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Implement basic Line-of-sight algorithm (#9506)
Fixes #9050
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/****************************************************************************** | ||
* | ||
* Project: Line of Sight | ||
* Purpose: Core algorithm implementation for line of sight algorithms. | ||
* Author: Ryan Friedman, [email protected] | ||
* | ||
****************************************************************************** | ||
* | ||
* Permission is hereby granted, free of charge, to any person obtaining a | ||
* copy of this software and associated documentation files (the "Software"), | ||
* to deal in the Software without restriction, including without limitation | ||
* the rights to use, copy, modify, merge, publish, distribute, sublicense, | ||
* and/or sell copies of the Software, and to permit persons to whom the | ||
* Software is furnished to do so, subject to the following conditions: | ||
* | ||
* The above copyright notice and this permission notice shall be included | ||
* in all copies or substantial portions of the Software. | ||
* | ||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS | ||
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL | ||
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING | ||
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER | ||
* DEALINGS IN THE SOFTWARE. | ||
****************************************************************************/ | ||
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#include <functional> | ||
#include <cmath> | ||
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#include "cpl_port.h" | ||
#include "gdal_alg.h" | ||
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// There's a plethora of bresenham implementations, all questionable production quality. | ||
// Bresenham optimizes for integer math, which makes sense for raster datasets in 2D. | ||
// For 3D, a 3D bresenham could be used if the altitude is also integer resolution. | ||
// 2D: | ||
// https://codereview.stackexchange.com/questions/77460/bresenhams-line-algorithm-optimization | ||
// https://gist.github.com/ssavi-ict/092501c69e2ffec65e96a8865470ad2f | ||
// https://blog.demofox.org/2015/01/17/bresenhams-drawing-algorithms/ | ||
// https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm | ||
// https://www.cs.helsinki.fi/group/goa/mallinnus/lines/bresenh.html | ||
// https://stackoverflow.com/questions/10060046/drawing-lines-with-bresenhams-line-algorithm | ||
// http://www.edepot.com/linebresenham.html | ||
// 3D: | ||
// https://gist.github.com/yamamushi/5823518 | ||
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// Run bresenham terrain checking from (x1, y1) to (x2, y2). | ||
// The callback is run at every point along the line, | ||
// which should return True if the point is above terrain. | ||
// Bresenham2D will return true if all points have LOS between the start and end. | ||
static bool | ||
Bresenham2D(const int x1, const int y1, const int x2, const int y2, | ||
std::function<auto(const int, const int)->bool> OnBresenhamPoint) | ||
{ | ||
bool isAboveTerrain = true; | ||
int dx, dy; | ||
int incx, incy; | ||
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if (x2 >= x1) | ||
{ | ||
dx = x2 - x1; | ||
incx = 1; | ||
} | ||
else | ||
{ | ||
dx = x1 - x2; | ||
incx = -1; | ||
} | ||
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if (y2 >= y1) | ||
{ | ||
dy = y2 - y1; | ||
incy = 1; | ||
} | ||
else | ||
{ | ||
dy = y1 - y2; | ||
incy = -1; | ||
} | ||
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auto x = x1; | ||
auto y = y1; | ||
int balance; | ||
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if (dx >= dy) | ||
{ | ||
dy <<= 1; | ||
balance = dy - dx; | ||
dx *= 2; | ||
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while (x != x2 && isAboveTerrain) | ||
{ | ||
isAboveTerrain &= OnBresenhamPoint(x, y); | ||
if (balance >= 0) | ||
{ | ||
y += incy; | ||
balance -= dx; | ||
} | ||
balance += dy; | ||
x += incx; | ||
} | ||
isAboveTerrain &= OnBresenhamPoint(x, y); | ||
} | ||
else | ||
{ | ||
dx *= 2; | ||
balance = dx - dy; | ||
dy *= 2; | ||
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while (y != y2 && isAboveTerrain) | ||
{ | ||
isAboveTerrain &= OnBresenhamPoint(x, y); | ||
if (balance >= 0) | ||
{ | ||
x += incx; | ||
balance -= dy; | ||
} | ||
balance += dx; | ||
y += incy; | ||
} | ||
isAboveTerrain &= OnBresenhamPoint(x, y); | ||
} | ||
return isAboveTerrain; | ||
} | ||
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// Get the elevation of a single point. | ||
static bool GetElevation(const GDALRasterBandH hBand, const int x, const int y, | ||
double &val) | ||
{ | ||
/// @todo GDALCachedPixelAccessor may give increased performance. | ||
