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itkRayCastInterpolateImageFunction.txx
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itkRayCastInterpolateImageFunction.txx
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/*=========================================================================
Program: Insight Segmentation & Registration Toolkit
Module: itkRayCastInterpolateImageFunction.txx
Language: C++
Date: $Date$
Version: $Revision$
Copyright (c) Insight Software Consortium. All rights reserved.
See ITKCopyright.txt or http://www.itk.org/HTML/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notices for more information.
=========================================================================*/
#ifndef __itkRayCastInterpolateImageFunction_txx
#define __itkRayCastInterpolateImageFunction_txx
#include "itkRayCastInterpolateImageFunction.h"
#include "vnl/vnl_math.h"
// Put the helper class in an anonymous namespace so that it is not
// exposed to the user
namespace {
/** \class Helper class to maintain state when casting a ray.
* This helper class keeps the RayCastInterpolateImageFunction thread safe.
*/
template <class TInputImage, class TCoordRep = float>
class RayCastHelper
{
public:
/** Constants for the image dimensions */
itkStaticConstMacro(InputImageDimension, unsigned int,
TInputImage::ImageDimension);
/**
* Type of the Transform Base class
* The fixed image should be a 3D image
*/
typedef itk::Transform<TCoordRep,3,3> TransformType;
typedef typename TransformType::Pointer TransformPointer;
typedef typename TransformType::InputPointType InputPointType;
typedef typename TransformType::OutputPointType OutputPointType;
typedef typename TransformType::ParametersType TransformParametersType;
typedef typename TransformType::JacobianType TransformJacobianType;
typedef typename TInputImage::SizeType SizeType;
typedef itk::Vector<TCoordRep, 3> DirectionType;
typedef itk::Point<TCoordRep, 3> PointType;
typedef TInputImage InputImageType;
typedef typename InputImageType::PixelType PixelType;
typedef typename InputImageType::IndexType IndexType;
/**
* Set the image class
*/
void SetImage(const InputImageType *input)
{
m_Image = input;
}
/**
* Initialise the ray using the position and direction of a line.
*
* \param RayPosn The position of the ray in 3D (mm).
* \param RayDirn The direction of the ray in 3D (mm).
*
* \return True if this is a valid ray.
*/
bool SetRay(OutputPointType RayPosn, DirectionType RayDirn);
/** \brief
* Integrate the interpolated intensities along the ray and
* return the result.
*
* This routine can be called after instantiating the ray and
* calling SetProjectionCoord2D() or Reset(). It may then be called
* as many times thereafter for different 2D projection
* coordinates.
*
* \param integral The integrated intensities along the ray.
*
* \return True if a valid ray was specified.
*/
bool Integrate(double &integral)
{
return IntegrateAboveThreshold(integral, 0);
};
/** \brief
* Integrate the interpolated intensities above a given threshold,
* along the ray and return the result.
*
* This routine can be called after instantiating the ray and
* calling SetProjectionCoord2D() or Reset(). It may then be called
* as many times thereafter for different 2D projection
* coordinates.
*
* \param integral The integrated intensities along the ray.
* \param threshold The integration threshold [default value: 0]
*
* \return True if a valid ray was specified.
*/
bool IntegrateAboveThreshold(double &integral, double threshold);
/** \brief
* Increment each of the intensities of the 4 planar voxels
* surrounding the current ray point.
*
* \parameter increment Intensity increment for each of the current 4 voxels
*/
void IncrementIntensities(double increment=1);
/// Reset the iterator to the start of the ray.
void Reset(void);
/// Return the interpolated intensity of the current ray point.
double GetCurrentIntensity(void) const;
/// Return the ray point spacing in mm
double GetRayPointSpacing(void) const {
typename InputImageType::SpacingType spacing=this->m_Image->GetSpacing();
if (m_ValidRay)
return vcl_sqrt(m_VoxelIncrement[0]*spacing[0]*m_VoxelIncrement[0]*spacing[0]
+ m_VoxelIncrement[1]*spacing[1]*m_VoxelIncrement[1]*spacing[1]
+ m_VoxelIncrement[2]*spacing[2]*m_VoxelIncrement[2]*spacing[2] );
else
return 0.;
};
/// Set the initial zero state of the object
void ZeroState();
/// Initialise the object
void Initialise(void);
protected:
/// Calculate the endpoint coordinats of the ray in voxels.
void EndPointsInVoxels(void);
/**
* Calculate the incremental direction vector in voxels, 'dVoxel',
* required to traverse the ray.
