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legacy/rtsDTGrid3D.h 26.9 KB
f1402849   dmayerich   renewed commit
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  #ifndef RTS_DTGRID_3D_H

  #define RTS_DTGRID_3D_H

  

  #include <vector>

  #include <iostream>

  using namespace std;

  

  #include "rtsDTGrid2D.h"

  

  struct Coord3D

  {

  	int x1;

  	int x2;

  	int x3;

  

  	bool operator==(Coord3D &rhs)

  	{

  		if( (x1 == rhs.x1) && (x2 == rhs.x2) && (x3 == rhs.x3) )

  			return true;

  		return false;

  	}

  

  	bool operator<(Coord3D &rhs)

  	{

  		if(x1 < rhs.x1)

  			return true;

  		else if( (x1 == rhs.x1) && (x2 < rhs.x2) )

  			return true;

  		else if( (x1 == rhs.x1) && (x2 == rhs.x2) && (x3 < rhs.x3) )

  			return true;

  		return false;

  

  	}

  

  };

  

  

  

  

  /**************DT GRID**************************/

  template<typename T>

  class rtsDTGrid3D

  {

  private:

  	//main arrays

  	vector<T> value;

  	vector<ConnectedComponent> conn;

  	rtsDTGrid2D<IndexPair> proj2D;

  	Coord2D current_column;

  	bool randomIndex(rtsDTGrid2D<IndexPair>::iterator &iter2D, int &v_i, int &c_i, int x1, int x2, int x3);

  

  	

  

  	//variables to keep track of insertion

  	int max_coord;

  	bool grid_insertion_started;

  	bool column_insertion_started;

  

  

  public:

  	rtsDTGrid3D<T>()

  	{

  		grid_insertion_started = false;

  		column_insertion_started = false;

  		proj2D.background.toConn = -1;

  		max_coord = 0;

  	}

  

  	bool push(int x1, int x2, int x3, T v);

  	T random(int x1, int x2, int x3);

  	T background;

  

  	

  	T& back();

  	

  	void print();

  	void operator=(T rhs);

  	void getBounds(int &min_x1, int &min_x2, int &min_x3, int &max_x1, int &max_x2, int &max_x3);

  	int getNumNodes(){return value.size();}

  	void insert(rtsDTGrid3D<T> toInsert);

  

  	//arithmetic

  	rtsDTGrid3D<T> operator+(rtsDTGrid3D<T> &rhs);

  	rtsDTGrid3D<T> operator-(rtsDTGrid3D<T> &rhs);

  

  

  	//dilation

  	friend class ColumnUnion;

  	void dilate(int H);

  

  	/*

  	

  	

  	

  

  

  	//other types of iteration

  	iterator begin_pn();

  	iterator end_pn();

  	iterator begin_np();

  	iterator end_np();

  	*/

  

  	//iterator

  	class iterator;

  	friend class iterator;

  	class stencil_iterator;

  	//iterator randomIterator(int x1, int x2);

  	iterator begin();

  	iterator before();

  	iterator end();

  	iterator after();

  

  	//other types of iteration

  	iterator begin_ppn();

  	iterator begin_nnp();

  	iterator begin_pnp();

  	iterator begin_npn();

  	iterator begin_pnn();

  	iterator begin_npp();

  

  

  	iterator end_ppn(){return begin_nnp();}

  	iterator end_nnp(){return begin_ppn();}

  	iterator end_pnp(){return begin_npn();}

  	iterator end_npn(){return begin_pnp();}

  	iterator end_pnn(){return begin_npp();}

  	iterator end_npp(){return begin_pnn();}

  };

  

  

  /**********ITERATOR***********************/

  template<typename T>

  class rtsDTGrid3D<T>::iterator

  {

  	friend class rtsDTGrid3D;

  	rtsDTGrid3D<T>* parent;

  	rtsDTGrid2D<IndexPair>::iterator loc2D;

  	int iv;

  	int ic;

  	int x3;

  

  public:

  	

  

  	T Value(){return parent->value[iv];}

  	int X1(){return loc2D.X1();}

  	int X2(){return loc2D.X2();}

  	int X3(){return x3;}

  	Coord3D Coord()

