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Home/ Questions/Q 8325787
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Editorial Team
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Editorial Team
Asked: June 9, 20262026-06-09T00:33:16+00:00 2026-06-09T00:33:16+00:00

I’m trying to figure out how to traverse a 2.5D grid in an efficient

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I’m trying to figure out how to traverse a 2.5D grid in an efficient manner. The grid itself is 2D, but each cell in the grid has a float min/max height. The line to traverse is defined by two 3D floating point coordinates. I want to stop traversing the line if the range of z values between entering/exiting a grid cell doesn’t overlap with the min/max height for that cell.

I’m currently using the 2D DDA algorithm to traverse through the grid cells in order(see picture), but I’m not sure how to calculate the z value when each grid cell is reached. If I could do that, I could test the z value when entering/leaving the cell against the min/max height for the cell.

Is there a way to modify this algorithm that allows z to be calculated when each grid cell is entered? Or is there a better traversal algorithm that would allow me to do that?

grid

Here’s the current code I’m using:

void Grid::TraceGrid(Point3<float>& const start, Point3<float>& const end, GridCallback callback )
{
    // calculate and normalize the 2D direction vector
    Point2<float> direction=end-start;
    float length=direction.getLength( );
    direction/=length;

    // calculate delta using the grid resolution
    Point2<float> delta(m_gridresolution/fabs(direction.x), m_gridresolution/fabs(direction.y));

    // calculate the starting/ending points in the grid
    Point2<int> startGrid((int)(start.x/m_gridresolution), (int)(start.y/m_gridresolution));
    Point2<int> endGrid((int)(end.x/m_gridresolution), (int)(end.y/m_gridresolution));
    Point2<int> currentGrid=startGrid;

    // calculate the direction step in the grid based on the direction vector
    Point2<int> step(direction.x>=0?1:-1, direction.y>=0?1:-1);

    // calculate the distance to the next grid cell from the start
    Point2<float> currentDistance(((step.x>0?start.x:start.x+1)*m_gridresolution-start.x)/direction.x, ((step.y>0?start.y:start.y+1)*m_gridresolution-start.y)/direction.y);

    while(true)
    {
        // pass currentGrid to the callback
        float z = 0.0f;     // need to calculate z value somehow
        bool bstop=callback(currentGrid, z);

        // check if the callback wants to stop or the end grid cell was reached
        if(bstop||currentGrid==endGrid) break;

        // traverse to the next grid cell
        if(currentDistance.x<currentDistance.y) {
            currentDistance.x+=delta.x;
            currentGrid.x+=step.x;
        } else {
            currentDistance.y+=delta.y;
            currentGrid.y+=step.y;
        }
    }
}
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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-09T00:33:18+00:00Added an answer on June 9, 2026 at 12:33 am

    I figured out a good way to do it. Add to the start of the function:

    float fzoffset=end.z-start.z;
    Point2<float> deltaZ(fzoffset/fabs(end.x-start.x), fzoffset/fabs(end.y-start.y));
    Point2<float> currentOffset((step.x>0?start.x:start.x+1)*m_gridresolution-start.x, (step.y>0?start.y:start.y+1)*m_gridresolution-start.y);
    

    Inside the loop where currentDistance.x/.y are incremented, add:

    currentOffset.x+=m_gridresolution;  //When stepping in the x axis
    currentOffset.y+=m_gridresolution;  //When stepping in the y axis
    

    Then to calculate z at each step:

    z=currentOffset.x*deltaZ.x+start.z;  //When stepping in the x axis
    z=currentOffset.y*deltaZ.y+start.z;  //When stepping in the y axis
    
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