*/
void CalcDirnVector(void);
/**
* Reduce the length of the ray until both start and end
* coordinates lie inside the volume.
*
* \return True if a valid ray has been, false otherwise.
*/
bool AdjustRayLength(void);
/**
* Obtain pointers to the four voxels surrounding the point where the ray
* enters the volume.
*/
void InitialiseVoxelPointers(void);
/// Increment the voxel pointers surrounding the current point on the ray.
void IncrementVoxelPointers(void);
/// Record volume dimensions and resolution
void RecordVolumeDimensions(void);
/// Define the corners of the volume
void DefineCorners(void);
/** \brief
* Calculate the planes which define the volume.
*
* Member function to calculate the equations of the planes of 4 of
* the sides of the volume, calculate the positions of the 8 corners
* of the volume in mm in World, also calculate the values of the
* slopes of the lines which go to make up the volume( defined as
* lines in cube x,y,z dirn and then each of these lines has a slope
* in the world x,y,z dirn [3]) and finally also to return the length
* of the sides of the lines in mm.
*/
void CalcPlanesAndCorners(void);
/** \brief
* Calculate the ray intercepts with the volume.
*
* See where the ray cuts the volume, check that truncation does not occur,
* if not, then start ray where it first intercepts the volume and set
* x_max to be where it leaves the volume.
*
* \return True if a valid ray has been specified, false otherwise.
*/
bool CalcRayIntercepts(void);
/**
* The ray is traversed by stepping in the axial direction
* that enables the greatest number of planes in the volume to be
* intercepted.
*/
typedef enum {
UNDEFINED_DIRECTION=0, //!< Undefined
TRANSVERSE_IN_X, //!< x
TRANSVERSE_IN_Y, //!< y
TRANSVERSE_IN_Z, //!< z
LAST_DIRECTION
} TraversalDirection;
// Cache the image in the structure. Skip the smart pointer for
// efficiency. This inner class will go in/out of scope with every
// call to Evaluate()
const InputImageType *m_Image;
/// Flag indicating whether the current ray is valid
bool m_ValidRay;
/** \brief
* The start position of the ray in voxels.
*
* NB. Two of the components of this coordinate (i.e. those lying within
* the planes of voxels being traversed) will be shifted by half a
* voxel. This enables indices of the neighbouring voxels within the plane
* to be determined by simply casting to 'int' and optionally adding 1.
*/
double m_RayVoxelStartPosition[3];
/** \brief
* The end coordinate of the ray in voxels.
*
* NB. Two of the components of this coordinate (i.e. those lying within
* the planes of voxels being traversed) will be shifted by half a
* voxel. This enables indices of the neighbouring voxels within the plane
* to be determined by simply casting to 'int' and optionally adding 1.
*/
double m_RayVoxelEndPosition[3];
/** \brief
* The current coordinate on the ray in voxels.
*
* NB. Two of the components of this coordinate (i.e. those lying within
* the planes of voxels being traversed) will be shifted by half a
* voxel. This enables indices of the neighbouring voxels within the plane
* to be determined by simply casting to 'int' and optionally adding 1.
*/
double m_Position3Dvox[3];
/** The incremental direction vector of the ray in voxels. */
double m_VoxelIncrement[3];
/// The direction in which the ray is incremented thorough the volume (x, y or z).
TraversalDirection m_TraversalDirection;
/// The total number of planes of voxels traversed by the ray.
int m_TotalRayVoxelPlanes;
/// The current number of planes of voxels traversed by the ray.
int m_NumVoxelPlanesTraversed;
/// Pointers to the current four voxels surrounding the ray's trajectory.
const PixelType *m_RayIntersectionVoxels[4];
/**
* The voxel coordinate of the bottom-left voxel of the current
* four voxels surrounding the ray's trajectory.