  	{

  		Coord3D result;

  		result.x1 = X1();

  		result.x2 = X2();

  		result.x3 = X3();

  		return result;

  	}

  	iterator(){parent = NULL;}

  	void SetValue(T value){parent->value[iv] = value;}

  	

  

  	void ppp()

  	{

  		//increment the value

  		iv++;

  		//if this exceeds the length of the value array, we are at the end of the grid

  		if(iv == parent->value.size())

  		{

  			(*this) = parent->after();

  			return;

  		}

  

  		//increment the current coordinate

  		x3++;

  		//if we are outside of the current connected component

  		if(x3 > parent->conn[ic].coordMax)

  		{

  			//move to the next connected component

  			ic++;

  			//if this is the last connected component in the column

  			if(ic == loc2D.Value().toConn + loc2D.Value().numConn)

  				loc2D++;

  			//if there are no more connected components

  			if(ic == parent->conn.size())

  			{

  				//we're at the end, return end

  				(*this) = parent->end();

  				return;

  			}

  			x3 = parent->conn[ic].coordMin;

  		}

  	}

  	void ppn()

  	{

  		//decrement the value

  		iv--;

  

  		//decrement the current coordinate

  		x3--;

  		//if we are outside of the current connected component

  		if(x3 < parent->conn[ic].coordMin)

  		{

  			//move to the previous connected component

  			ic--;

  			//if this is before the first connected component in the column

  			if(ic < loc2D.Value().toConn)

  			{

  				//increment to the next column

  				loc2D++;

  				//set the connected component to the last one in the column

  				ic = loc2D.Value().toConn + loc2D.Value().numConn - 1;

  				int num_values = parent->conn[ic].coordMax - parent->conn[ic].coordMin + 1;

  				iv = parent->conn[ic].toValue + num_values - 1;

  			}

  

  			x3 = parent->conn[ic].coordMax;

  		}

  

  

  	}

  

  	void nnp()

  	{

  		//increment the value

  		iv++;

  

  		//increment the current coordinate

  		x3++;

  		//if we are outside of the current connected component

  		if(x3 > parent->conn[ic].coordMax)

  		{

  			//move to the next connected component

  			ic++;

  			//if this is after the last connected component in the column

  			if(ic == loc2D.Value().toConn + loc2D.Value().numConn)

  			{

  				//decrement to the previous column

  				loc2D--;

  				//set the connected component to the first one in the column

  				ic = loc2D.Value().toConn;

  				iv = parent->conn[ic].toValue;

  			}

  

  			x3 = parent->conn[ic].coordMin;

  		}

  

  

  	}

  

  	

  	void nnn()

  	{

  		//decrement the value

  		iv--;

  		//if this is less than 0, we are at the beginning of the grid

  		if(iv < 0)

  		{

  			(*this) = parent->before();

  			return;

  		}

  

  		//decrement the current coordinate

  		x3--;

  		//if we are outside of the current connected component

  		if(x3 < parent->conn[ic].coordMin)

  		{

  			//move to the previous connected component

  			ic--;

  			//if this is the first connected component in the column

  			if(ic < loc2D.Value().toConn)

  				loc2D--;

  			//if there are no more connected components

  			if(ic < 0)

  			{

  				//we're at the beginning, return begin

  				(*this) = parent->before();

  				return;

  			}

  			x3 = parent->conn[ic].coordMax;

  		}

  

  	}

  

  	void pnp()

  	{

  		//increment the value

  		iv++;

  

  		//increment the current coordinate

  		x3++;

  		//if we are outside of the current connected component

  		if(x3 > parent->conn[ic].coordMax)

  		{

  			//move to the next connected component

  			ic++;

  			//if this is after the last connected component in the column

  			if(ic == loc2D.Value().toConn + loc2D.Value().numConn)

  			{

  				//decrement to the previous column

  				loc2D.pn();

  				//set the connected component to the first one in the column

  				ic = loc2D.Value().toConn;

  				iv = parent->conn[ic].toValue;

  			}

  

  			x3 = parent->conn[ic].coordMin;

  		}

  

  

  	}

  	void npn()

  	{

  		//decrement the value

  		iv--;

  

  		//decrement the current coordinate

  		x3--;

