--;
iZ--;
Real fResult = (Real)0.0;
for (int iSlice = 0; iSlice < 4; iSlice++)
{
int iZClamp = iZ + iSlice;
if ( iZClamp < 0 )
iZClamp = 0;
else if ( iZClamp > m_iZBound - 1 )
iZClamp = m_iZBound - 1;
for (iRow = 0; iRow < 4; iRow++)
{
int iYClamp = iY + iRow;
if ( iYClamp < 0 )
iYClamp = 0;
else if ( iYClamp > m_iYBound - 1 )
iYClamp = m_iYBound - 1;
for (iCol = 0; iCol < 4; iCol++)
{
int iXClamp = iX + iCol;
if ( iXClamp < 0 )
iXClamp = 0;
else if ( iXClamp > m_iXBound - 1 )
iXClamp = m_iXBound - 1;
fResult += afP[iCol]*afQ[iRow]*afR[iSlice]*
m_aaafF[iZClamp][iYClamp][iXClamp];
}
}
}
return fResult;
}
//----------------------------------------------------------------------------
template <class Real>
Real IntpTricubic3<Real>::operator() (int iXOrder, int iYOrder, int iZOrder,
Real fX, Real fY, Real fZ) const
{
// compute x-index and clamp to image
Real fXIndex = (fX - m_fXMin)*m_fInvXSpacing;
int iX = (int)fXIndex;
if ( iX < 0 || iX > m_iXBound - 1 )
return Math<Real>::MAX_REAL;
// compute y-index and clamp to image
Real fYIndex = (fY - m_fYMin)*m_fInvYSpacing;
int iY = (int)fYIndex;
if ( iY < 0 || iY > m_iYBound - 1 )
return Math<Real>::MAX_REAL;
// compute z-index and clamp to image
Real fZIndex = (fZ - m_fZMin)*m_fInvZSpacing;
int iZ = (int)fZIndex;
if ( iZ < 0 || iZ > m_iZBound - 1 )
return Math<Real>::MAX_REAL;
Real afU[4], fDX, fXMult;
switch ( iXOrder )
{
case 0:
fDX = fXIndex - iX;
afU[0] = (Real)1.0;
afU[1] = fDX;
afU[2] = fDX*afU[1];
afU[3] = fDX*afU[2];
fXMult = (Real)1.0;
break;
case 1:
fDX = fXIndex - iX;
afU[0] = (Real)0.0;
afU[1] = (Real)1.0;
afU[2] = ((Real)2.0)*fDX;
afU[3] = ((Real)3.0)*fDX*fDX;
fXMult = m_fInvXSpacing;
break;
case 2:
fDX = fXIndex - iX;
afU[0] = (Real)0.0;
afU[1] = (Real)0.0;
afU[2] = (Real)2.0;
afU[3] = ((Real)6.0)*fDX;
fXMult = m_fInvXSpacing*m_fInvXSpacing;
break;
case 3:
afU[0] = (Real)0.0;
afU[1] = (Real)0.0;
afU[2] = (Real)0.0;
afU[3] = (Real)6.0;
fXMult = m_fInvXSpacing*m_fInvXSpacing*m_fInvXSpacing;
break;
default:
return (Real)0.0;
}
Real afV[4], fDY, fYMult;
switch ( iYOrder )
{
case 0:
fDY = fYIndex - iY;
afV[0] = (Real)1.0;
afV[1] = fDY;
afV[2] = fDY*afV[1];
afV[3] = fDY*afV[2];
fYMult = (Real)1.0;
break;
case 1:
fDY = fYIndex - iY;
afV[0] = (Real)0.0;
afV[1] = (Real)1.0;
afV[2] = ((Real)2.0)*fDY;
afV[3] = ((Real)3.0)*fDY*fDY;
fYMult = m_fInvYSpacing;
break;
case 2:
fDY = fYIndex - iY;
afV[0] = (Real)0.0;
afV[1] = (Real)0.0;
afV[2] = (Real)2.0;
afV[3] = ((Real)6.0)*fDY;
fYMult = m_fInvYSpacing*m_fInvYSpacing;
break;
case 3:
afV[0] = (Real)0.0;
afV[1] = (Real)0.0;
afV[2] = (Real)0.0;
afV[3] = (Real)6.0;
fYMult = m_fInvYSpacing*m_fInvYSpacing*m_fInvYSpacing;
break;
default:
return (Real)0.0;
}
Real afW[4], fDZ, fZMult;
switch ( iZOrder )
{
case 0:
fDZ = fZIndex - iZ;
afW[0] = (Real)1.0;
afW[1] = fDZ;
afW[2] = fDZ*afW[1];
afW[3] = fDZ*afW[2];
