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authorscuri <scuri>2008-10-17 06:10:15 +0000
committerscuri <scuri>2008-10-17 06:10:15 +0000
commit5a422aba704c375a307a902bafe658342e209906 (patch)
tree5005011e086bb863d8fb587ad3319bbec59b2447 /include/im_math.h
First commit - moving from LuaForge to SourceForge
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+/** \file
+ * \brief Math Utilities
+ *
+ * See Copyright Notice in im_lib.h
+ */
+
+#ifndef __IM_MATH_H
+#define __IM_MATH_H
+
+#include <math.h>
+#include "im_util.h"
+
+#ifdef IM_DEFMATHFLOAT
+inline float acosf(float _X) {return ((float)acos((double)_X)); }
+inline float asinf(float _X) {return ((float)asin((double)_X)); }
+inline float atanf(float _X) {return ((float)atan((double)_X)); }
+inline float atan2f(float _X, float _Y) {return ((float)atan2((double)_X, (double)_Y)); }
+inline float ceilf(float _X) {return ((float)ceil((double)_X)); }
+inline float cosf(float _X) {return ((float)cos((double)_X)); }
+inline float coshf(float _X) {return ((float)cosh((double)_X)); }
+inline float expf(float _X) {return ((float)exp((double)_X)); }
+inline float fabsf(float _X) {return ((float)fabs((double)_X)); }
+inline float floorf(float _X) {return ((float)floor((double)_X)); }
+inline float fmodf(float _X, float _Y) {return ((float)fmod((double)_X, (double)_Y)); }
+inline float logf(float _X) {return ((float)log((double)_X)); }
+inline float log10f(float _X) {return ((float)log10((double)_X)); }
+inline float powf(float _X, float _Y) {return ((float)pow((double)_X, (double)_Y)); }
+inline float sinf(float _X) {return ((float)sin((double)_X)); }
+inline float sinhf(float _X) {return ((float)sinh((double)_X)); }
+inline float sqrtf(float _X) {return ((float)sqrt((double)_X)); }
+inline float tanf(float _X) {return ((float)tan((double)_X)); }
+inline float tanhf(float _X) {return ((float)tanh((double)_X)); }
+#endif
+
+/** \defgroup math Math Utilities
+ * \par
+ * When converting between continuous and discrete use: \n
+ * Continuous = Discrete + 0.5 [Reconstruction/Interpolation] \n
+ * Discrete = Round(Continuous - 0.5) [Sampling/Quantization] \n
+ * \par
+ * Notice that must check 0-max limits when converting from Continuous to Discrete.
+ * \par
+ * When converting between discrete and discrete use: \n
+ * integer src_size, dst_len, src_i, dst_i \n
+ * real factor = (real)(dst_size)/(real)(src_size) \n
+ * dst_i = Round(factor*(src_i + 0.5) - 0.5)
+ * \par
+ * See \ref im_math.h
+ * \ingroup util */
+
+
+/** Round a real to the nearest integer.
+ * \ingroup math */
+inline int imRound(float x)
+{
+ return (int)(x < 0? x-0.5f: x+0.5f);
+}
+inline int imRound(double x)
+{
+ return (int)(x < 0? x-0.5: x+0.5);
+}
+
+/** Converts between two discrete grids.
+ * factor is "dst_size/src_size".
+ * \ingroup math */
+inline int imResample(int x, float factor)
+{
+ float xr = factor*(x + 0.5f) - 0.5f;
+ return (int)(xr < 0? xr-0.5f: xr+0.5f); /* Round */
+}
+
+/** Does Zero Order Decimation (Mean).