*/
int m_RayIntersectionVoxelIndex[3];
/// The dimension in voxels of the 3D volume in along the x axis
int m_NumberOfVoxelsInX;
/// The dimension in voxels of the 3D volume in along the y axis
int m_NumberOfVoxelsInY;
/// The dimension in voxels of the 3D volume in along the z axis
int m_NumberOfVoxelsInZ;
/// Voxel dimension in x
double m_VoxelDimensionInX;
/// Voxel dimension in y
double m_VoxelDimensionInY;
/// Voxel dimension in z
double m_VoxelDimensionInZ;
/// The coordinate of the point at which the ray enters the volume in mm.
double m_RayStartCoordInMM[3];
/// The coordinate of the point at which the ray exits the volume in mm.
double m_RayEndCoordInMM[3];
/** \brief
Planes which define the boundary of the volume in mm
(six planes and four parameters: Ax+By+Cz+D). */
double m_BoundingPlane[6][4];
/// The eight corners of the volume (x,y,z coordinates for each).
double m_BoundingCorner[8][3];
/// The position of the ray
double m_CurrentRayPositionInMM[3];
/// The direction of the ray
double m_RayDirectionInMM[3];
};
/* -----------------------------------------------------------------------
Initialise() - Initialise the object
----------------------------------------------------------------------- */
template<class TInputImage, class TCoordRep>
void
RayCastHelper<TInputImage, TCoordRep>
::Initialise(void)
{
// Save the dimensions of the volume and calculate the bounding box
this->RecordVolumeDimensions();
// Calculate the planes and corners which define the volume.
this->DefineCorners();
this->CalcPlanesAndCorners();
}
/* -----------------------------------------------------------------------
RecordVolumeDimensions() - Record volume dimensions and resolution
----------------------------------------------------------------------- */
template<class TInputImage, class TCoordRep>
void
RayCastHelper<TInputImage, TCoordRep>
::RecordVolumeDimensions(void)
{
typename InputImageType::SpacingType spacing=this->m_Image->GetSpacing();
SizeType dim=this->m_Image->GetLargestPossibleRegion().GetSize();
m_NumberOfVoxelsInX = dim[0];
m_NumberOfVoxelsInY = dim[1];
m_NumberOfVoxelsInZ = dim[2];
m_VoxelDimensionInX = spacing[0];
m_VoxelDimensionInY = spacing[1];
m_VoxelDimensionInZ = spacing[2];
}
/* -----------------------------------------------------------------------
DefineCorners() - Define the corners of the volume
----------------------------------------------------------------------- */
template<class TInputImage, class TCoordRep>
void
RayCastHelper<TInputImage, TCoordRep>
::DefineCorners(void)
{
// Define corner positions as if at the origin
m_BoundingCorner[0][0] =
m_BoundingCorner[1][0] =
m_BoundingCorner[2][0] =
m_BoundingCorner[3][0] = 0;
m_BoundingCorner[4][0] =
m_BoundingCorner[5][0] =
m_BoundingCorner[6][0] =
m_BoundingCorner[7][0] = m_VoxelDimensionInX*m_NumberOfVoxelsInX;
m_BoundingCorner[1][1] =
m_BoundingCorner[3][1] =
m_BoundingCorner[5][1] =
m_BoundingCorner[7][1] = m_VoxelDimensionInY*m_NumberOfVoxelsInY;
m_BoundingCorner[0][1] =
m_BoundingCorner[2][1] =
m_BoundingCorner[4][1] =
m_BoundingCorner[6][1] = 0;
m_BoundingCorner[0][2] =
m_BoundingCorner[1][2] =
m_BoundingCorner[4][2] =
m_BoundingCorner[5][2] =
m_VoxelDimensionInZ*m_NumberOfVoxelsInZ;
m_BoundingCorner[2][2] =
m_BoundingCorner[3][2] =
m_BoundingCorner[6][2] =
m_BoundingCorner[7][2] = 0;
}
/* -----------------------------------------------------------------------
CalcPlanesAndCorners() - Calculate the planes and corners of the volume.