  		//if we are outside of the current connected component

  		if(x3 < parent->conn[ic].coordMin)

  		{

  			//move to the previous connected component

  			ic--;

  			//if this is before the first connected component in the column

  			if(ic < loc2D.Value().toConn)

  			{

  				//increment to the next column

  				loc2D.np();

  				//set the connected component to the last one in the column

  				ic = loc2D.Value().toConn + loc2D.Value().numConn - 1;

  				int num_values = parent->conn[ic].coordMax - parent->conn[ic].coordMin + 1;

  				iv = parent->conn[ic].toValue + num_values - 1;

  			}

  

  			x3 = parent->conn[ic].coordMax;

  		}

  

  

  	}

  	void pnn()

  	{

  		//decrement the value

  		iv--;

  

  		//decrement the current coordinate

  		x3--;

  		//if we are outside of the current connected component

  		if(x3 < parent->conn[ic].coordMin)

  		{

  			//move to the previous connected component

  			ic--;

  			//if this is before the first connected component in the column

  			if(ic < loc2D.Value().toConn)

  			{

  				//increment to the next column

  				loc2D.pn();

  				//set the connected component to the last one in the column

  				ic = loc2D.Value().toConn + loc2D.Value().numConn - 1;

  				int num_values = parent->conn[ic].coordMax - parent->conn[ic].coordMin + 1;

  				iv = parent->conn[ic].toValue + num_values - 1;

  			}

  

  			x3 = parent->conn[ic].coordMax;

  		}

  

  

  	}

  	void npp()

  	{

  		//increment the value

  		iv++;

  

  		//increment the current coordinate

  		x3++;

  		//if we are outside of the current connected component

  		if(x3 > parent->conn[ic].coordMax)

  		{

  			//move to the next connected component

  			ic++;

  			//if this is after the last connected component in the column

  			if(ic == loc2D.Value().toConn + loc2D.Value().numConn)

  			{

  				//decrement to the previous column

  				loc2D.np();

  				//set the connected component to the first one in the column

  				ic = loc2D.Value().toConn;

  				iv = parent->conn[ic].toValue;

  			}

  

  			x3 = parent->conn[ic].coordMin;

  		}

  

  

  	}

  

  	/*

  	void pn()

  	{

  		//for the most part we will be going backwards through the array

  		//so first decrement iv

  		iv--;

  		x2--;

  		//if iv is less than the current connected component

  		if(iv < parent->conn[ic].toValue)

  		{

  			//go to the previous connected component

  			ic--;

  			//if we are before the first connected component in the column

  			if(ic < loc1D.Value().toConn)

  			{

  				//increment the 1D iterator

  				loc1D++;

  				//reset ic to the last component of the new column

  				ic = loc1D.Value().toConn + loc1D.Value().numConn - 1;

  				//find the new value identifier

  				iv = parent->conn[ic].toValue + (parent->conn[ic].coordMax - parent->conn[ic].coordMin);

  			}

  			//compute the currect coordinate

  			x2 = parent->conn[ic].coordMax;

  		}

  	}

  

  	void np()

  	{

  		//for the most part we will be going forward through the grid

  		//increment iv

  		iv++;

  		x2++;

  		

  		//if we are outside of the current connected component

  		if(x2 > parent->conn[ic].coordMax)

  		{

  			//move to the next connected component

  			ic++;

  			//if this is the last connected component in the column

  			if(ic == loc1D.Value().toConn + loc1D.Value().numConn)

  			{

  				loc1D--;

  				ic = loc1D.Value().toConn;

  				iv = parent->conn[ic].toValue;

  			}

  

  			x2 = parent->conn[ic].coordMin;

  		}

  

  	}

  	

  

  	

  

  	friend bool operator<(iterator &left, iterator &right)

  	{

  		if(left.iv < right.iv)

  			return true;

  		return false;

  	}

  	friend bool operator<=(iterator &left, iterator &right)

  	{

  		if(left.iv <= right.iv)

  			return true;

  		return false;

  	}

  	

  	*/

  	

  	void increment_until(int p1, int p2, int p3)

  	{

  		while((*this) != parent->end())

  		{

  			if(X1() > p1)

  				return;

  			if(X1() == p1 && X2() > p2)

  				return;

  			else if(X1() == p1 && X2() == p2 && X3() >= p3)

  				return;