+ * \ingroup math */
+template <class T, class TU>
+inline T imZeroOrderDecimation(int width, int height, T *map, float xl, float yl, float box_width, float box_height, TU Dummy)
+{
+ int x0,x1,y0,y1;
+ (void)Dummy;
+
+ x0 = (int)floor(xl - box_width/2.0 - 0.5) + 1;
+ y0 = (int)floor(yl - box_height/2.0 - 0.5) + 1;
+ x1 = (int)floor(xl + box_width/2.0 - 0.5);
+ y1 = (int)floor(yl + box_height/2.0 - 0.5);
+
+ if (x0 == x1) x1++;
+ if (y0 == y1) y1++;
+
+ x0 = x0<0? 0: x0>width-1? width-1: x0;
+ y0 = y0<0? 0: y0>height-1? height-1: y0;
+ x1 = x1<0? 0: x1>width-1? width-1: x1;
+ y1 = y1<0? 0: y1>height-1? height-1: y1;
+
+ TU Value;
+ int Count = 0;
+
+ Value = 0;
+
+ for (int y = y0; y <= y1; y++)
+ {
+ for (int x = x0; x <= x1; x++)
+ {
+ Value += map[y*width+x];
+ Count++;
+ }
+ }
+
+ if (Count == 0)
+ {
+ Value = 0;
+ return (T)Value;
+ }
+
+ return (T)(Value/(float)Count);
+}
+
+/** Does Bilinear Decimation.
+ * \ingroup math */
+template <class T, class TU>
+inline T imBilinearDecimation(int width, int height, T *map, float xl, float yl, float box_width, float box_height, TU Dummy)
+{
+ int x0,x1,y0,y1;
+ (void)Dummy;
+
+ x0 = (int)floor(xl - box_width/2.0 - 0.5) + 1;
+ y0 = (int)floor(yl - box_height/2.0 - 0.5) + 1;
+ x1 = (int)floor(xl + box_width/2.0 - 0.5);
+ y1 = (int)floor(yl + box_height/2.0 - 0.5);
+
+ if (x0 == x1) x1++;
+ if (y0 == y1) y1++;
+
+ x0 = x0<0? 0: x0>width-1? width-1: x0;
+ y0 = y0<0? 0: y0>height-1? height-1: y0;
+ x1 = x1<0? 0: x1>width-1? width-1: x1;
+ y1 = y1<0? 0: y1>height-1? height-1: y1;
+
+ TU Value, LineValue;
+ float LineNorm, Norm, dxr, dyr;
+
+ Value = 0;
+ Norm = 0;
+
+ for (int y = y0; y <= y1; y++)
+ {
+ dyr = yl - (y+0.5f);
+ if (dyr < 0) dyr *= -1;
+
+ LineValue = 0;
+ LineNorm = 0;
+
+ for (int x = x0; x <= x1; x++)
+ {
+ dxr = xl - (x+0.5f);
+ if (dxr < 0) dxr *= -1;
+
+ LineValue += map[y*width+x] * dxr;
+ LineNorm += dxr;
+ }
+
+ Value += LineValue * dyr;
+ Norm += dyr * LineNorm;
+ }
+
+ if (Norm == 0)
+ {
+ Value = 0;
+ return (T)Value;
+ }
+
+ return (T)(Value/Norm);
+}
+
+/** Does Zero Order Interpolation (Nearest Neighborhood).
+ * \ingroup math */
+template <class T>
+inline T imZeroOrderInterpolation(int width, int height, T *map, float xl, float yl)
+{
+ int x0 = imRound(xl-0.5f);
+ int y0 = imRound(yl-0.5f);
+ x0 = x0<0? 0: x0>width-1? width-1: x0;
+ y0 = y0<0? 0: y0>height-1? height-1: y0;
+ return map[y0*width + x0];
+}
+
+/** Does Bilinear Interpolation.
+ * \ingroup math */
+template <class T>
+inline T imBilinearInterpolation(int width, int height, T *map, float xl, float yl)
+{
+ int x0, y0, x1, y1;
+ float t, u;
+
+ if (xl < 0.5)
+ {
+ x1 = x0 = 0;
+ t = 0;
+ }
+ else if (xl > width-0.5)
+ {
+ x1 = x0 = width-1;
+ t = 0;
+ }
+ else
+ {
+ x0 = (int)(xl-0.5f);
+ x1 = x0+1;
+ t = xl - (x0+0.5f);
+ }
+
+ if (yl < 0.5)
+ {
+ y1 = y0 = 0;
+ u = 0;
+ }
+ else if (yl > height-0.5)
+ {
+ y1 = y0 = height-1;
+ u = 0;
+ }
+ else
+ {
+ y0 = (int)(yl-0.5f);
+ y1 = y0+1;
+ u = yl - (y0+0.5f);
+ }
+
+ T fll = map[y0*width + x0];
+ T fhl = map[y0*width + x1];
+ T flh = map[y1*width + x0];
+ T fhh = map[y1*width + x1];
+
+ return (T)((fhh - flh - fhl + fll) * u * t +
+ (fhl - fll) * t +
+ (flh - fll) * u +
+ fll);
+}
+
+/** Does Bicubic Interpolation.
