2013-07-29 07:13:03 -04:00
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// LinearInterpolation.cpp
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// Implements methods for linear interpolation over 1D, 2D and 3D arrays
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#include "Globals.h"
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#include "LinearInterpolation.h"
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/*
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// Perform an automatic test upon program start (use breakpoints to debug):
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extern void Debug3DNoise(float * a_Noise, int a_SizeX, int a_SizeY, int a_SizeZ, const AString & a_FileNameBase);
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class Test
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{
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public:
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Test(void)
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{
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// DoTest1();
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DoTest2();
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}
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void DoTest1(void)
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{
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float In[8] = {0, 1, 2, 3, 1, 2, 2, 2};
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float Out[3 * 3 * 3];
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LinearInterpolate1DArray(In, 4, Out, 9);
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LinearInterpolate2DArray(In, 2, 2, Out, 3, 3);
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LinearInterpolate3DArray(In, 2, 2, 2, Out, 3, 3, 3);
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LOGD("Out[0]: %f", Out[0]);
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}
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void DoTest2(void)
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{
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float In[3 * 3 * 3];
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for (int i = 0; i < ARRAYCOUNT(In); i++)
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{
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In[i] = (float)(i % 5);
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}
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float Out[15 * 16 * 17];
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LinearInterpolate3DArray(In, 3, 3, 3, Out, 15, 16, 17);
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Debug3DNoise(Out, 15, 16, 17, "LERP test");
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}
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} gTest;
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//*/
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// Puts linearly interpolated values from one array into another array. 1D version
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void LinearInterpolate1DArray(
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float * a_Src,
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int a_SrcSizeX,
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float * a_Dst,
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int a_DstSizeX
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)
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{
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a_Dst[0] = a_Src[0];
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int DstSizeXm1 = a_DstSizeX - 1;
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int SrcSizeXm1 = a_SrcSizeX - 1;
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float fDstSizeXm1 = (float)DstSizeXm1;
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float fSrcSizeXm1 = (float)SrcSizeXm1;
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for (int x = 1; x < DstSizeXm1; x++)
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{
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int SrcIdx = x * SrcSizeXm1 / DstSizeXm1;
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float ValLo = a_Src[SrcIdx];
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float ValHi = a_Src[SrcIdx + 1];
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float Ratio = (float)x * fSrcSizeXm1 / fDstSizeXm1 - SrcIdx;
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a_Dst[x] = ValLo + (ValHi - ValLo) * Ratio;
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}
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a_Dst[a_DstSizeX - 1] = a_Src[a_SrcSizeX - 1];
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}
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// Puts linearly interpolated values from one array into another array. 2D version
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void LinearInterpolate2DArray(
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float * a_Src,
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int a_SrcSizeX, int a_SrcSizeY,
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float * a_Dst,
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int a_DstSizeX, int a_DstSizeY
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)
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{
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ASSERT(a_DstSizeX > 0);
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ASSERT(a_DstSizeX < MAX_INTERPOL_SIZEX);
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ASSERT(a_DstSizeY > 0);
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ASSERT(a_DstSizeY < MAX_INTERPOL_SIZEY);
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// Calculate interpolation ratios and src indices along each axis:
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float RatioX[MAX_INTERPOL_SIZEX];