  

  			ppp();

  		}

  	}

  	void operator++(){ppp();}

  	void operator--(){nnn();}

  

  	//boolean operators for comparing iterators

  	bool operator==(iterator &rhs)

  	{

  		if(parent == rhs.parent && iv == rhs.iv)

  			return true;

  	

  		//if(loc2D == rhs.loc2D && x3 == rhs.x3)

  		//	return true;

  		return false;

  	}

  	bool operator!=(iterator &rhs){return !((*this) == rhs);}

  	bool operator<(iterator rhs)

  	{

  		if(parent == rhs.parent && iv < rhs.iv)

  			return true;

  		//if(loc2D < rhs.loc2D && x3 < rhs.x3)

  		//	return true;

  		return false;

  

  	}

  };

  

  /**************ITERATOR METHODS IN DT GRID*******************/

  template<typename T>

  typename rtsDTGrid3D<T>::iterator rtsDTGrid3D<T>::begin()

  {

  	//if the grid is empty, return an iterator to "after"

  	if(value.size() == 0)

  		return after();

  

  	iterator result;

  	result.parent = this;

  	result.ic = 0;

  	result.iv = 0;

  	result.x3 = conn[0].coordMin;

  	result.loc2D = proj2D.begin();

  

  	return result;

  }

  template<typename T>

  typename rtsDTGrid3D<T>::iterator rtsDTGrid3D<T>::end()

  {

  	//if the grid is empty, return after()

  	if(value.size() == 0)

  		return after();

  	iterator result;

  	result.parent = this;

  	result.ic = conn.size() - 1;

  	result.iv = value.size() - 1;

  	result.x3 = conn[result.ic].coordMax;

  	result.loc2D = proj2D.end();

  	return result;

  }

  template<typename T>

  typename rtsDTGrid3D<T>::iterator rtsDTGrid3D<T>::after()

  {

  	iterator result;

  	result.parent = this;

  	result.ic = conn.size() - 1;

  	result.iv = value.size();

  	//result.x2 = conn[result.ic].coordMax;

  	result.loc2D = proj2D.after();

  	return result;

  }

  

  

  template<typename T>

  typename rtsDTGrid3D<T>::iterator rtsDTGrid3D<T>::before()

  {

  	if(value.size() == 0)

  		return after();

  

  	iterator result;

  	result.parent = this;

  	result.ic = 0;

  	result.iv = -1;

  	//result.x2 = conn[0].coordMin;

  	result.loc2D = proj2D.before();

  

  	return result;

  }

  

  template<typename T>

  typename rtsDTGrid3D<T>::iterator rtsDTGrid3D<T>::begin_ppn()

  {

  	//if the grid is empty, return an iterator to "after"

  	if(value.size() == 0)

  		return after();

  

  	iterator result;

  	result.parent = this;

  	result.loc2D = proj2D.begin();

  	//find the index of the last connected component in the first column

  	int last_conn = result.loc2D.Value().toConn + result.loc2D.Value().numConn - 1;

  	result.ic = last_conn;

  	result.iv = conn[last_conn].toValue + conn[last_conn].coordMax - conn[last_conn].coordMin;

  	result.x3 = conn[last_conn].coordMax;

  	

  

  	return result;

  }

  

  template<typename T>

  typename rtsDTGrid3D<T>::iterator rtsDTGrid3D<T>::begin_nnp()

  {

  	//if the grid is empty, return an iterator to "after"

  	if(value.size() == 0)

  		return after();

  

  	iterator result;

  	result.parent = this;

  	result.loc2D = proj2D.end();

  	//find the index of the first connected component in the last column

  	int first_conn = result.loc2D.Value().toConn;

  	result.ic = first_conn;

  	result.iv = conn[first_conn].toValue;

  	result.x3 = conn[first_conn].coordMin;

  	

  

  	return result;

  }

  template<typename T>

  typename rtsDTGrid3D<T>::iterator rtsDTGrid3D<T>::begin_pnp()

  {

  	//if the grid is empty, return an iterator to "after"

  	if(value.size() == 0)

  		return after();

  

  	iterator result;

  	result.parent = this;

  	result.loc2D = proj2D.begin_pn();

