263 lines
8.3 KiB
C++
263 lines
8.3 KiB
C++
/*
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Because the size of the table is dynamic, this functino is required to reallocate the array sizes
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Note that this may clear some of the existing values of the table
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*/
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#include "table.h"
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#include "globals.h"
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void table2D_setSize(struct table2D* targetTable, byte newSize)
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{
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//2D tables can contain either bytes or ints, depending on the value of the valueSize field
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if(targetTable->valueSize == SIZE_BYTE)
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{
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targetTable->values = (byte *)realloc(targetTable->values, newSize * sizeof(byte));
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targetTable->axisX = (byte *)realloc(targetTable->axisX, newSize * sizeof(byte));
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targetTable->xSize = newSize;
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}
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else
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{
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targetTable->values16 = (int *)realloc(targetTable->values16, newSize * sizeof(int));
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targetTable->axisX16 = (int *)realloc(targetTable->axisX16, newSize * sizeof(int));
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targetTable->xSize = newSize;
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}
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}
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/*
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This function simply pulls a 1D linear interpolated (ie averaged) value from a 2D table
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ie: Given a value on the X axis, it returns a Y value that coresponds to the point on the curve between the nearest two defined X values
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This function must take into account whether a table contains 8-bit or 16-bit values.
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Unfortunately this means many of the lines are duplicated depending on this
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*/
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int table2D_getValue(struct table2D fromTable, int X)
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{
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int xMinValue, xMaxValue;
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if (fromTable.valueSize == SIZE_BYTE)
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{
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//Byte version
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xMinValue = fromTable.axisX[0];
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xMaxValue = fromTable.axisX[fromTable.xSize-1];
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}
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else
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{
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//int version
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xMinValue = fromTable.axisX16[0];
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xMaxValue = fromTable.axisX16[fromTable.xSize-1];
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}
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int xMin = 0;
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int xMax = 0;
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//If the requested X value is greater/small than the maximum/minimum bin, reset X to be that value
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if(X > xMaxValue) { X = xMaxValue; }
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if(X < xMinValue) { X = xMinValue; }
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for (int x = fromTable.xSize-1; x >= 0; x--)
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{
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if (fromTable.valueSize == SIZE_BYTE)
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{
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//Byte version
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//Checks the case where the X value is exactly what was requested
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if ( (X == fromTable.axisX[x]) || (x == 0) )
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{
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return fromTable.values[x]; //Simply return the coresponding value
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}
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//Normal case
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if ( (X <= fromTable.axisX[x]) && (X > fromTable.axisX[x-1]) )
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{
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xMaxValue = fromTable.axisX[x];
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xMinValue = fromTable.axisX[x-1];
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xMax = x;
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xMin = x-1;
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break;
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}
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}
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else
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{
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//int version
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if ( (X == fromTable.axisX16[x]) || (x == 0) )
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{
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return fromTable.values16[x]; //Simply return the coresponding value
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}
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//Normal case
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if ( (X <= fromTable.axisX16[x]) && (X > fromTable.axisX16[x-1]) )
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{
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xMaxValue = fromTable.axisX16[x];
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xMinValue = fromTable.axisX16[x-1];
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xMax = x;
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xMin = x-1;
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break;
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}
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}
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}
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unsigned int m = X - xMinValue;
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unsigned int n = xMaxValue - xMinValue;
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//Float version
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/*
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int yVal = (m / n) * (abs(fromTable.values[xMax] - fromTable.values[xMin]));
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*/
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//Non-Float version
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int yVal;
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if (fromTable.valueSize == SIZE_BYTE)
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{
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//Byte version
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yVal = ((long)(m << 6) / n) * (abs(fromTable.values[xMax] - fromTable.values[xMin]));
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yVal = (yVal >> 6);
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if (fromTable.values[xMax] > fromTable.values[xMin]) { yVal = fromTable.values[xMin] + yVal; }
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else { yVal = fromTable.values[xMin] - yVal; }
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}
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else
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{
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//int version
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yVal = ((long)(m << 6) / n) * (abs(fromTable.values16[xMax] - fromTable.values16[xMin]));
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yVal = (yVal >> 6);
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if (fromTable.values[xMax] > fromTable.values16[xMin]) { yVal = fromTable.values16[xMin] + yVal; }
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else { yVal = fromTable.values16[xMin] - yVal; }
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}
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return yVal;
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}
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//This function pulls a value from a 3D table given a target for X and Y coordinates.
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//It performs a 2D linear interpolation as descibred in: http://www.megamanual.com/v22manual/ve_tuner.pdf
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int get3DTableValue(struct table3D fromTable, int Y, int X)
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{
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//Loop through the X axis bins for the min/max pair
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//Note: For the X axis specifically, rather than looping from tableAxisX[0] up to tableAxisX[max], we start at tableAxisX[Max] and go down.