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float RatioY[MAX_INTERPOL_SIZEY];
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int SrcIdxX[MAX_INTERPOL_SIZEX];
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int SrcIdxY[MAX_INTERPOL_SIZEY];
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for (int x = 1; x < a_DstSizeX; x++)
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{
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SrcIdxX[x] = x * (a_SrcSizeX - 1) / (a_DstSizeX - 1);
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RatioX[x] = ((float)(x * (a_SrcSizeX - 1)) / (a_DstSizeX - 1)) - SrcIdxX[x];
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}
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for (int y = 1; y < a_DstSizeY; y++)
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{
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SrcIdxY[y] = y * (a_SrcSizeY - 1) / (a_DstSizeY - 1);
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RatioY[y] = ((float)(y * (a_SrcSizeY - 1)) / (a_DstSizeY - 1)) - SrcIdxY[y];
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}
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// Special values at the ends. Notice especially the last indices being (size - 2) with ratio set to 1, to avoid index overflow:
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SrcIdxX[0] = 0;
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RatioX[0] = 0;
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SrcIdxY[0] = 0;
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RatioY[0] = 0;
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SrcIdxX[a_DstSizeX - 1] = a_SrcSizeX - 2;
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RatioX[a_DstSizeX - 1] = 1;
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SrcIdxY[a_DstSizeY - 1] = a_SrcSizeY - 2;
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RatioY[a_DstSizeY - 1] = 1;
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// Output all the dst array values using the indices and ratios:
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int idx = 0;
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for (int y = 0; y < a_DstSizeY; y++)
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{
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int idxLoY = a_SrcSizeX * SrcIdxY[y];
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int idxHiY = a_SrcSizeX * (SrcIdxY[y] + 1);
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float ry = RatioY[y];
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for (int x = 0; x < a_DstSizeX; x++)
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{
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// The four src corners of the current "cell":
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float LoXLoY = a_Src[SrcIdxX[x] + idxLoY];
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float HiXLoY = a_Src[SrcIdxX[x] + 1 + idxLoY];
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float LoXHiY = a_Src[SrcIdxX[x] + idxHiY];
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float HiXHiY = a_Src[SrcIdxX[x] + 1 + idxHiY];
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// Linear interpolation along the X axis:
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float InterpXLoY = LoXLoY + (HiXLoY - LoXLoY) * RatioX[x];
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float InterpXHiY = LoXHiY + (HiXHiY - LoXHiY) * RatioX[x];
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// Linear interpolation along the Y axis:
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a_Dst[idx] = InterpXLoY + (InterpXHiY - InterpXLoY) * ry;
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idx += 1;
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}
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}
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}
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/// Puts linearly interpolated values from one array into another array. 3D version
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void LinearInterpolate3DArray(
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float * a_Src,
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int a_SrcSizeX, int a_SrcSizeY, int a_SrcSizeZ,
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float * a_Dst,
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int a_DstSizeX, int a_DstSizeY, int a_DstSizeZ
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)
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{
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ASSERT(a_DstSizeX > 0);
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ASSERT(a_DstSizeX < MAX_INTERPOL_SIZEX);
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ASSERT(a_DstSizeY > 0);
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ASSERT(a_DstSizeY < MAX_INTERPOL_SIZEY);
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ASSERT(a_DstSizeZ > 0);
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ASSERT(a_DstSizeZ < MAX_INTERPOL_SIZEZ);
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// Calculate interpolation ratios and src indices along each axis:
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float RatioX[MAX_INTERPOL_SIZEX];
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float RatioY[MAX_INTERPOL_SIZEY];
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float RatioZ[MAX_INTERPOL_SIZEZ];
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int SrcIdxX[MAX_INTERPOL_SIZEX];
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int SrcIdxY[MAX_INTERPOL_SIZEY];
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int SrcIdxZ[MAX_INTERPOL_SIZEZ];
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for (int x = 1; x < a_DstSizeX; x++)
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{
