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Bresenham.cpp
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Bresenham.cpp
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#include "Bresenham.h"
#include "node.h"
#include <algorithm>
#include <stdexcept>
void iBresenham::bresenham3d(int x1, int y1, int z1, const int x2, const int y2, const int z2) {
int i, dx, dy, dz, l, m, n, x_inc, y_inc, z_inc, err_1, err_2, dx2, dy2, dz2;
int point[3];
point[0] = x1;
point[1] = y1;
point[2] = z1;
dx = x2 - x1;
dy = y2 - y1;
dz = z2 - z1;
if (dx == 0) {
x_inc = 0;
} else if (dx < 0) {
x_inc = -1;
} else {
x_inc = 1;
}
l = abs(dx);
if (dy == 0) {
y_inc = 0;
} else if (dy < 0) {
y_inc = -1;
} else {
y_inc = 1;
}
m = abs(dy);
if (dz == 0) {
z_inc = 0;
} else if (dz < 0) {
z_inc = -1;
} else {
z_inc = 1;
}
n = abs(dz);
dx2 = l << 1;
dy2 = m << 1;
dz2 = n << 1;
if ((l >= m) && (l >= n)) {
err_1 = dy2 - l;
err_2 = dz2 - l;
for (i = 0; i < l; i++) {
if (!ProcessPoint(point[0], point[1], point[2])) {
return;
}
if (err_1 > 0) {
point[1] += y_inc;
err_1 -= dx2;
}
if (err_2 > 0) {
point[2] += z_inc;
err_2 -= dx2;
}
err_1 += dy2;
err_2 += dz2;
point[0] += x_inc;
}
} else if ((m >= l) && (m >= n)) {
err_1 = dx2 - m;
err_2 = dz2 - m;
for (i = 0; i < m; i++) {
if (!ProcessPoint(point[0], point[1], point[2])) {
return;
}
if (err_1 > 0) {
point[0] += x_inc;
err_1 -= dy2;
}
if (err_2 > 0) {
point[2] += z_inc;
err_2 -= dy2;
}
err_1 += dx2;
err_2 += dz2;
point[1] += y_inc;
}
} else {
err_1 = dy2 - n;
err_2 = dx2 - n;
for (i = 0; i < n; i++) {
if (!ProcessPoint(point[0], point[1], point[2])) {
return;
}
if (err_1 > 0) {
point[1] += y_inc;
err_1 -= dz2;
}
if (err_2 > 0) {
point[0] += x_inc;
err_2 -= dz2;
}
err_1 += dy2;
err_2 += dx2;
point[2] += z_inc;
}
}
if (!ProcessPoint(point[0], point[1], point[2])) {
return;
}
}
LineOfSight::LineOfSight(const Map& init_map) : force_stopped(false), map(init_map) {}
bool LineOfSight::ProcessPoint(int i, int j, int h) {
if (map.CellIsObstacle(i, j, h)) {
force_stopped = true;
return false;
}
return true;
}
bool LineOfSight::line_of_sight(int i0, int j0, int h0, int i1, int j1, int h1) {
bresenham3d(i0, j0, h0, i1, j1, h1);
return !force_stopped;
}
bool LineOfSight::line_of_sight(const Node &from, const Node &to) {
return line_of_sight(from.i, from.j, from.z, to.i, to.j, to.z);
}
Liner::Liner(const Map &init_map, std::list<Node> *init_path) : map(init_map), path(init_path) {}
bool Liner::ProcessPoint(int i, int j, int h) {
Node newNode;
newNode.i = i;
newNode.j = j;
newNode.z = h;
path->push_back(newNode);
return true;
}
void Liner::append_line(int i0, int j0, int h0, int i1, int j1, int h1) {
bresenham3d(i0, j0, h0, i1, j1, h1);
}
void Liner::append_line(const Node &from, const Node &to) {
bresenham3d(from.i, from.j, from.z, to.i, to.j, to.z);
}