+ * \ingroup math */
+template <class T, class TU>
+inline T imBicubicInterpolation(int width, int height, T *map, float xl, float yl, TU Dummy)
+{
+ int X[4], Y[4];
+ float t, u;
+ (void)Dummy;
+
+ if (xl > width-0.5)
+ {
+ X[3] = X[2] = X[1] = width-1;
+ X[0] = X[1]-1;
+ t = 0;
+ }
+ else
+ {
+ X[1] = (int)(xl-0.5f);
+ if (X[1] < 0) X[1] = 0;
+
+ X[0] = X[1]-1;
+ X[2] = X[1]+1;
+ X[3] = X[1]+2;
+
+ if (X[0] < 0) X[0] = 0;
+ if (X[3] > width-1) X[3] = width-1;
+
+ t = xl - (X[1]+0.5f);
+ }
+
+ if (yl > height-0.5)
+ {
+ Y[3] = Y[2] = Y[1] = height-1;
+ Y[0] = Y[1]-1;
+ u = 0;
+ }
+ else
+ {
+ Y[1] = (int)(yl-0.5f);
+ if (Y[1] < 0) Y[1] = 0;
+
+ Y[0] = Y[1]-1;
+ Y[2] = Y[1]+1;
+ Y[3] = Y[1]+2;
+
+ if (Y[0] < 0) Y[0] = 0;
+ if (Y[3] > height-1) Y[3] = height-1;
+
+ u = yl - (Y[1]+0.5f);
+ }
+
+ float CX[4], CY[4];
+
+ // Optimize calculations
+ {
+ float c, c2, c3;
+
+#define C0 (-c3 + 2.0f*c2 - c)
+#define C1 ( c3 - 2.0f*c2 + 1.0f)
+#define C2 (-c3 + c2 + c)
+#define C3 ( c3 - c2)
+
+ c = t;
+ c2 = c*c; c3 = c2*c;
+ CX[0] = C0; CX[1] = C1; CX[2] = C2; CX[3] = C3;
+
+ c = u;
+ c2 = c*c; c3 = c2*c;
+ CY[0] = C0; CY[1] = C1; CY[2] = C2; CY[3] = C3;
+
+#undef C0
+#undef C1
+#undef C2
+#undef C3
+ }
+
+ TU LineValue, Value;
+ float LineNorm, Norm;
+
+ Value = 0;
+ Norm = 0;
+
+ for (int y = 0; y < 4; y++)
+ {
+ LineValue = 0;
+ LineNorm = 0;
+
+ for (int x = 0; x < 4; x++)
+ {
+ LineValue += map[Y[y]*width+X[x]] * CX[x];
+ LineNorm += CX[x];
+ }
+
+ Value += LineValue * CY[y];
+ Norm += CY[y] * LineNorm;
+ }
+
+ if (Norm == 0)
+ {
+ Value = 0;
+ return (T)Value;
+ }
+
+ Value = (Value/Norm);
+
+ int size = sizeof(T);
+ if (size == 1)
+ return (T)(Value<=(TU)0? (TU)0: Value<=(TU)255? Value: (TU)255);
+ else
+ return (T)(Value);
+}
+
+/** Calculates minimum and maximum values.
+ * \ingroup math */
+template <class T>
+inline void imMinMax(const T *map, int count, T& min, T& max)
+{
+ min = *map++;
+ max = min;
+ for (int i = 1; i < count; i++)
+ {
+ T value = *map++;
+
+ if (value > max)
+ max = value;
+ else if (value < min)
+ min = value;
+ }
+}
+
+#endif