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/** find the index number of a voxel, given x/y/z integer coords and resolution vector */
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#define V_I(x, y, z, res) ( (z)*(res)[1]*(res)[0] + (y)*(res)[0] + (x) )
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#define BLI_VOXEL_INDEX(x, y, z, res) ((z) * (res)[1] * (res)[0] + (y) * (res)[0] + (x))
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/* all input coordinates must be in bounding box 0.0 - 1.0 */
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float voxel_sample_nearest(float *data, const int res[3], const float co[3]);
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float voxel_sample_trilinear(float *data, const int res[3], const float co[3]);
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float voxel_sample_triquadratic(float *data, const int res[3], const float co[3]);
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float voxel_sample_tricubic(float *data, const int res[3], const float co[3], int bspline);
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float BLI_voxel_sample_nearest(float *data, const int res[3], const float co[3]);
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float BLI_voxel_sample_trilinear(float *data, const int res[3], const float co[3]);
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float BLI_voxel_sample_triquadratic(float *data, const int res[3], const float co[3]);
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float BLI_voxel_sample_tricubic(float *data, const int res[3], const float co[3], int bspline);
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#endif /* __BLI_VOXEL_H__ */