  	//find the index of the first connected component in the column

  	int first_conn = result.loc2D.Value().toConn;

  	result.ic = first_conn;

  	result.iv = conn[first_conn].toValue;

  	result.x3 = conn[first_conn].coordMin;

  	

  

  	return result;

  }

  template<typename T>

  typename rtsDTGrid3D<T>::iterator rtsDTGrid3D<T>::begin_npn()

  {

  	//if the grid is empty, return an iterator to "after"

  	if(value.size() == 0)

  		return after();

  

  	iterator result;

  	result.parent = this;

  	result.loc2D = proj2D.begin_np();

  	//find the index of the last connected component in the column

  	int last_conn = result.loc2D.Value().toConn + result.loc2D.Value().numConn - 1;

  	result.ic = last_conn;

  	result.iv = conn[last_conn].toValue + conn[last_conn].coordMax - conn[last_conn].coordMin;

  	result.x3 = conn[last_conn].coordMax;

  	

  

  	return result;

  }

  template<typename T>

  typename rtsDTGrid3D<T>::iterator rtsDTGrid3D<T>::begin_pnn()

  {

  	//if the grid is empty, return an iterator to "after"

  	if(value.size() == 0)

  		return after();

  

  	iterator result;

  	result.parent = this;

  	result.loc2D = proj2D.begin_pn();

  	//find the index of the last connected component in the column

  	int last_conn = result.loc2D.Value().toConn + result.loc2D.Value().numConn - 1;

  	result.ic = last_conn;

  	result.iv = conn[last_conn].toValue + conn[last_conn].coordMax - conn[last_conn].coordMin;

  	result.x3 = conn[last_conn].coordMax;

  	

  

  	return result;

  }

  template<typename T>

  typename rtsDTGrid3D<T>::iterator rtsDTGrid3D<T>::begin_npp()

  {

  	//if the grid is empty, return an iterator to "after"

  	if(value.size() == 0)

  		return after();

  

  	iterator result;

  	result.parent = this;

  	result.loc2D = proj2D.begin_np();

  	//find the index of the first connected component in the column

  	int first_conn = result.loc2D.Value().toConn;

  	result.ic = first_conn;

  	result.iv = conn[first_conn].toValue;

  	result.x3 = conn[first_conn].coordMin;

  	

  

  	return result;

  }

  /**************DT GRID METHODS**************************/

  template<typename T>

  bool rtsDTGrid3D<T>::push(int x1, int x2, int x3, T v)

  {

  	//run this code if we have to start a new column.  This happens when:

  	//(a) we have just inserted the first value into the grid

  	//(b) the insertion takes place in a different column

  	if(grid_insertion_started == false || x1 != current_column.x1 || x2 != current_column.x2)

  	{

  		//assume that a new column is being created

  		//create the column in proj1D

  		IndexPair newPair;

  		newPair.toConn = conn.size();

  		//newPair.toValue = value.size();

  		newPair.numConn = 0;

  

  		//if this insertion throws an error, the value was inserted incorrectly

  		//the error will get thrown by DTGrid2D, so just return

  		if(!proj2D.push(x1, x2, newPair))

  		{

  			cout<<"Out-of-order insertion in D = 3: X1 = "<<x1<<" X2 = "<<x2<<" X3 = "<<x3<<endl;

  			return false;

  		}

  

  		column_insertion_started = false;

  		grid_insertion_started = true;

  	}

  	//If there is no new column, we still have to check to make sure the value is inserted

  	//in the correct order in X3:

  	else

  	{

  		if(column_insertion_started && x3 <= max_coord)

  		{

  			cout<<"Out-of-order insertion in D = 3: X1 = "<<x1<<" X2 = "<<x2<<" X3 = "<<x3<<endl;

  			return false;

  		}

  	}

  	

  

  	//run this code if we have to start a new connected component.  This happens when:

  	//(a) We insert the first value into the column

  	//(b) There is empty space between the last insertion and this one

  	if(column_insertion_started == false || x3 > (max_coord + 1))

  	{

  		//start a new connected component

  		ConnectedComponent new_conn;

  		new_conn.toValue = value.size();

  		new_conn.coordMin = x3;

  		new_conn.coordMax = x3;

  		conn.push_back(new_conn);