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// This is because the important tables (fuel and injection) will have the highest RPM at the top of the X axis, so starting there will mean the best case occurs when the RPM is highest (And hence the CPU is needed most)
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int xMinValue = fromTable.axisX[0];
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int xMaxValue = fromTable.axisX[fromTable.xSize-1];
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int xMin = 0;
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int xMax = 0;
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//If the requested X value is greater/small than the maximum/minimum bin, reset X to be that value
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if(X > xMaxValue) { X = xMaxValue; }
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if(X < xMinValue) { X = xMinValue; }
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for (int x = fromTable.xSize-1; x >= 0; x--)
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{
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//Checks the case where the X value is exactly what was requested
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if ( (X == fromTable.axisX[x]) || (x == 0) )
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{
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xMaxValue = fromTable.axisX[x];
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xMinValue = fromTable.axisX[x];
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xMax = x;
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xMin = x;
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break;
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}
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//Normal case
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if ( (X <= fromTable.axisX[x]) && (X > fromTable.axisX[x-1]) )
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{
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xMaxValue = fromTable.axisX[x];
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xMinValue = fromTable.axisX[x-1];
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xMax = x;
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xMin = x-1;
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break;
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}
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}
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//Loop through the Y axis bins for the min/max pair
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int yMaxValue = fromTable.axisY[0];
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int yMinValue = fromTable.axisY[fromTable.ySize-1];
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int yMin = 0;
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int yMax = 0;
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//If the requested Y value is greater/small than the maximum/minimum bin, reset Y to be that value
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if(Y > yMaxValue) { Y = yMaxValue; }
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if(Y < yMinValue) { Y = yMinValue; }
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for (int y = fromTable.ySize-1; y >= 0; y--)
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{
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//Checks the case where the Y value is exactly what was requested
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if ( (Y == fromTable.axisY[y]) || (y==0) )
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{
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yMaxValue = fromTable.axisY[y];
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yMinValue = fromTable.axisY[y];
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yMax = y;
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yMin = y;
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break;
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}
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//Normal case
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if ( (Y >= fromTable.axisY[y]) && (Y < fromTable.axisY[y-1]) )
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{
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yMaxValue = fromTable.axisY[y];
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yMinValue = fromTable.axisY[y-1];
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yMax = y;
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yMin = y-1;
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break;
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}
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}
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/*
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At this point we have the 4 corners of the map where the interpolated value will fall in
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Eg: (yMin,xMin) (yMin,xMax)
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(yMax,xMin) (yMax,xMax)
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In the following calculation the table values are referred to by the following variables:
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A B
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C D
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*/
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int A = fromTable.values[yMin][xMin];
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int B = fromTable.values[yMin][xMax];
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int C = fromTable.values[yMax][xMin];
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int D = fromTable.values[yMax][xMax];
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//Create some normalised position values
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//These are essentially percentages (between 0 and 1) of where the desired value falls between the nearest bins on each axis
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// Float version
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/*
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float p, q;
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if (xMaxValue == xMinValue)
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{ p = (float)(X-xMinValue); }
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else { p = ((float)(X - xMinValue)) / (float)(xMaxValue - xMinValue); }
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if (yMaxValue == yMinValue)
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{ q = (float)(Y - yMinValue); }
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else { q = ((float)(Y - yMaxValue)) / (float)(yMinValue - yMaxValue); }
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float m = (1.0-p) * (1.0-q);
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float n = p * (1-q);
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float o = (1-p) * q;
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float r = p * q;
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return ( (A * m) + (B * n) + (C * o) + (D * r) );
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*/
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// Non-Float version:
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//Initial check incase the values were hit straight on
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long p;
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if (xMaxValue == xMinValue)
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{ p = ((long)(X - xMinValue) << 8); } //This only occurs if the requested X value was equal to one of the X axis bins
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else
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{
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p = ((long)(X - xMinValue) << 8) / (xMaxValue - xMinValue); //This is the standard case
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}
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long q;
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if (yMaxValue == yMinValue)
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{ q = ((long)(Y - yMinValue) << 8); }
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else
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{ q = ((long)(Y - yMaxValue) << 8) / (yMinValue - yMaxValue); }
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int m = ((257-p) * (257-q)) >> 8;
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int n = (p * (257-q)) >> 8;
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int o = ((257-p) * q) >> 8;
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int r = (p * q) >> 8;
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return ( (A * m) + (B * n) + (C * o) + (D * r) ) >> 8;
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}
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