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author | Mattes D <github@xoft.cz> | 2013-11-27 09:23:17 +0100 |
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committer | Mattes D <github@xoft.cz> | 2013-11-27 09:23:17 +0100 |
commit | 49760db89d94ede5d123d927141a6cd60dbaaf07 (patch) | |
tree | 6c6cf99e4cf3128311a93cd187947b502f3732a0 /src/LinearInterpolation.cpp | |
parent | cWorld::SpawnExperienceOrb() now returns the entity ID of the spawned orb. (diff) | |
parent | Fixed VC2008 compilation, normalized include paths. (diff) | |
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Diffstat (limited to 'src/LinearInterpolation.cpp')
-rw-r--r-- | src/LinearInterpolation.cpp | 251 |
1 files changed, 251 insertions, 0 deletions
diff --git a/src/LinearInterpolation.cpp b/src/LinearInterpolation.cpp new file mode 100644 index 000000000..d4975418b --- /dev/null +++ b/src/LinearInterpolation.cpp @@ -0,0 +1,251 @@ + +// LinearInterpolation.cpp + +// Implements methods for linear interpolation over 1D, 2D and 3D arrays + +#include "Globals.h" +#include "LinearInterpolation.h" + + + + + +/* +// Perform an automatic test upon program start (use breakpoints to debug): + +extern void Debug3DNoise(float * a_Noise, int a_SizeX, int a_SizeY, int a_SizeZ, const AString & a_FileNameBase); + +class Test +{ +public: + Test(void) + { + // DoTest1(); + DoTest2(); + } + + + void DoTest1(void) + { + float In[8] = {0, 1, 2, 3, 1, 2, 2, 2}; + float Out[3 * 3 * 3]; + LinearInterpolate1DArray(In, 4, Out, 9); + LinearInterpolate2DArray(In, 2, 2, Out, 3, 3); + LinearInterpolate3DArray(In, 2, 2, 2, Out, 3, 3, 3); + LOGD("Out[0]: %f", Out[0]); + } + + + void DoTest2(void) + { + float In[3 * 3 * 3]; + for (int i = 0; i < ARRAYCOUNT(In); i++) + { + In[i] = (float)(i % 5); + } + float Out[15 * 16 * 17]; + LinearInterpolate3DArray(In, 3, 3, 3, Out, 15, 16, 17); + Debug3DNoise(Out, 15, 16, 17, "LERP test"); + } +} gTest; +//*/ + + + + + +// Puts linearly interpolated values from one array into another array. 1D version +void LinearInterpolate1DArray( + float * a_Src, + int a_SrcSizeX, + float * a_Dst, + int a_DstSizeX +) +{ + a_Dst[0] = a_Src[0]; + int DstSizeXm1 = a_DstSizeX - 1; + int SrcSizeXm1 = a_SrcSizeX - 1; + float fDstSizeXm1 = (float)DstSizeXm1; + float fSrcSizeXm1 = (float)SrcSizeXm1; + for (int x = 1; x < DstSizeXm1; x++) + { + int SrcIdx = x * SrcSizeXm1 / DstSizeXm1; + float ValLo = a_Src[SrcIdx]; + float ValHi = a_Src[SrcIdx + 1]; + float Ratio = (float)x * fSrcSizeXm1 / fDstSizeXm1 - SrcIdx; + a_Dst[x] = ValLo + (ValHi - ValLo) * Ratio; + } + a_Dst[a_DstSizeX - 1] = a_Src[a_SrcSizeX - 1]; +} + + + + + +// Puts linearly interpolated values from one array into another array. 