----------------------------------------------------------------------- */
template<class TInputImage, class TCoordRep>
void
RayCastHelper<TInputImage, TCoordRep>
::CalcPlanesAndCorners(void)
{
int j;
// find the equations of the planes
int c1=0, c2=0, c3=0;
for (j=0; j<6; j++)
{ // loop around for planes
switch (j)
{ // which corners to take
case 0:
c1=1; c2=2; c3=3;
break;
case 1:
c1=4; c2=5; c3=6;
break;
case 2:
c1=5; c2=3; c3=7;
break;
case 3:
c1=2; c2=4; c3=6;
break;
case 4:
c1=1; c2=5; c3=0;
break;
case 5:
c1=3; c2=7; c3=2;
break;
}
double line1x, line1y, line1z;
double line2x, line2y, line2z;
// lines from one corner to another in x,y,z dirns
line1x = m_BoundingCorner[c1][0] - m_BoundingCorner[c2][0];
line2x = m_BoundingCorner[c1][0] - m_BoundingCorner[c3][0];
line1y = m_BoundingCorner[c1][1] - m_BoundingCorner[c2][1];
line2y = m_BoundingCorner[c1][1] - m_BoundingCorner[c3][1];
line1z = m_BoundingCorner[c1][2] - m_BoundingCorner[c2][2];
line2z = m_BoundingCorner[c1][2] - m_BoundingCorner[c3][2];
double A, B, C, D;
// take cross product
A = line1y*line2z - line2y*line1z;
B = line2x*line1z - line1x*line2z;
C = line1x*line2y - line2x*line1y;
// find constant
D = -( A*m_BoundingCorner[c1][0]
+ B*m_BoundingCorner[c1][1]
+ C*m_BoundingCorner[c1][2] );
// initialise plane value and normalise
m_BoundingPlane[j][0] = A/vcl_sqrt(A*A + B*B + C*C);
m_BoundingPlane[j][1] = B/vcl_sqrt(A*A + B*B + C*C);
m_BoundingPlane[j][2] = C/vcl_sqrt(A*A + B*B + C*C);
m_BoundingPlane[j][3] = D/vcl_sqrt(A*A + B*B + C*C);
if ( (A*A + B*B + C*C) == 0 )
{
itk::ExceptionObject err(__FILE__, __LINE__);
err.SetLocation( ITK_LOCATION );
err.SetDescription( "Division by zero (planes) "
"- CalcPlanesAndCorners().");
throw err;
}
}
}
/* -----------------------------------------------------------------------
CalcRayIntercepts() - Calculate the ray intercepts with the volume.
----------------------------------------------------------------------- */
template<class TInputImage, class TCoordRep>
bool
RayCastHelper<TInputImage, TCoordRep>
::CalcRayIntercepts()
{
double maxInterDist, interDist;
double cornerVect[4][3];
int cross[4][3], noInterFlag[6];
int nSidesCrossed, crossFlag, c[4];
double ax, ay, az, bx, by, bz;
double cubeInter[6][3];
double denom;
int i,j, k;
int NoSides = 6; // =6 to allow truncation: =4 to remove truncated rays
// Calculate intercept of ray with planes
double interceptx[6], intercepty[6], interceptz[6];
double d[6];
for( j=0; j<NoSides; j++)
{
denom = ( m_BoundingPlane[j][0]*m_RayDirectionInMM[0]
+ m_BoundingPlane[j][1]*m_RayDirectionInMM[1]
+ m_BoundingPlane[j][2]*m_RayDirectionInMM[2]);
if( (long)(denom*100) != 0 )
{
d[j] = -( m_BoundingPlane[j][3]
+ m_BoundingPlane[j][0]*m_CurrentRayPositionInMM[0]
+ m_BoundingPlane[j][1]*m_CurrentRayPositionInMM[1]
+ m_BoundingPlane[j][2]*m_CurrentRayPositionInMM[2] ) / denom;
interceptx[j] = m_CurrentRayPositionInMM[0] + d[j]*m_RayDirectionInMM[0];
intercepty[j] = m_CurrentRayPositionInMM[1] + d[j]*m_RayDirectionInMM[1];
interceptz[j] = m_CurrentRayPositionInMM[2] + d[j]*m_RayDirectionInMM[2];
noInterFlag[j] = 1; //OK
}
else
{
noInterFlag[j] = 0; //NOT OK
}
}
nSidesCrossed = 0;
for( j=0; j<NoSides; j++ )
{
// Work out which corners to use
if( j==0 )
{
c[0] = 0; c[1] = 1; c[2] = 3; c[3] = 2;
}
else if( j==1 )
{
c[0] = 4; c[1] = 5; c[2] = 7; c[3] = 6;
}
else if( j==2 )
{
c[0] = 1; c[1] = 5; c[2] = 7; c[3] = 3;
}
else if( j==3 )
{
c[0] = 0; c[1] = 2; c[2] = 6; c[3] = 4;
}
else if( j==4 )
{ //TOP
c[0] = 0; c[1] = 1; c[2] = 5; c[3] = 4;
}
else if( j==5 )
{ //BOTTOM
c[0] = 2; c[1] = 3; c[2] = 7; c[3] = 6;
}
// Calculate vectors from corner of ct volume to intercept.
