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Open Source Computer Vision Library
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329 lines
6.9 KiB
329 lines
6.9 KiB
12 years ago
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///////////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) 2004, Industrial Light & Magic, a division of Lucas
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// Digital Ltd. LLC
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//
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are
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// met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following disclaimer
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// in the documentation and/or other materials provided with the
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// distribution.
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// * Neither the name of Industrial Light & Magic nor the names of
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// its contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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///////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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//
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// Environment maps
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//
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//-----------------------------------------------------------------------------
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#include <ImfEnvmap.h>
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#include "ImathFun.h"
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#include <algorithm>
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#include <math.h>
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using namespace std;
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using namespace Imath;
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namespace Imf {
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namespace LatLongMap {
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V2f
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latLong (const V3f &dir)
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{
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float r = sqrt (dir.z * dir.z + dir.x * dir.x);
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float latitude = (r < abs (dir.y))?
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acos (r / dir.length()) * sign (dir.y):
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asin (dir.y / dir.length());
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float longitude = (dir.z == 0 && dir.x == 0)? 0: atan2 (dir.x, dir.z);
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return V2f (latitude, longitude);
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}
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V2f
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latLong (const Box2i &dataWindow, const V2f &pixelPosition)
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{
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float latitude, longitude;
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if (dataWindow.max.y > dataWindow.min.y)
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{
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latitude = -M_PI *
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((pixelPosition.y - dataWindow.min.y) /
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(dataWindow.max.y - dataWindow.min.y) - 0.5f);
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}
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else
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{
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latitude = 0;
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}
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if (dataWindow.max.x > dataWindow.min.x)
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{
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longitude = -2 * M_PI *
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((pixelPosition.x - dataWindow.min.x) /
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(dataWindow.max.x - dataWindow.min.x) - 0.5f);
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}
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else
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{
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longitude = 0;
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}
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return V2f (latitude, longitude);
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}
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V2f
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pixelPosition (const Box2i &dataWindow, const V2f &latLong)
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{
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float x = latLong.y / (-2 * M_PI) + 0.5f;
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float y = latLong.x / -M_PI + 0.5f;
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return V2f (x * (dataWindow.max.x - dataWindow.min.x) + dataWindow.min.x,
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y * (dataWindow.max.y - dataWindow.min.y) + dataWindow.min.y);
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}
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V2f
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pixelPosition (const Box2i &dataWindow, const V3f &direction)
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{
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return pixelPosition (dataWindow, latLong (direction));
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}
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V3f
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direction (const Box2i &dataWindow, const V2f &pixelPosition)
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{
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V2f ll = latLong (dataWindow, pixelPosition);
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return V3f (sin (ll.y) * cos (ll.x),
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sin (ll.x),
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cos (ll.y) * cos (ll.x));
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}
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} // namespace LatLongMap
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namespace CubeMap {
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int
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sizeOfFace (const Box2i &dataWindow)
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{
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return min ((dataWindow.max.x - dataWindow.min.x + 1),
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(dataWindow.max.y - dataWindow.min.y + 1) / 6);
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}
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Box2i
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dataWindowForFace (CubeMapFace face, const Box2i &dataWindow)
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{
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int sof = sizeOfFace (dataWindow);
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Box2i dwf;
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dwf.min.x = 0;
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dwf.min.y = int (face) * sof;
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dwf.max.x = dwf.min.x + sof - 1;
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dwf.max.y = dwf.min.y + sof - 1;
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return dwf;
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}
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V2f
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pixelPosition (CubeMapFace face, const Box2i &dataWindow, V2f positionInFace)
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{
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Box2i dwf = dataWindowForFace (face, dataWindow);
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V2f pos (0, 0);
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switch (face)
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{
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case CUBEFACE_POS_X:
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pos.x = dwf.min.x + positionInFace.y;
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pos.y = dwf.max.y - positionInFace.x;
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break;
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case CUBEFACE_NEG_X:
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pos.x = dwf.max.x - positionInFace.y;
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pos.y = dwf.max.y - positionInFace.x;
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break;
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case CUBEFACE_POS_Y:
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pos.x = dwf.min.x + positionInFace.x;
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pos.y = dwf.max.y - positionInFace.y;
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break;
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case CUBEFACE_NEG_Y:
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pos.x = dwf.min.x + positionInFace.x;
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pos.y = dwf.min.y + positionInFace.y;
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break;
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case CUBEFACE_POS_Z:
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pos.x = dwf.max.x - positionInFace.x;
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pos.y = dwf.max.y - positionInFace.y;
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break;
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case CUBEFACE_NEG_Z:
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pos.x = dwf.min.x + positionInFace.x;
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pos.y = dwf.max.y - positionInFace.y;
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break;
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}
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return pos;
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}
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void
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faceAndPixelPosition (const V3f &direction,
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const Box2i &dataWindow,
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CubeMapFace &face,
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V2f &pif)
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{
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int sof = sizeOfFace (dataWindow);
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float absx = abs (direction.x);
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float absy = abs (direction.y);
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float absz = abs (direction.z);
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if (absx >= absy && absx >= absz)
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{
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if (absx == 0)
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{
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//
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// Special case - direction is (0, 0, 0)
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//
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face = CUBEFACE_POS_X;
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pif = V2f (0, 0);
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return;
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}
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pif.x = (direction.y / absx + 1) / 2 * (sof - 1);
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pif.y = (direction.z / absx + 1) / 2 * (sof - 1);
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if (direction.x > 0)
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face = CUBEFACE_POS_X;
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else
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face = CUBEFACE_NEG_X;
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}
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else if (absy >= absz)
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{
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pif.x = (direction.x / absy + 1) / 2 * (sof - 1);
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pif.y = (direction.z / absy + 1) / 2 * (sof - 1);
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if (direction.y > 0)
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face = CUBEFACE_POS_Y;
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else
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face = CUBEFACE_NEG_Y;
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}
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else
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{
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pif.x = (direction.x / absz + 1) / 2 * (sof - 1);
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pif.y = (direction.y / absz + 1) / 2 * (sof - 1);
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if (direction.z > 0)
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face = CUBEFACE_POS_Z;
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else
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face = CUBEFACE_NEG_Z;
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}
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}
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V3f
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direction (CubeMapFace face, const Box2i &dataWindow, const V2f &positionInFace)
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{
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int sof = sizeOfFace (dataWindow);
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V2f pos;
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if (sof > 1)
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{
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pos = V2f (positionInFace.x / (sof - 1) * 2 - 1,
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positionInFace.y / (sof - 1) * 2 - 1);
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}
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else
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{
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pos = V2f (0, 0);
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}
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V3f dir (1, 0, 0);
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switch (face)
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{
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case CUBEFACE_POS_X:
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dir.x = 1;
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dir.y = pos.x;
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dir.z = pos.y;
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break;
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case CUBEFACE_NEG_X:
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dir.x = -1;
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dir.y = pos.x;
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dir.z = pos.y;
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break;
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case CUBEFACE_POS_Y:
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dir.x = pos.x;
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dir.y = 1;
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dir.z = pos.y;
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break;
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case CUBEFACE_NEG_Y:
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dir.x = pos.x;
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dir.y = -1;
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dir.z = pos.y;
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break;
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case CUBEFACE_POS_Z:
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dir.x = pos.x;
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dir.y = pos.y;
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dir.z = 1;
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break;
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case CUBEFACE_NEG_Z:
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dir.x = pos.x;
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dir.y = pos.y;
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dir.z = -1;
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break;
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}
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return dir;
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}
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} // namespace CubeMap
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} // namespace Imf
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