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/*
X = input 1 (number of results / table size)
Y = input 2 (number of 1D LUT's)
Z = input 3 (number of 2D LUT's)
W = input 4 (number of 3D LUT's)
*/
template <int X, typename T=double>
class LookupTable
{
public:
LookupTable()
{
for (int i=0; i<X; i++)
{
val[i] = 2.0;
}
imax = X-1;
}
void setup(T xMax, T xMin)
{
mX = (T) X / (xMax - xMin);
limH = xMax;
limL = xMin;
cLimH = xMax;
cLimL = xMin;
}
T *getTable() { return val; }
inline void setX(uint &x, T &value)
{
val[x] = value;
}
inline const T get(T &x_val)
{
// Keep value within limits by clipping
if (x_val >= (limH)) x_val = limH;
else if (x_val <= limL) x_val = limL;
const T x0 = (limH - x_val) * mX;
const uint row = (uint) x0;
const T x = x0 - (T) row;
const T y0 = val[row] * (1.0-x);
const T y1 = val[row+1] * x;
return y0+y1;
}
private:
uint imax;
T mX, limH, limL, cLimH, cLimL;
T val[X];
};
template <int X=0, int Y=0, typename T=double>
class LookupTable2D
{
public:
LookupTable2D()
{
}
void setup(T xMax, T xMin, T yMax, T yMin)
{
mY = (T) Y / (yMax - yMin);
limH = yMax;
limL = yMin;
for (int i=0; i<Y; i++)
{
lut[i].setup(xMax, xMin);
}
}
inline void setXY(uint &x, uint &y, T &value)
{
lut[y].setX(x, value);
}
inline const T get(T &x_val, T &y_val)
{
if (y_val >= limH) y_val = limH;
else if (y_val <= limL) y_val = limL;
const T x0 = (limH - y_val) * mY;
const uint row = (uint) x0;
const T x = x0 - (double) row;
const T y0 = lut[row].get(x_val) * (1.0-x);
const T y1 = lut[row+1].get(x_val) * x;
return y0+y1;
}
private:
T mY, limH, limL;
LookupTable<X, T> lut[Y];
};
template <int X, int Y=0, int Z=0, typename T=double>
class LookupTable3D
{
public:
LookupTable3D()
{
}
void setup(T xMax, T xMin, T yMax, T yMin, T zMax, T zMin)
{
mZ = (T) Z / (zMax - zMin);
limH = zMax;
limL = zMin;
for (int i=0; i<Z; i++)
{
lut2D[i].setup(xMax, xMin, yMax, yMin);
}
}
inline void setXYZ(uint &x, uint &y, uint &z, T &value)
{
lut2D[z].setXY(x, y, value);
}
inline const T get(T &x_val, T &y_val, T &z_val)
{
if (z_val >= limH) z_val = limH;
else if (z_val <= limL) z_val = limL;
const T x0 = (limH - z_val) * mZ;
const uint row = x0;
const T x = x0 - (T) row;
const T y0 = lut2D[row].get(x_val, y_val) * (1.0-x);
const T y1 = lut2D[row+1].get(x_val, y_val) * x;
return y0+y1;
}
private:
T mZ;
T limH, limL;
LookupTable2D<X, Y, T> lut2D[Z];
};
template <int X, int Y=0, int Z=0, int W=0, typename T=double>
class LookupTable4D
{
public:
LookupTable4D()
{
}
void setup(T xMax, T xMin, T yMax, T yMin, T zMax, T zMin, T wMax, T wMin)
{
mW = (T) W / (wMax - wMin);
limH = wMax;
limL = wMin;
for (int i=0; i<W; i++)
{
lut3D[i].setup(xMax, xMin, yMax, yMin, zMax, zMin);
}
}
inline void setXYZW(uint &x, uint &y, uint &z, uint &w, T value)
{
lut3D[w].setXYZ(x, y, z, value);
}
inline const T get(T &x_val, T &y_val, T &z_val, T &w_val)
{
if (w_val >= limH) w_val = limH;
else if (w_val <= limL) w_val = limL;
const T x0 = (limH - w_val) * mW;
const uint row = x0;
const T x = x0 - (T) row;
const T y0 = lut3D[row].get(x_val, y_val, z_val) * (1.0-x);
const T y1 = lut3D[row+1].get(x_val, y_val, z_val) * x;
return y0+y1;
}
private:
T mW;
T limH, limL;
LookupTable3D<X, Y, Z, T> lut3D[W];
};
using namespace std;
int main(int argc, const char * argv[])
{
// Total size = X*Y*Z*W
const uint X = 60;
const uint Y = 20;
const uint Z = 20;
const uint W = 20;
LookupTable4D<X, Y, Z, W, float> lut4D;
double xmin = -10.0;
double xmax = 10.25;
double x_step = (xmax - xmin) / (double) X;
double ymin = -10.0;
double ymax = 10.14;
double y_step = (ymax - ymin) / (double) Y;
double zmin = -10.0;
double zmax = 10.25;
double z_step = (zmax - zmin) / (double) Z;
double wmin = -10.0;
double wmax = 10.0;
double w_step = (wmax - wmin) / (double) W;
double x = xmax;
double y = ymax;
double z = zmax;
double w = wmax;
lut4D.setup(xmax, xmin, ymax, ymin, zmax, zmin, wmax, wmin);
uint i, j, k, l;
// Fill LUT with test values
for (i=0; i<W; i++)
{
z = zmax;
for (j=0; j<Z; j++)
{
y = ymax;
for (k=0; k<Y; k++)
{
x = xmax;
for (l=0; l<X; l++)
{
float val = x/2.0+y*3.0+z-1.0+w*w;
lut4D.setXYZW(l, k, j, i, val);
// X decrement
x -= x_step;
}
// Y decrement
y -= y_step;
}
// Z decrement
z -= z_step;
}
// W decrement
w -= w_step;
}
x = 3.3;
y = 5.5;
z = 1.562;
w = 3.45;
cout.precision(12);
cout << x/2.0+y*3.0+z-1.0+w*w << endl;
float a = x;
float b = y;
float c = z;
float d = w;
float tmp = lut4D.get(a, b, c, d);
cout << tmp << endl;
return 0;
}
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