for( i=0; i<4; i++ )
{
if( noInterFlag[j]==1 )
{
cornerVect[i][0] = m_BoundingCorner[c[i]][0] - interceptx[j];
cornerVect[i][1] = m_BoundingCorner[c[i]][1] - intercepty[j];
cornerVect[i][2] = m_BoundingCorner[c[i]][2] - interceptz[j];
}
else if( noInterFlag[j]==0 )
{
cornerVect[i][0] = 0;
cornerVect[i][1] = 0;
cornerVect[i][2] = 0;
}
}
// Do cross product with these vectors
for( i=0; i<4; i++ )
{
if( i==3 )
{
k = 0;
}
else
{
k = i+1;
}
ax = cornerVect[i][0];
ay = cornerVect[i][1];
az = cornerVect[i][2];
bx = cornerVect[k][0];
by = cornerVect[k][1];
bz = cornerVect[k][2];
// The int and divide by 100 are to avoid rounding errors. If
// these are not included then you get values fluctuating around
// zero and so in the subsequent check, all the values are not
// above or below zero. NB. If you "INT" by too much here though
// you can get problems in the corners of your volume when rays
// are allowed to go through more than one plane.
cross[i][0] = (int)((ay*bz - az*by)/100);
cross[i][1] = (int)((az*bx - ax*bz)/100);
cross[i][2] = (int)((ax*by - ay*bx)/100);
}
// See if a sign change occured between all these cross products
// if not, then the ray went through this plane
crossFlag=0;
for( i=0; i<3; i++ )
{
if( ( cross[0][i]<=0
&& cross[1][i]<=0
&& cross[2][i]<=0
&& cross[3][i]<=0)
|| ( cross[0][i]>=0
&& cross[1][i]>=0
&& cross[2][i]>=0
&& cross[3][i]>=0) )
{
crossFlag++;
}
}
if( crossFlag==3 && noInterFlag[j]==1 )
{
cubeInter[nSidesCrossed][0] = interceptx[j];
cubeInter[nSidesCrossed][1] = intercepty[j];
cubeInter[nSidesCrossed][2] = interceptz[j];
nSidesCrossed++;
}
} // End of loop over all four planes
m_RayStartCoordInMM[0] = cubeInter[0][0];
m_RayStartCoordInMM[1] = cubeInter[0][1];
m_RayStartCoordInMM[2] = cubeInter[0][2];
m_RayEndCoordInMM[0] = cubeInter[1][0];
m_RayEndCoordInMM[1] = cubeInter[1][1];
m_RayEndCoordInMM[2] = cubeInter[1][2];
if( nSidesCrossed >= 5 )
{
std::cerr << "WARNING: No. of sides crossed equals: " << nSidesCrossed << std::endl;
}
// If 'nSidesCrossed' is larger than 2, this means that the ray goes through
// a corner of the volume and due to rounding errors, the ray is
// deemed to go through more than two planes. To obtain the correct
// start and end positions we choose the two intercept values which
// are furthest from each other.
