I have a line-of-sight problem I need to solve by visiting all possible cells in a 3D voxel space between two (non-grid-aligned) points.
I have considered using a 3D Bresenham algorithm, but it will skip out some cells.
A naive implementation might be to just check points along the line at a higher resolution than the voxel grid, but I was hoping for a more intelligent solution.
Anyone got any leads?
Came up with this, or see: http://jsfiddle.net/wivlaro/mkaWf/6/
function visitAll(gx0, gy0, gz0, gx1, gy1, gz1, visitor) {
var gx0idx = Math.floor(gx0);
var gy0idx = Math.floor(gy0);
var gz0idx = Math.floor(gz0);
var gx1idx = Math.floor(gx1);
var gy1idx = Math.floor(gy1);
var gz1idx = Math.floor(gz1);
var sx = gx1idx > gx0idx ? 1 : gx1idx < gx0idx ? -1 : 0;
var sy = gy1idx > gy0idx ? 1 : gy1idx < gy0idx ? -1 : 0;
var sz = gz1idx > gz0idx ? 1 : gz1idx < gz0idx ? -1 : 0;
var gx = gx0idx;
var gy = gy0idx;
var gz = gz0idx;
//Planes for each axis that we will next cross
var gxp = gx0idx + (gx1idx > gx0idx ? 1 : 0);
var gyp = gy0idx + (gy1idx > gy0idx ? 1 : 0);
var gzp = gz0idx + (gz1idx > gz0idx ? 1 : 0);
//Only used for multiplying up the error margins
var vx = gx1 === gx0 ? 1 : gx1 - gx0;
var vy = gy1 === gy0 ? 1 : gy1 - gy0;
var vz = gz1 === gz0 ? 1 : gz1 - gz0;
//Error is normalized to vx * vy * vz so we only have to multiply up
var vxvy = vx * vy;
var vxvz = vx * vz;
var vyvz = vy * vz;
//Error from the next plane accumulators, scaled up by vx*vy*vz
// gx0 + vx * rx === gxp
// vx * rx === gxp - gx0
// rx === (gxp - gx0) / vx
var errx = (gxp - gx0) * vyvz;
var erry = (gyp - gy0) * vxvz;
var errz = (gzp - gz0) * vxvy;
var derrx = sx * vyvz;
var derry = sy * vxvz;
var derrz = sz * vxvy;
do {
visitor(gx, gy, gz);
if (gx === gx1idx && gy === gy1idx && gz === gz1idx) break;
//Which plane do we cross first?
var xr = Math.abs(errx);
var yr = Math.abs(erry);
var zr = Math.abs(errz);
if (sx !== 0 && (sy === 0 || xr < yr) && (sz === 0 || xr < zr)) {
gx += sx;
errx += derrx;
}
else if (sy !== 0 && (sz === 0 || yr < zr)) {
gy += sy;
erry += derry;
}
else if (sz !== 0) {
gz += sz;
errz += derrz;
}
} while (true);
}