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// File: Voxel_FloatDS.cxx
// Created: Mon May 15 13:38:43 2008
// Author: Vladislav ROMASHKO
// <vladislav.romashko@opencascade.com>
#include <Voxel_FloatDS.ixx>
#include <stdlib.h>
// Empty constructor
Voxel_FloatDS::Voxel_FloatDS():Voxel_DS()
{
}
// Constructor with intialization.
Voxel_FloatDS::Voxel_FloatDS(const Standard_Real x, const Standard_Real y, const Standard_Real z,
const Standard_Real xlen, const Standard_Real ylen, const Standard_Real zlen,
const Standard_Integer nbx, const Standard_Integer nby, const Standard_Integer nbz)
:Voxel_DS()
{
Init(x, y, z, xlen, ylen, zlen, nbx, nby, nbz);
}
// Initialization.
void Voxel_FloatDS::Init(const Standard_Real x, const Standard_Real y, const Standard_Real z,
const Standard_Real xlen, const Standard_Real ylen, const Standard_Real zlen,
const Standard_Integer nbx, const Standard_Integer nby, const Standard_Integer nbz)
{
Destroy();
Voxel_DS::Init(x, y, z, xlen, ylen, zlen, nbx, nby, nbz);
if (!myNbX || !myNbY || !myNbZ)
return;
Standard_Integer nb_floats = myNbXY * myNbZ;
Standard_Integer nb_slices = RealToInt(ceil(nb_floats / 32.0)); // 32 values in 1 slice
myData = (Standard_Address) calloc(nb_slices, sizeof(Standard_ShortReal*));
}
// Destructor
void Voxel_FloatDS::Destroy()
{
if (myData)
{
SetZero();
free((Standard_ShortReal**)myData);
myData = 0;
}
}
void Voxel_FloatDS::SetZero()
{
if (myData)
{
Standard_Integer nb_bytes = myNbXY * myNbZ;
Standard_Integer ix = 0, nb_slices = RealToInt(ceil(nb_bytes / 32.0));
for (; ix < nb_slices; ix++)
{
if (((Standard_ShortReal**)myData)[ix])
{
free(((Standard_ShortReal**)myData)[ix]);
((Standard_ShortReal**)myData)[ix] = 0;
}
}
}
}
// Access to the floating-point information attached to a particular voxel:
// Info: (ix >= 0 && ix < theNb_x), etc.
void Voxel_FloatDS::Set(const Standard_Integer ix, const Standard_Integer iy, const Standard_Integer iz,
const Standard_ShortReal data)
{
Standard_Integer ifloat = ix + myNbX * iy + myNbXY * iz;
Standard_Integer islice = ifloat >> 5;
// Allocate the slice if it is not done yet.
if (!((Standard_ShortReal**)myData)[islice])
{
((Standard_ShortReal**)myData)[islice] =
(Standard_ShortReal*) calloc(32/*number of floating values in slice*/, sizeof(Standard_ShortReal));
}
// Index of start-byte of the value within the slice.
Standard_Integer ivalue = ifloat - (islice << 5);
// Value (float)
((Standard_ShortReal*)((Standard_ShortReal**)myData)[islice])[ivalue] = data;
}
Standard_ShortReal Voxel_FloatDS::Get(const Standard_Integer ix, const Standard_Integer iy, const Standard_Integer iz) const
{
Standard_Integer ifloat = ix + myNbX * iy + myNbXY * iz;
Standard_Integer islice = ifloat >> 5;
// If the slice of data is not allocated, it means that its values are 0.
if (!((Standard_ShortReal**)myData)[islice])
return 0.0f;
// Index of start-byte of the value within the slice.
Standard_Integer ivalue = ifloat - (islice << 5);
// Value (floating-point value)
return ((Standard_ShortReal*)((Standard_ShortReal**)myData)[islice])[ivalue];
}
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