if( nSidesCrossed >= 3 )
{
maxInterDist = 0;
for( j=0; j<nSidesCrossed-1; j++ )
{
for( k=j+1; k<nSidesCrossed; k++ )
{
interDist = 0;
for( i=0; i<3; i++ )
{
interDist += (cubeInter[j][i] - cubeInter[k][i])*
(cubeInter[j][i] - cubeInter[k][i]);
}
if( interDist > maxInterDist )
{
maxInterDist = interDist;
m_RayStartCoordInMM[0] = cubeInter[j][0];
m_RayStartCoordInMM[1] = cubeInter[j][1];
m_RayStartCoordInMM[2] = cubeInter[j][2];
m_RayEndCoordInMM[0] = cubeInter[k][0];
m_RayEndCoordInMM[1] = cubeInter[k][1];
m_RayEndCoordInMM[2] = cubeInter[k][2];
}
}
}
nSidesCrossed = 2;
}
if (nSidesCrossed == 2 )
{
return true;
}
else
{
return false;
}
}
/* -----------------------------------------------------------------------
SetRay() - Set the position and direction of the ray
----------------------------------------------------------------------- */
template<class TInputImage, class TCoordRep>
bool
RayCastHelper<TInputImage, TCoordRep>
::SetRay(OutputPointType RayPosn, DirectionType RayDirn)
{
// Store the position and direction of the ray
typename TInputImage::SpacingType spacing=this->m_Image->GetSpacing();
SizeType dim=this->m_Image->GetLargestPossibleRegion().GetSize();
// we need to translate the _center_ of the volume to the origin
m_NumberOfVoxelsInX = dim[0];
m_NumberOfVoxelsInY = dim[1];
m_NumberOfVoxelsInZ = dim[2];
m_VoxelDimensionInX = spacing[0];
m_VoxelDimensionInY = spacing[1];
m_VoxelDimensionInZ = spacing[2];
m_CurrentRayPositionInMM[0] =
RayPosn[0] + 0.5*m_VoxelDimensionInX*(double)m_NumberOfVoxelsInX;
m_CurrentRayPositionInMM[1] =
RayPosn[1] + 0.5*m_VoxelDimensionInY*(double)m_NumberOfVoxelsInY;
m_CurrentRayPositionInMM[2] =
RayPosn[2] + 0.5*m_VoxelDimensionInZ*(double)m_NumberOfVoxelsInZ;
m_RayDirectionInMM[0] = RayDirn[0];
m_RayDirectionInMM[1] = RayDirn[1];
m_RayDirectionInMM[2] = RayDirn[2];
// Compute the ray path for this coordinate in mm
m_ValidRay = this->CalcRayIntercepts();
if (! m_ValidRay)
{
Reset();
return false;
}
// Convert the start and end coordinates of the ray to voxels
this->EndPointsInVoxels();
/* Calculate the ray direction vector in voxels and hence the voxel
increment required to traverse the ray, and the number of
interpolation points on the ray.
This routine also shifts the coordinate frame by half a voxel for
two of the directional components (i.e. those lying within the
planes of voxels being traversed). */
this->CalcDirnVector();
/* Reduce the length of the ray until both start and end
coordinates lie inside the volume. */
m_ValidRay = this->AdjustRayLength();
// Reset the iterator to the start of the ray.
Reset();
return m_ValidRay;
}
/* -----------------------------------------------------------------------
EndPointsInVoxels() - Convert the endpoints to voxels
----------------------------------------------------------------------- */
template<class TInputImage, class TCoordRep>
void
RayCastHelper<TInputImage, TCoordRep>
::EndPointsInVoxels(void)
{
m_RayVoxelStartPosition[0] = m_RayStartCoordInMM[0]/m_VoxelDimensionInX;
m_RayVoxelStartPosition[1] = m_RayStartCoordInMM[1]/m_VoxelDimensionInY;
m_RayVoxelStartPosition[2] = m_RayStartCoordInMM[2]/m_VoxelDimensionInZ;
m_RayVoxelEndPosition[0] = m_RayEndCoordInMM[0]/m_VoxelDimensionInX;
m_RayVoxelEndPosition[1] = m_RayEndCoordInMM[1]/m_VoxelDimensionInY;
m_RayVoxelEndPosition[2] = m_RayEndCoordInMM[2]/m_VoxelDimensionInZ;
}
/* -----------------------------------------------------------------------
CalcDirnVector() - Calculate the incremental direction vector in voxels.
