Source code for bresenham
[docs]def bresenham(p1, p2):
"""Bresenham line algorithm
adapted for 3d. slooooow."""
coords = []
x, y, z = p1
x2, y2, z2 = p2
dx = abs(x2 - x)
if (x2 - x) > 0:
sx = 1
else:
sx = -1
dy = abs(y2 - y)
if (y2 - y) > 0:
sy = 1
else:
sy = -1
dz = abs(z2 - z)
if (z2 - z) > 0:
sz = 1
else:
sz = -1
dl = [dx, dy, dz]
longestAxis = dl.index(max(dl))
d = [2 * a - dl[longestAxis] for a in dl]
# if dy > dx:
# steep = 1
#d = (2 * dy) + (2 * dz) - dx
otherAxes = [0, 1, 2]
otherAxes.remove(longestAxis)
p = [x, y, z]
sp = [sx, sy, sz]
for i in range(0, int(dl[longestAxis])):
coords.append(tuple(p))
for j in otherAxes:
while d[j] >= 0:
p[j] += sp[j]
d[j] -= 2 * dl[longestAxis]
p[longestAxis] += sp[longestAxis]
d = map(lambda a, b: a + 2 * b, d, dl)
return coords # added by me