/*=========================================================================

  Program:   ITK-SNAP
  Module:    $RCSfile: ImageRayIntersectionFinder.txx,v $
  Language:  C++
  Date:      $Date: 2009/01/23 20:09:38 $
  Version:   $Revision: 1.4 $
  Copyright (c) 2007 Paul A. Yushkevich

  This file is part of ITK-SNAP

  ITK-SNAP is free software: you can redistribute it and/or modify
  it under the terms of the GNU General Public License as published by
  the Free Software Foundation, either version 3 of the License, or
  (at your option) any later version.

  This program is distributed in the hope that it will be useful,
  but WITHOUT ANY WARRANTY; without even the implied warranty of
  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
  GNU General Public License for more details.

  You should have received a copy of the GNU General Public License
  along with this program.  If not, see <http://www.gnu.org/licenses/>.

  -----

  Copyright (c) 2003 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.

=========================================================================*/

#include "itkImage.h"

template <class TImage, class THitTester>
int
ImageRayIntersectionFinder<TImage, THitTester>
::FindIntersection(const TImage *image, Vector3d point,
                   Vector3d ray,Vector3i &hit) const
{
  typename ImageType::IndexType lIndex;
  typename ImageType::SizeType size =
    image->GetLargestPossibleRegion().GetSize();

  double delta[3][3] = {{0.,0.,0.},{0.,0.,0.},{0.,0.,0.}}, dratio[3]={0.,0.,0.};
  int    signrx, signry, signrz;

  double rayLen = ray.two_norm();
  if(rayLen == 0)
    return -1;
  ray /= rayLen;

  double rx = ray[0];double ry = ray[1];double rz = ray[2];

  if (rx >=0) signrx = 1;
  else signrx = -1;
  if (ry >=0) signry = 1;
  else signry = -1;
  if (rz >=0) signrz = 1;
  else signrz = -1;

  // offset everything by (.5, .5) [becuz samples are at center of voxels]
  // this offset will put borders of voxels at integer values
  // we will work with this offset grid and offset back to check samples
  // we really only need to offset "point"
  double px = point[0]+0.5;
  double py = point[1]+0.5;
  double pz = point[2]+0.5;

  // get the starting point within data extents
  int c = 0;
  while ( (px < 0 || px >= size[0]||
           py < 0 || py >= size[1]||
           pz < 0 || pz >= size[2]) && c < 10000)
    {
    px += rx;
    py += ry;
    pz += rz;
    c++;
    }
  if (c >= 9999) return -1;

  // walk along ray to find intersection with any voxel with val > 0
  while ( (px >= 0 && px < size[0]&&
           py >= 0 && py < size[1] &&
           pz >= 0 && pz < size[2]) )
    {

    // offset point by (-.5, -.5) [to account for earlier offset] and
    // get the nearest sample voxel within unit cube around (px,py,pz)
    //    lx = my_round(px-0.5);
    //    ly = my_round(py-0.5);
    //    lz = my_round(pz-0.5);
    lIndex[0] = (int)px;
    lIndex[1] = (int)py;
    lIndex[2] = (int)pz;

    // Get the pixel
    typename ImageType::PixelType hitPixel = image->GetPixel(lIndex);

    // Test if the pixel is a hit
    if(m_HitTester(hitPixel))
      {
      hit[0] = lIndex[0];
      hit[1] = lIndex[1];
      hit[2] = lIndex[2];
      return 1;
      }

    // BEGIN : walk along ray to border of next voxel touched by ray

    // compute path to YZ-plane surface of next voxel
    if (rx == 0)
      { // ray is parallel to 0 axis
      delta[0][0] = 9999;
      }
    else
      {
      delta[0][0] = (int)(px+signrx) - px;
      }

    // compute path to XZ-plane surface of next voxel
    if (ry == 0)
      { // ray is parallel to 1 axis
      delta[1][0] = 9999;
      }
    else
      {
      delta[1][1] = (int)(py+signry) - py;
      dratio[1]   = delta[1][1]/ry;
      delta[1][0] = dratio[1] * rx;
      }

    // compute path to XY-plane surface of next voxel
    if (rz == 0)
      { // ray is parallel to 2 axis
      delta[2][0] = 9999;
      }
    else
      {
      delta[2][2] = (int)(pz+signrz) - pz;
      dratio[2]   = delta[2][2]/rz;
      delta[2][0] = dratio[2] * rx;
      }

    // choose the shortest path
    if ( fabs(delta[0][0]) <= fabs(delta[1][0]) && fabs(delta[0][0]) <= fabs(delta[2][0]) )
      {
      dratio[0]   = delta[0][0]/rx;
      delta[0][1] = dratio[0] * ry;
      delta[0][2] = dratio[0] * rz;
      px += delta[0][0];
      py += delta[0][1];
      pz += delta[0][2];
      }
    else if ( fabs(delta[1][0]) <= fabs(delta[0][0]) && fabs(delta[1][0]) <= fabs(delta[2][0]) )
      {
      delta[1][2] = dratio[1] * rz;
      px += delta[1][0];
      py += delta[1][1];
      pz += delta[1][2];
      }
    else
      { //if (fabs(delta[2][0] <= fabs(delta[0][0] && fabs(delta[2][0] <= fabs(delta[0][0])
      delta[2][1] = dratio[2] * ry;
      px += delta[2][0];
      py += delta[2][1];
      pz += delta[2][2];
      }
    // END : walk along ray to border of next voxel touched by ray

    } // while ( (px
  return 0;
}