----------------------------------------------------------------------- */
template<class TInputImage, class TCoordRep>
void
RayCastHelper<TInputImage, TCoordRep>
::CalcDirnVector(void)
{
double xNum, yNum, zNum;
// Calculate the number of voxels in each direction
xNum = vcl_fabs(m_RayVoxelStartPosition[0] - m_RayVoxelEndPosition[0]);
yNum = vcl_fabs(m_RayVoxelStartPosition[1] - m_RayVoxelEndPosition[1]);
zNum = vcl_fabs(m_RayVoxelStartPosition[2] - m_RayVoxelEndPosition[2]);
// The direction iterated in is that with the greatest number of voxels
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Iterate in X direction
if( (xNum >= yNum) && (xNum >= zNum) )
{
if( m_RayVoxelStartPosition[0] < m_RayVoxelEndPosition[0] )
{
m_VoxelIncrement[0] = 1;
m_VoxelIncrement[1]
= (m_RayVoxelStartPosition[1]
- m_RayVoxelEndPosition[1])/(m_RayVoxelStartPosition[0]
- m_RayVoxelEndPosition[0]);
m_VoxelIncrement[2]
= (m_RayVoxelStartPosition[2]
- m_RayVoxelEndPosition[2])/(m_RayVoxelStartPosition[0]
- m_RayVoxelEndPosition[0]);
}
else
{
m_VoxelIncrement[0] = -1;
m_VoxelIncrement[1]
= -(m_RayVoxelStartPosition[1]
- m_RayVoxelEndPosition[1])/(m_RayVoxelStartPosition[0]
- m_RayVoxelEndPosition[0]);
m_VoxelIncrement[2]
= -(m_RayVoxelStartPosition[2]
- m_RayVoxelEndPosition[2])/(m_RayVoxelStartPosition[0]
- m_RayVoxelEndPosition[0]);
}
// This section is to alter the start position in order to
// place the center of the voxels in there correct positions,
// rather than placing them at the corner of voxels which is
// what happens if this is not carried out. The reason why
// x has no -0.5 is because this is the direction we are going
// to iterate in and therefore we wish to go from center to
// center rather than finding the surrounding voxels.
m_RayVoxelStartPosition[1] += ( (int)m_RayVoxelStartPosition[0]
- m_RayVoxelStartPosition[0])*m_VoxelIncrement[1]*m_VoxelIncrement[0]
+ 0.5*m_VoxelIncrement[1] - 0.5;
m_RayVoxelStartPosition[2] += ( (int)m_RayVoxelStartPosition[0]
- m_RayVoxelStartPosition[0])*m_VoxelIncrement[2]*m_VoxelIncrement[0]
+ 0.5*m_VoxelIncrement[2] - 0.5;
m_RayVoxelStartPosition[0] = (int)m_RayVoxelStartPosition[0] + 0.5*m_VoxelIncrement[0];
m_TotalRayVoxelPlanes = (int)xNum;
m_TraversalDirection = TRANSVERSE_IN_X;
}
// Iterate in Y direction
else if( (yNum >= xNum) && (yNum >= zNum) )
{
if( m_RayVoxelStartPosition[1] < m_RayVoxelEndPosition[1] )
{
m_VoxelIncrement[1] = 1;
m_VoxelIncrement[0]
= (m_RayVoxelStartPosition[0]
- m_RayVoxelEndPosition[0])/(m_RayVoxelStartPosition[1]
- m_RayVoxelEndPosition[1]);
m_VoxelIncrement[2]
= (m_RayVoxelStartPosition[2]
- m_RayVoxelEndPosition[2])/(m_RayVoxelStartPosition[1]