2D version +void LinearInterpolate2DArray( + float * a_Src, + int a_SrcSizeX, int a_SrcSizeY, + float * a_Dst, + int a_DstSizeX, int a_DstSizeY +) +{ + ASSERT(a_DstSizeX > 0); + ASSERT(a_DstSizeX < MAX_INTERPOL_SIZEX); + ASSERT(a_DstSizeY > 0); + ASSERT(a_DstSizeY < MAX_INTERPOL_SIZEY); + + // Calculate interpolation ratios and src indices along each axis: + float RatioX[MAX_INTERPOL_SIZEX]; + float RatioY[MAX_INTERPOL_SIZEY]; + int SrcIdxX[MAX_INTERPOL_SIZEX]; + int SrcIdxY[MAX_INTERPOL_SIZEY]; + for (int x = 1; x < a_DstSizeX; x++) + { + SrcIdxX[x] = x * (a_SrcSizeX - 1) / (a_DstSizeX - 1); + RatioX[x] = ((float)(x * (a_SrcSizeX - 1)) / (a_DstSizeX - 1)) - SrcIdxX[x]; + } + for (int y = 1; y < a_DstSizeY; y++) + { + SrcIdxY[y] = y * (a_SrcSizeY - 1) / (a_DstSizeY - 1); + RatioY[y] = ((float)(y * (a_SrcSizeY - 1)) / (a_DstSizeY - 1)) - SrcIdxY[y]; + } + + // Special values at the ends. Notice especially the last indices being (size - 2) with ratio set to 1, to avoid index overflow: + SrcIdxX[0] = 0; + RatioX[0] = 0; + SrcIdxY[0] = 0; + RatioY[0] = 0; + SrcIdxX[a_DstSizeX - 1] = a_SrcSizeX - 2; + RatioX[a_DstSizeX - 1] = 1; + SrcIdxY[a_DstSizeY - 1] = a_SrcSizeY - 2; + RatioY[a_DstSizeY - 1] = 1; + + // Output all the dst array values using the indices and ratios: + int idx = 0; + for (int y = 0; y < a_DstSizeY; y++) + { + int idxLoY = a_SrcSizeX * SrcIdxY[y]; + int idxHiY = a_SrcSizeX * (SrcIdxY[y] + 1); + float ry = RatioY[y]; + for (int x = 0; x < a_DstSizeX; x++) + { + // The four src corners of the current "cell": + float LoXLoY = a_Src[SrcIdxX[x] + idxLoY]; + float HiXLoY = a_Src[SrcIdxX[x] + 1 + idxLoY]; + float LoXHiY = a_Src[SrcIdxX[x] + idxHiY]; + float HiXHiY = a_Src[SrcIdxX[x] + 1 + idxHiY]; + + // Linear interpolation along the X axis: + float InterpXLoY = LoXLoY + (HiXLoY - LoXLoY) * RatioX[x]; + float InterpXHiY = LoXHiY + (HiXHiY - LoXHiY) * RatioX[x]; + + // Linear interpolation along the Y axis: + a_Dst[idx] = InterpXLoY + (InterpXHiY - InterpXLoY) * ry; + idx += 1; + } + } +} + + + + + +/// Puts linearly interpolated values from one array into another array. 3D version +void LinearInterpolate3DArray( + float * a_Src, + int a_SrcSizeX, int a_SrcSizeY, int a_SrcSizeZ, + float * a_Dst, + int a_DstSizeX, int a_DstSizeY, int a_DstSizeZ +) +{ + ASSERT(a_DstSizeX > 0); + ASSERT(a_DstSizeX < MAX_INTERPOL_SIZEX); + ASSERT(a_DstSizeY > 0); + ASSERT(a_DstSizeY < MAX_INTERPOL_SIZEY); + ASSERT(a_DstSizeZ > 0); + ASSERT(a_DstSizeZ < MAX_INTERPOL_SIZEZ); + + // Calculate interpolation ratios and src indices along each axis: + float RatioX[MAX_INTERPOL_SIZEX]; + float RatioY[MAX_INTERPOL_SIZEY]; + float RatioZ[MAX_INTERPOL_SIZEZ]; + int