  		//increment the number of connected components for the column in X1

  		proj2D.back().numConn++;

  		column_insertion_started = true;

  	}

  

  	//insert the value into the grid:

  	//(a) Insert the value at the end of the coord array

  	//(b) Increment the coordMax value of the current connected component

  	//(c) Change the maximum inserted coordinate to the new value

  	value.push_back(v);

  	conn[conn.size() - 1].coordMax = x3;

  	//change max_coord to the new coordinate

  	max_coord = x3;

  	//set the current column

  	current_column.x1 = x1;

  	current_column.x2 = x2;

  	return true;

  }

  

  

  template<typename T>

  bool rtsDTGrid3D<T>::randomIndex(rtsDTGrid2D<IndexPair>::iterator &iter2D, int &v_i, int &c_i, int x1, int x2, int x3)

  {

  	//search along the 2nd dimension

  	//get an iterator

  	iter2D = proj2D.randomIterator(x1, x2);

  

  	//if the after() iterator is returned, exit

  	if(iter2D == proj2D.after())

  	{

  		c_i = conn.size();

  		v_i = value.size();

  		return false;

  	}

  

  	IndexPair i = iter2D.Value();

  

  	//if the column does not exist

  	if(iter2D.X1() != x1 || iter2D.X2() != x2)

  	{

  		//get the appropriate values from the 2D iterator

  		//(which points to the next valid column)

  		c_i = i.toConn;

  		v_i = conn[c_i].toValue;

  		return false;

  	}

  	

  	//otherwise perform the binary search within the column

  	int high, low, mid;

  	low = i.toConn;

  	high = i.toConn + i.numConn - 1;

  

  	do

  	{

  		mid = low + (high - low)/2;

  		if(x3 > conn[mid].coordMax)

  			low = mid + 1;

  		else if(x3 < conn[mid].coordMin)

  			high = mid - 1;

  		else break;

  	}

  	while(low <= high);

  

  	//at this point, mid is either at the appropriate connected component,

  	//or x2 is not in the grid

  	if(x3 >= conn[mid].coordMin && x3 <= conn[mid].coordMax)

  	{

  		int offset = x3 - conn[mid].coordMin;

  		c_i = mid;

  		v_i = conn[mid].toValue + offset;

  		return true;

  	}

  	else

  	{

  		c_i = mid;

  		v_i = conn[c_i].toValue;

  		return false;

  	}

  }

  

  template<typename T>

  T rtsDTGrid3D<T>::random(int x1, int x2, int x3)

  {

  	int v_i, c_i;

  	rtsDTGrid2D<IndexPair>::iterator iter2D;

  	if(randomIndex(iter2D, v_i, c_i, x1, x2, x3))

  		return value[v_i];

  	else

  		return background;

  }

  

  

  

  template<typename T>

  T& rtsDTGrid3D<T>::back()

  {

  	return value[value.size()-1];

  }

  template<typename T>

  void rtsDTGrid3D<T>::print()

  {

  	rtsDTGrid3D<T>::iterator i;

  	for(i = begin(); i != after(); i++)

  	{

  		cout<<i.X1()<<","<<i.X2()<<","<<i.X3()<<":"<<i.Value()<<endl;

  	}

  	

  

  }

  template<typename T>

  void rtsDTGrid3D<T>::operator =(T rhs)

  {

  	for(int i=0; i<value.size(); i++)

  		value[i] = rhs;

  }

  

  template<typename T>

  void rtsDTGrid3D<T>::getBounds(int &min_x1, int &min_x2, int &min_x3, int &max_x1, int &max_x2, int &max_x3)

  {

  	//if the grid is empty, return an empty bounding volume

  	if(value.size() == 0)

  	{

  		min_x1 = min_x2 = min_x3 = max_x1 = max_x2 = max_x3 = 0;

  		return;

  	}

  

  	//get the min and max values for the 1D grid (x1 coordinate)

  	proj2D.getBounds(min_x1, min_x2, max_x1, max_x2);

  

  	//initialize the min and max values

  	min_x3 = conn[0].coordMin;

  	max_x3 = conn.back().coordMax;

  