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SrcIdxX[x] = x * (a_SrcSizeX - 1) / (a_DstSizeX - 1);
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RatioX[x] = ((float)(x * (a_SrcSizeX - 1)) / (a_DstSizeX - 1)) - SrcIdxX[x];
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}
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for (int y = 1; y < a_DstSizeY; y++)
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{
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SrcIdxY[y] = y * (a_SrcSizeY - 1) / (a_DstSizeY - 1);
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RatioY[y] = ((float)(y * (a_SrcSizeY - 1)) / (a_DstSizeY - 1)) - SrcIdxY[y];
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}
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for (int z = 1; z < a_DstSizeZ; z++)
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{
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SrcIdxZ[z] = z * (a_SrcSizeZ - 1) / (a_DstSizeZ - 1);
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RatioZ[z] = ((float)(z * (a_SrcSizeZ - 1)) / (a_DstSizeZ - 1)) - SrcIdxZ[z];
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}
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// Special values at the ends. Notice especially the last indices being (size - 2) with ratio set to 1, to avoid index overflow:
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SrcIdxX[0] = 0;
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RatioX[0] = 0;
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SrcIdxY[0] = 0;
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RatioY[0] = 0;
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SrcIdxZ[0] = 0;
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RatioZ[0] = 0;
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SrcIdxX[a_DstSizeX - 1] = a_SrcSizeX - 2;
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RatioX[a_DstSizeX - 1] = 1;
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SrcIdxY[a_DstSizeY - 1] = a_SrcSizeY - 2;
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RatioY[a_DstSizeY - 1] = 1;
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SrcIdxZ[a_DstSizeZ - 1] = a_SrcSizeZ - 2;
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RatioZ[a_DstSizeZ - 1] = 1;
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// Output all the dst array values using the indices and ratios:
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int idx = 0;
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for (int z = 0; z < a_DstSizeZ; z++)
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{
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int idxLoZ = a_SrcSizeX * a_SrcSizeY * SrcIdxZ[z];
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int idxHiZ = a_SrcSizeX * a_SrcSizeY * (SrcIdxZ[z] + 1);
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float rz = RatioZ[z];
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for (int y = 0; y < a_DstSizeY; y++)
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{
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int idxLoY = a_SrcSizeX * SrcIdxY[y];
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int idxHiY = a_SrcSizeX * (SrcIdxY[y] + 1);
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float ry = RatioY[y];
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for (int x = 0; x < a_DstSizeX; x++)
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{
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// The eight src corners of the current "cell":
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float LoXLoYLoZ = a_Src[SrcIdxX[x] + idxLoY + idxLoZ];
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float HiXLoYLoZ = a_Src[SrcIdxX[x] + 1 + idxLoY + idxLoZ];
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float LoXHiYLoZ = a_Src[SrcIdxX[x] + idxHiY + idxLoZ];
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float HiXHiYLoZ = a_Src[SrcIdxX[x] + 1 + idxHiY + idxLoZ];
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float LoXLoYHiZ = a_Src[SrcIdxX[x] + idxLoY + idxHiZ];
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float HiXLoYHiZ = a_Src[SrcIdxX[x] + 1 + idxLoY + idxHiZ];
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float LoXHiYHiZ = a_Src[SrcIdxX[x] + idxHiY + idxHiZ];
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float HiXHiYHiZ = a_Src[SrcIdxX[x] + 1 + idxHiY + idxHiZ];
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// Linear interpolation along the Z axis:
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float LoXLoYInZ = LoXLoYLoZ + (LoXLoYHiZ - LoXLoYLoZ) * rz;
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float HiXLoYInZ = HiXLoYLoZ + (HiXLoYHiZ - HiXLoYLoZ) * rz;
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float LoXHiYInZ = LoXHiYLoZ + (LoXHiYHiZ - LoXHiYLoZ) * rz;
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float HiXHiYInZ = HiXHiYLoZ + (HiXHiYHiZ - HiXHiYLoZ) * rz;
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// Linear interpolation along the Y axis:
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float LoXInYInZ = LoXLoYInZ + (LoXHiYInZ - LoXLoYInZ) * ry;
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float HiXInYInZ = HiXLoYInZ + (HiXHiYInZ - HiXLoYInZ) * ry;
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// Linear interpolation along the X axis:
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a_Dst[idx] = LoXInYInZ + (HiXInYInZ - LoXInYInZ) * RatioX[x];
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idx += 1;
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} // for x
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} // for y
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} // for z
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}
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