SrcIdxX[MAX_INTERPOL_SIZEX]; + int SrcIdxY[MAX_INTERPOL_SIZEY]; + int SrcIdxZ[MAX_INTERPOL_SIZEZ]; + for (int x = 1; x < a_DstSizeX; x++) + { + SrcIdxX[x] = x * (a_SrcSizeX - 1) / (a_DstSizeX - 1); + RatioX[x] = ((float)(x * (a_SrcSizeX - 1)) / (a_DstSizeX - 1)) - SrcIdxX[x]; + } + for (int y = 1; y < a_DstSizeY; y++) + { + SrcIdxY[y] = y * (a_SrcSizeY - 1) / (a_DstSizeY - 1); + RatioY[y] = ((float)(y * (a_SrcSizeY - 1)) / (a_DstSizeY - 1)) - SrcIdxY[y]; + } + for (int z = 1; z < a_DstSizeZ; z++) + { + SrcIdxZ[z] = z * (a_SrcSizeZ - 1) / (a_DstSizeZ - 1); + RatioZ[z] = ((float)(z * (a_SrcSizeZ - 1)) / (a_DstSizeZ - 1)) - SrcIdxZ[z]; + } + + // Special values at the ends. Notice especially the last indices being (size - 2) with ratio set to 1, to avoid index overflow: + SrcIdxX[0] = 0; + RatioX[0] = 0; + SrcIdxY[0] = 0; + RatioY[0] = 0; + SrcIdxZ[0] = 0; + RatioZ[0] = 0; + SrcIdxX[a_DstSizeX - 1] = a_SrcSizeX - 2; + RatioX[a_DstSizeX - 1] = 1; + SrcIdxY[a_DstSizeY - 1] = a_SrcSizeY - 2; + RatioY[a_DstSizeY - 1] = 1; + SrcIdxZ[a_DstSizeZ - 1] = a_SrcSizeZ - 2; + RatioZ[a_DstSizeZ - 1] = 1; + + // Output all the dst array values using the indices and ratios: + int idx = 0; + for (int z = 0; z < a_DstSizeZ; z++) + { + int idxLoZ = a_SrcSizeX * a_SrcSizeY * SrcIdxZ[z]; + int idxHiZ = a_SrcSizeX * a_SrcSizeY * (SrcIdxZ[z] + 1); + float rz = RatioZ[z]; + for (int y = 0; y < a_DstSizeY; y++) + { + int idxLoY = a_SrcSizeX * SrcIdxY[y]; + int idxHiY = a_SrcSizeX * (SrcIdxY[y] + 1); + float ry = RatioY[y]; + for (int x = 0; x < a_DstSizeX; x++) + { + // The eight src corners of the current "cell": + float LoXLoYLoZ = a_Src[SrcIdxX[x] + idxLoY + idxLoZ]; + float HiXLoYLoZ = a_Src[SrcIdxX[x] + 1 + idxLoY + idxLoZ]; + float LoXHiYLoZ = a_Src[SrcIdxX[x] + idxHiY + idxLoZ]; + float HiXHiYLoZ = a_Src[SrcIdxX[x] + 1 + idxHiY + idxLoZ]; + float LoXLoYHiZ = a_Src[SrcIdxX[x] + idxLoY + idxHiZ]; + float HiXLoYHiZ = a_Src[SrcIdxX[x] + 1 + idxLoY + idxHiZ]; + float LoXHiYHiZ = a_Src[SrcIdxX[x] + idxHiY + idxHiZ]; + float HiXHiYHiZ = a_Src[SrcIdxX[x] + 1 + idxHiY + idxHiZ]; + + // Linear interpolation along the Z axis: + float LoXLoYInZ = LoXLoYLoZ + (LoXLoYHiZ - LoXLoYLoZ) * rz; + float HiXLoYInZ = HiXLoYLoZ + (HiXLoYHiZ - HiXLoYLoZ) * rz; + float LoXHiYInZ = LoXHiYLoZ + (LoXHiYHiZ - LoXHiYLoZ) * rz; + float HiXHiYInZ = HiXHiYLoZ + (HiXHiYHiZ - HiXHiYLoZ) * rz; + + // Linear interpolation along the Y axis: + float LoXInYInZ = LoXLoYInZ + (LoXHiYInZ - LoXLoYInZ) * ry; + float HiXInYInZ = HiXLoYInZ + (HiXHiYInZ - HiXLoYInZ) * ry; + + // Linear interpolation along the X axis: + a_Dst[idx] = LoXInYInZ + (HiXInYInZ - LoXInYInZ) * RatioX[x]; + idx += 1; + } // for x + } // for y + } // for z +} + + + + + |