- m_RayVoxelEndPosition[1]);
}
else
{
m_VoxelIncrement[1] = -1;
m_VoxelIncrement[0]
= -(m_RayVoxelStartPosition[0]
- m_RayVoxelEndPosition[0])/(m_RayVoxelStartPosition[1]
- m_RayVoxelEndPosition[1]);
m_VoxelIncrement[2]
= -(m_RayVoxelStartPosition[2]
- m_RayVoxelEndPosition[2])/(m_RayVoxelStartPosition[1]
- m_RayVoxelEndPosition[1]);
}
m_RayVoxelStartPosition[0] += ( (int)m_RayVoxelStartPosition[1]
- m_RayVoxelStartPosition[1])*m_VoxelIncrement[0]*m_VoxelIncrement[1]
+ 0.5*m_VoxelIncrement[0] - 0.5;
m_RayVoxelStartPosition[2] += ( (int)m_RayVoxelStartPosition[1]
- m_RayVoxelStartPosition[1])*m_VoxelIncrement[2]*m_VoxelIncrement[1]
+ 0.5*m_VoxelIncrement[2] - 0.5;
m_RayVoxelStartPosition[1] = (int)m_RayVoxelStartPosition[1] + 0.5*m_VoxelIncrement[1];
m_TotalRayVoxelPlanes = (int)yNum;
m_TraversalDirection = TRANSVERSE_IN_Y;
}
// Iterate in Z direction
else
{
if( m_RayVoxelStartPosition[2] < m_RayVoxelEndPosition[2] )
{
m_VoxelIncrement[2] = 1;
m_VoxelIncrement[0]
= (m_RayVoxelStartPosition[0]
- m_RayVoxelEndPosition[0])/(m_RayVoxelStartPosition[2]
- m_RayVoxelEndPosition[2]);
m_VoxelIncrement[1]
= (m_RayVoxelStartPosition[1]
- m_RayVoxelEndPosition[1])/(m_RayVoxelStartPosition[2]
- m_RayVoxelEndPosition[2]);
}
else
{
m_VoxelIncrement[2] = -1;
m_VoxelIncrement[0]
= -(m_RayVoxelStartPosition[0]
- m_RayVoxelEndPosition[0])/(m_RayVoxelStartPosition[2]
- m_RayVoxelEndPosition[2]);
m_VoxelIncrement[1]
= -(m_RayVoxelStartPosition[1]
- m_RayVoxelEndPosition[1])/(m_RayVoxelStartPosition[2]
- m_RayVoxelEndPosition[2]);
}
m_RayVoxelStartPosition[0] += ( (int)m_RayVoxelStartPosition[2]
- m_RayVoxelStartPosition[2])*m_VoxelIncrement[0]*m_VoxelIncrement[2]
+ 0.5*m_VoxelIncrement[0] - 0.5;
m_RayVoxelStartPosition[1] += ( (int)m_RayVoxelStartPosition[2]
- m_RayVoxelStartPosition[2])*m_VoxelIncrement[1]*m_VoxelIncrement[2]
+ 0.5*m_VoxelIncrement[1] - 0.5;
m_RayVoxelStartPosition[2] = (int)m_RayVoxelStartPosition[2] + 0.5*m_VoxelIncrement[2];
m_TotalRayVoxelPlanes = (int)zNum;
m_TraversalDirection = TRANSVERSE_IN_Z;
}
}
/* -----------------------------------------------------------------------
AdjustRayLength() - Ensure that the ray lies within the volume
----------------------------------------------------------------------- */
template<class TInputImage, class TCoordRep>
bool
RayCastHelper<TInputImage, TCoordRep>
::AdjustRayLength(void)
{
bool startOK, endOK;
int Istart[3];
int Idirn[3];
if (m_TraversalDirection == TRANSVERSE_IN_X)
{
Idirn[0] = 0;
Idirn[1] = 1;
Idirn[2] = 1;
}
else if (m_TraversalDirection == TRANSVERSE_IN_Y)
{
Idirn[0] = 1;
Idirn[1] = 0;
Idirn[2] = 1;
}
else if (m_TraversalDirection == TRANSVERSE_IN_Z)
{