  	//iterate through all columns finding the smallest and largest coordinate values

  	rtsDTGrid2D<IndexPair>::iterator i;

  	IndexPair col;

  	for(i=proj2D.begin(); i!=proj2D.after(); i++)

  	{

  		col = i.Value();

  		if(conn[col.toConn].coordMin < min_x3)

  			min_x3 = conn[col.toConn].coordMin;

  		if(conn[col.toConn + col.numConn - 1].coordMax > max_x3)

  			max_x3 = conn[col.toConn + col.numConn - 1].coordMax;

  	}

  		

  

  }

  template<typename T>

  void rtsDTGrid3D<T>::insert(rtsDTGrid3D<T> toInsert)

  {

  	//create source and destination iterators

  	rtsDTGrid3D<T>::iterator source = toInsert.begin();

  	rtsDTGrid3D<T>::iterator dest = begin();

  

  	for(source = toInsert.begin(); source != toInsert.after(); source++)

  	{

  		//move the destination iterator to the current source position

  		dest.increment_until(source.X1(), source.X2(), source.X3());

  		//cout<<"source: "<<source.X1()<<" "<<source.X2()<<": "<<source.Value()<<endl;

  		//cout<<"dest: "<<dest.X1()<<" "<<dest.X2()<<": "<<dest.Value()<<endl;

  		//if the position exists in dest

  		if(dest.X1() == source.X1() && dest.X2() == source.X2() && dest.X3() == source.X3())

  			dest.SetValue(source.Value());

  		//cout<<"dest: "<<dest.X1()<<" "<<dest.X2()<<": "<<dest.Value()<<endl;

  	}

  

  }

  

  template<typename T>

  void rtsDTGrid3D<T>::dilate(int H)

  {

  	//if the grid is empty, return unchanged

  	if(value.size() == 0)

  		return;

  

  	ColumnUnion CUqueue;

  	CUqueue.ConnectToGrid(&conn);

  

  

  	//dilate the N-1 DT-Grid constituent

  	rtsDTGrid2D<IndexPair> dilated_proj2D = proj2D;

  	

  	//an empty pair has a number of connected components equal to zero

  	//this should not happen in reality and can therefore be used to check for new columns

  	IndexPair empty_pair;

  	empty_pair.numConn = 0;

  

  	//set the background node to the empty node and dilate the 2D projection

  	dilated_proj2D.background = empty_pair;

  	dilated_proj2D.dilate(H);

  

  	//create a new DT Grid that will replace this one

  	rtsDTGrid3D<T> new_grid;

  	new_grid.proj2D = dilated_proj2D;

  	new_grid.proj2D.background.toConn = -1;

  

  	//create iteratorDilate that iterates along the dilated N-1 grid

  	rtsDTGrid2D<IndexPair>::stencil_iterator iteratorDilate;

  	

  	//create the template entrance nodes

  	int n;

  	for(n=-H; n<=H; n++)

  		iteratorDilate.addPosition(n, H);

  	//create the template exit nodes

  	for(n=-H; n<=H; n++)

  		iteratorDilate.addPosition(n, -H);

  	

  	//create an iterator to set the new proj2D values

  	rtsDTGrid2D<IndexPair>::iterator iteratorNew;

  

  

  	//variables for each iteration

  	IndexPair new_pair;

  	vector<ConnectedComponent>::iterator ccIterator;

  	unsigned int numValues = 0;

  	for(iteratorNew = new_grid.proj2D.begin(),

  		iteratorDilate = dilated_proj2D.begin();

  		iteratorDilate != dilated_proj2D.after();

  		iteratorNew++,

  		iteratorDilate++)

  		{

  			//if a column is entering the stencil

  			for(n=0; n<=(2*H); n++)

  				if(iteratorDilate.getValue(n).numConn)

  					CUqueue.InsertColumn(iteratorDilate.getValue(n));

  			

  			//compute the union of all columns in the queue

  			vector<ConnectedComponent> result = CUqueue.ComputeUnion(H);

  

  			//compute the new IndexPair representing the column

  			new_pair.toConn = new_grid.conn.size();

  			new_pair.numConn = result.size();

  			//store the index pair

  			iteratorNew.SetValue(new_pair);

  

