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#ifndef __THREEDDDA_H
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#define __THREEDDDA_H
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#include "CGLA/Vec3f.h"
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#include "CGLA/Vec3i.h"
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namespace Geometry
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{
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/** \brief A ThreeDDDA is a class for traversing a grid of cells.
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We wish to
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enumerate all cells pierced by the ray going from a point p0 to a
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point p1. It is dangerous to use floating point arithmetic since rounding
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errors may accumulate entailing that the 3ddda misses the cell containing
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the end point of the ray.
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Daniel Cohen-Or devised a technique for exact ray traversal using only
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integer arithmetic. Using integer arithmetic, the computations are
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exact, but the ray must start and terminate exactly at grid points.
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I.e. the ray must start and terminate in cell corners.
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To overcome this issue, I have implemented a scheme where the ray
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starts and terminates on a grid that is finer than the cell grid.
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This means that we have fast and exact computations, and the ray can
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travel between two almost arbitrary points.
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A central problem with this scheme was that - in order to simplify
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things during the iterative traversal - the ray direction vector
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is always mirrored into the first octant (+x +y +z). If the fine
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grid used for the ray start and end points is a superset of the
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grid points of the cell grid, this mirroring is almost impossible
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to implement correctly. This is due to the fact that the first
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cell on the right side of the y axis is called 0,y whereas the
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first cell on the left is called -1,y. This lack of symmetry makes
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things very difficult, but by ensuring that the endpoints of a ray
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can never lie on an a corner, edge, or face of the cell grid, we
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can make the problems go away.
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Hence, in this implementation, the fine grid is obtained by dividing
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the cell into NxNxN subcells, but the grid points of the fine grid lie
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at the CENTRES of these subcells.
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*/
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class ThreeDDDA
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{
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/** Resolution of the grid. This number indicates how many subcells
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(along each axis) a cell is divided into. */
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const int PRECISION;
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/// Sign indicates which octant contains the direction vector.
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const CGLA::Vec3i sgn;
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/// Fine grid position where the ray begins
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const CGLA::Vec3i p0_int;
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// Fine grid position where the ray ends.
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const CGLA::Vec3i p1_int;
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/// The direction of the ray
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const CGLA::Vec3i dir;
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/// The cell containing the initial point on the ray.
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const CGLA::Vec3i first_cell;
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/// The cell containing the last point on the ray.
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const CGLA::Vec3i last_cell;
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/** Number of steps. We can compute the number of steps that the
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ray will take in advance. */
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const int no_steps;
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/** The direction vector, premultiplied by the step length.
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This constant is used to update the equations governing the
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traversal. */
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const CGLA::Vec3i dir_pre_mul;
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/** Discriminators. These values are delta[i]*dir[j] where delta[i]
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is the distance from the origin of the ray to the current position
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along the i axis multiplied by two). dir[j] is the direction vector
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coordinate j. */
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__int64 disc[3][3];
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/** The current cell containing the ray. This value along with the
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discriminators mentioned above represent the state of a ThreeDDDA. */
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CGLA::Vec3i cell;
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/** Return the position on the fine grid of a vector v.
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We simply multiply by the precision and round down. Note that
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it is necessary to use floor since simply clamping the value
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will always round toward zero.
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*/
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const CGLA::Vec3i grid_pos(const CGLA::Vec3f& v) const;
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/// Compute the cell containing a given fine grid position.
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CGLA::Vec3i get_cell(const CGLA::Vec3i& v) const;
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/// Mirror a fine grid position
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CGLA::Vec3i mirror(const CGLA::Vec3i& v) const;
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public:
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/** Create a 3DDDA based on the two end-points of the ray. An optional
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last argument indicates the resolution of the grid. */
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ThreeDDDA(const CGLA::Vec3f& p0, const CGLA::Vec3f& p1,
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int _PRECISION = 0x100);
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/// Return the total number of steps the ray will traverse.
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int get_no_steps() const
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{
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return no_steps;
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}
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/// Yields the current cell containing the ray.
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const CGLA::Vec3i& get_current_cell() const
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{
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return cell;
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}
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/// Get the initial cell containing the ray.
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const CGLA::Vec3i& get_first_cell() const
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{
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return first_cell;
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}
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/// Get the last cell containing the ray.
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const CGLA::Vec3i& get_last_cell() const
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{
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return last_cell;
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}
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/// Get the initial point containing the ray.
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const CGLA::Vec3f get_first_point() const
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{
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return (CGLA::Vec3f(p0_int)+CGLA::Vec3f(0.5))/PRECISION;
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}
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/// Get the last cell containing the ray.
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const CGLA::Vec3f get_last_point() const
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{
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return (CGLA::Vec3f(p1_int)+CGLA::Vec3f(0.5))/PRECISION;
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}
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/// Returns true if we have reached the last cell.
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bool at_end() const
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{
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return cell == last_cell;
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}
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/// Take a step along the ray.
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void operator++()
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{
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int step_dir;
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if(disc[1][0] > disc[0][1])
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if(disc[2][0] > disc[0][2])
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step_dir = 0;
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else
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step_dir = 2;
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else
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if(disc[2][1] > disc[1][2])
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step_dir = 1;
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else
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step_dir = 2;
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const int k1 = (step_dir + 1) % 3;
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const int k2 = (step_dir + 2) % 3;
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cell[step_dir] += sgn[step_dir];
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disc[step_dir][k1] += dir_pre_mul[k1];
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disc[step_dir][k2] += dir_pre_mul[k2];
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}
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/// Get the initial point containing the ray.
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const CGLA::Vec3f step();
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};
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}
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#endif
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