fZMult = (Real)1.0;
break;
case 1:
fDZ = fZIndex - iZ;
afW[0] = (Real)0.0;
afW[1] = (Real)1.0;
afW[2] = ((Real)2.0)*fDZ;
afW[3] = ((Real)3.0)*fDZ*fDZ;
fZMult = m_fInvZSpacing;
break;
case 2:
fDZ = fZIndex - iZ;
afW[0] = (Real)0.0;
afW[1] = (Real)0.0;
afW[2] = (Real)2.0;
afW[3] = ((Real)6.0)*fDZ;
fZMult = m_fInvZSpacing*m_fInvZSpacing;
break;
case 3:
afW[0] = (Real)0.0;
afW[1] = (Real)0.0;
afW[2] = (Real)0.0;
afW[3] = (Real)6.0;
fZMult = m_fInvZSpacing*m_fInvZSpacing*m_fInvZSpacing;
break;
default:
return (Real)0.0;
}
// compute P = M*U, Q = M*V, and R = M*W
Real afP[4], afQ[4], afR[4];
int iRow, iCol;
for (iRow = 0; iRow < 4; iRow++)
{
afP[iRow] = (Real)0.0;
afQ[iRow] = (Real)0.0;
afR[iRow] = (Real)0.0;
for (iCol = 0; iCol < 4; iCol++)
{
afP[iRow] += m_aafBlend[iRow][iCol]*afU[iCol];
afQ[iRow] += m_aafBlend[iRow][iCol]*afV[iCol];
afR[iRow] += m_aafBlend[iRow][iCol]*afW[iCol];
}
}
// compute the tensor product (M*U)(M*V)(M*W)*D where D is the 4x4x4
// subimage containing (x,y,z)
iX--;
iY--;
iZ--;
Real fResult = (Real)0.0;
for (int iSlice = 0; iSlice < 4; iSlice++)
{
int iZClamp = iZ + iSlice;
if ( iZClamp < 0 )
iZClamp = 0;
else if ( iZClamp > m_iZBound - 1 )
iZClamp = m_iZBound - 1;
for (iRow = 0; iRow < 4; iRow++)
{
int iYClamp = iY + iRow;
if ( iYClamp < 0 )
iYClamp = 0;
else if ( iYClamp > m_iYBound - 1 )
iYClamp = m_iYBound - 1;
for (iCol = 0; iCol < 4; iCol++)
{
int iXClamp = iX + iCol;
if ( iXClamp < 0 )
iXClamp = 0;
else if ( iXClamp > m_iXBound - 1 )
iXClamp = m_iXBound - 1;
fResult += afP[iCol]*afQ[iRow]*afR[iSlice]*
m_aaafF[iZClamp][iYClamp][iXClamp];
}
}
}
fResult *= fXMult*fYMult*fZMult;
return fResult;
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// explicit instantiation
//----------------------------------------------------------------------------
namespace Wml
{
template class WML_ITEM IntpTricubic3<float>;
const float IntpTricubic3f::ms_aafCRBlend[4][4] =
{
{ 0.0f, -0.5f, 1.0f, -0.5f },
{ 1.0f, 0.0f, -2.5f, 1.5f },
{ 0.0f, 0.5f, 2.0f, -1.5f },
{ 0.0f, 0.0f, -0.5f, 0.5f }
};
const float IntpTricubic3f::ms_aafBSBlend[4][4] =
{
{ 1.0f/6.0f, -3.0f/6.0f, 3.0f/6.0f, -1.0f/6.0f },
{ 4.0f/6.0f, 0.0f/6.0f, -6.0f/6.0f, 3.0f/6.0f },
{ 1.0f/6.0f, 3.0f/6.0f, 3.0f/6.0f, -3.0f/6.0f },
{ 0.0f/6.0f, 0.0f/6.0f, 0.0f/6.0f, 1.0f/6.0f }
};
template class WML_ITEM IntpTricubic3<double>;
const double IntpTricubic3d::ms_aafCRBlend[4][4] =
{
{ 0.0, -0.5, 1.0, -0.5 },
{ 1.0, 0.0, -2.5, 1.5 },
{ 0.0, 0.5, 2.0, -1.5 },
{ 0.0, 0.0, -0.5, 0.5 }
};
const double IntpTricubic3d::ms_aafBSBlend[4][4] =
{
{ 1.0/6.0, -3.0/6.0, 3.0/6.0, -1.0/6.0 },
{ 4.0/6.0, 0.0/6.0, -6.0/6.0, 3.0/6.0 },
{ 1.0/6.0, 3.0/6.0, 3.0/6.0, -3.0/6.0 },
{ 0.0/6.0, 0.0/6.0, 0.0/6.0, 1.0/6.0 }
};
}
//----------------------------------------------------------------------------
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