  			//insert each of the connected components

  			for(ccIterator = result.begin(); ccIterator!=result.end(); ccIterator++)

  			{

  				new_grid.conn.push_back(*ccIterator);

  				new_grid.conn.back().toValue = numValues;

  				numValues += (*ccIterator).coordMax - (*ccIterator).coordMin + 1;

  			}

  

  			//if a column is leaving the stencil

  			for(n=(2*H + 1); n<=(4*H + 1); n++)

  				if(iteratorDilate.getValue(n).numConn)

  					CUqueue.RemoveColumn();

  		}

  

  	//allocate space for the new value array

  	new_grid.value.resize(numValues, background);

  

  	//copy the data from this grid into the new grid

  	new_grid.insert(*this);

  

  	//replace this grid with the new grid

  	conn = new_grid.conn;

  	value = new_grid.value;

  	proj2D = new_grid.proj2D;

  

  	

  }

  

  

  

  /***************ARITHMETIC********************************/

  template<typename T>

  rtsDTGrid3D<T> rtsDTGrid3D<T>::operator+(rtsDTGrid3D<T> &rhs)

  {

  	rtsDTGrid3D<T> result;

  

  	//create an iterator for each DT Grid

  	rtsDTGrid3D<T>::iterator left = begin();

  	rtsDTGrid3D<T>::iterator right = rhs.begin();

  

  	//iterate both until one iterator has hit after()

  	while(left != after() && right != rhs.after())

  	{

  		//if the iterators are at the same coordinate

  		if(left.Coord() == right.Coord())

  		{

  			//insert their sum into the new grid

  			result.push(left.X1(), left.X2(), left.X3(), left.Value() + right.Value());

  			//increment both

  			left++; right++;

  		}

  		//add the lowest (lexicographically) value to the background, insert the result, and increment

  		else if( (left.Coord() < right.Coord()) )

  		{

  			result.push(left.X1(), left.X2(), left.X3(), left.Value() + rhs.background);

  			left++;

  		}

  		else if( (right.Coord() < left.Coord()) )

  		{

  			result.push(right.X1(), right.X2(), right.X3(), right.Value() + background);

  			right++;

  		}

  	}

  

  	//if the left iterator hasn't finished, iterate to finish it off

  	while(left != after())

  	{

  		result.push(left.X1(), left.X2(), left.X3(), left.Value() + rhs.background);

  		left++;

  	}

  

  	while(right != rhs.after())

  	{

  		result.push(right.X1(), right.X2(), right.X3(), right.Value() + rhs.background);

  		right++;

  	}

  

  

  	return result;

  

  

  }

  

  template<typename T>

  rtsDTGrid3D<T> rtsDTGrid3D<T>::operator-(rtsDTGrid3D<T> &rhs)

  {

  	rtsDTGrid3D<T> result;

  

  	//create an iterator for each DT Grid

  	rtsDTGrid3D<T>::iterator left = begin();

  	rtsDTGrid3D<T>::iterator right = rhs.begin();

  

  	//iterate both until one iterator has hit after()

  	while(left != after() && right != rhs.after())

  	{

  		//if the iterators are at the same coordinate

  		if(left.Coord() == right.Coord())

  		{

  			//insert their sum into the new grid

  			result.push(left.X1(), left.X2(), left.X3(), left.Value() - right.Value());

  			//increment both

  			left++; right++;

  		}

  		//add the lowest (lexicographically) value to the background, insert the result, and increment

  		else if( (left.Coord() < right.Coord()) )

  		{

  			result.push(left.X1(), left.X2(), left.X3(), left.Value() - rhs.background);

  			left++;

  		}

  		else if( (right.Coord() < left.Coord()) )

  		{

  			result.push(right.X1(), right.X2(), right.X3(), background - right.Value());

  			right++;

  		}

  	}

  

  	//if the left iterator hasn't finished, iterate to finish it off

  	while(left != after())

  	{

  		result.push(left.X1(), left.X2(), left.X3(), left.Value() - rhs.background);

  		left++;

  	}

  

  	while(right != rhs.after())

  	{

  		result.push(right.X1(), right.X2(), right.X3(), background - right.Value());

  		right++;

  	}

  

  

  	return result;

  

  

  }

  #endif