return GDALRasterIO(hBand, GF_Read, x, y, 1, 1, &val, 1, 1, GDT_Float64, 0, | ||
0) == CE_None; | ||
} | ||
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// Check a single location is above terrain. | ||
static bool IsAboveTerrain(const GDALRasterBandH hBand, const int x, | ||
const int y, const double z) | ||
{ | ||
double terrainHeight; | ||
if (GetElevation(hBand, x, y, terrainHeight)) | ||
{ | ||
return z > terrainHeight; | ||
} | ||
else | ||
{ | ||
return false; | ||
} | ||
} | ||
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/************************************************************************/ | ||
/* GDALIsLineOfSightVisible() */ | ||
/************************************************************************/ | ||
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/** | ||
* Check Line of Sight between two points. | ||
* Both input coordinates must be within the raster coordinate bounds. | ||
* | ||
* This algorithm will check line of sight using a Bresenham algorithm. | ||
* https://www.researchgate.net/publication/2411280_Efficient_Line-of-Sight_Algorithms_for_Real_Terrain_Data | ||
* Line of sight is computed in raster coordinate space, and thus may not be appropriate. | ||
* For example, datasets referenced against geographic coordinate at high latitudes may have issues. | ||
* | ||
* @param hBand The band to read the DEM data from. This must NOT be null. | ||
* | ||
* @param xA The X location (raster column) of the first point to check on the raster. | ||
* | ||
* @param yA The Y location (raster row) of the first point to check on the raster. | ||
* | ||
* @param zA The Z location (height) of the first point to check. | ||
* | ||
* @param xB The X location (raster column) of the second point to check on the raster. | ||
* | ||
* @param yB The Y location (raster row) of the second point to check on the raster. | ||
* | ||
* @param zB The Z location (height) of the second point to check. | ||
* | ||
* @param papszOptions Options for the line of sight algorithm (currently ignored). | ||
* | ||
* @return True if the two points are within Line of Sight. | ||
* | ||
* @since GDAL 3.9 | ||
*/ | ||
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bool GDALIsLineOfSightVisible(const GDALRasterBandH hBand, const int xA, | ||
const int yA, const double zA, const int xB, | ||
const int yB, const double zB, | ||
CPL_UNUSED CSLConstList papszOptions) | ||
{ | ||
VALIDATE_POINTER1(hBand, "GDALIsLineOfSightVisible", false); | ||
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// Perform a preliminary check of the start and end points. | ||
if (!IsAboveTerrain(hBand, xA, yA, zA)) | ||
{ | ||
return false; | ||
} | ||
if (!IsAboveTerrain(hBand, xB, yB, zB)) | ||
{ | ||
return false; | ||
} | ||
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// If both X and Y are the same, no further checks are needed. | ||
if (xA == xB && yA == yB) | ||
{ | ||
return true; | ||
} | ||
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// TODO if both X's or Y's are the same, it could be optimized for vertical/horizontal lines. | ||
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// Use an interpolated Z height with 2D bresenham for the remaining cases. | ||
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// Lambda for computing the square of a number | ||
auto SQUARE = [](const double d) -> double { return d * d; }; | ||
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// Lambda for Linear interpolate like C++20 std::lerp. | ||
auto lerp = [](const double a, const double b, const double t) | ||
{ return a + t * (b - a); }; | ||
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// Lambda for getting Z test height given x-y input along the bresenham line. | ||
auto GetZValue = [&](const int x, const int y) -> double | ||
{ | ||
const auto rNum = SQUARE(static_cast<double>(x - xA)) + | ||
SQUARE(static_cast<double>(y - yA)); | ||
const auto rDenom = SQUARE(static_cast<double>(xB - xA)) + | ||
SQUARE(static_cast<double>(yB - yA)); | ||
/// @todo In order to reduce CPU cost and avoid a sqrt operation, consider | ||
/// the approach to just the ratio along x or y depending on whether | ||
/// the line is steep or shallow. | ||
/// See https://github.com/OSGeo/gdal/pull/9506#discussion_r1532459689. | ||
const double ratio = | ||
sqrt(static_cast<double>(rNum) / static_cast<double>(rDenom)); | ||
return lerp(zA, zB, ratio); | ||
}; | ||
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// Lambda to get elevation at a bresenham-computed location. | ||
auto OnBresenhamPoint = [&](const int x, const int y) -> bool | ||
{ | ||
const auto z = GetZValue(x, y); | ||
return IsAboveTerrain(hBand, x, y, z); | ||
}; | ||
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return Bresenham2D(xA, yA, xB, yB, OnBresenhamPoint); | ||
} |
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