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Voxel Coordinate Axis Reflection

Reflect explicitly selected voxel cell axes within a bounded volume, preserving the other coordinates and dimensions; no world-coordinate transformation.

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Description

Reflect explicitly selected voxel cell axes within a bounded volume, preserving the other coordinates and dimensions; no world-coordinate transformation.

A voxel is a cell on a three-dimensional integer lattice. Coordinates use [x, y, z] order; a box uses an inclusive low corner and exclusive high corner, so its dimensions count cells rather than physical distance. Occupancy records can repeat the same cell without creating extra occupied space.

Reflect explicitly selected voxel cell axes within a bounded volume, preserving the other coordinates and dimensions; no world-coordinate transformation.

When to use this tool

Use this tool to reflect explicitly selected voxel cell axes within a bounded volume, preserving the other coordinates and dimensions; no world-coordinate transformation.

How to use the tool and how it works

  1. Enter coordinate, dimensions, reflect using the field definitions below.
  2. Run the operation. Correct input errors before interpreting an output.
  3. Read result.coordinate. Use the ordering, boundary rules and absence conditions described below.

Validate the coordinate inside the volume. For every axis whose reflect flag is 1, replace its coordinate with dimension − 1 − coordinate.1

Input fieldMeaning and unitsAccepted input
coordinateA single [x, y, z] integer cell coordinate; a slice instead uses one integer axis coordinate.Dense list of at most 128 finite numbers; integer/shape constraints above also apply.
dimensionsThree positive cell counts [sizeX, sizeY, sizeZ].Dense list of at most 128 finite numbers; integer/shape constraints above also apply.
reflectThree binary flags [x, y, z]; 1 reflects the corresponding axis.Dense list of at most 128 finite numbers; integer/shape constraints above also apply.
Output fieldInterpretation
resultObject containing the named fields below.
result.coordinateResulting [x, y, z] integer cell coordinate.
json
{
  "input": {
    "coordinate": [
      0,
      1,
      1
    ],
    "dimensions": [
      3,
      4,
      2
    ],
    "reflect": [
      1,
      0,
      1
    ]
  },
  "output": {
    "result": {
      "coordinate": [
        2,
        1,
        0
      ]
    }
  }
}

Limitations and assumptions

  • Flags must be three binary numbers; this reflects cell indexes, not world-space positions.
  • Voxel components are integers from −1,000,000,000 through 1,000,000,000; dimensions are three integers from 1 through 1,000,000. Counts or strides returned as decimal text use exact integer arithmetic. No physical voxel size is assumed.
  • Every declared top-level input field is required and unexpected fields are rejected. Ordinary strings are limited to 8,192 UTF-16 code units and lists to 128 entries, with tighter operation-specific bounds where stated. JSON text has bounded nesting and node counts.
  • Numeric outputs must be finite and no larger in absolute magnitude than the safe-integer limit; operations returning exact large integers use decimal text. Positions are zero-based and spans end exclusively unless the operation explicitly states a different convention.

Alternative or Complementary methods

Keep cell coordinates, storage order and physical scale separate. Use coordinate conversion for a different memory layout and a separate meshing or geometric model for rendered surfaces.

References

  1. Tool behavior and example: Voxel Coordinate Axis Reflection — tool.io

Similar or alternative tools

  • Voxel Coordinate Axis Permutation

    Permute a bounded voxel coordinate together with volume dimensions using an explicit output-to-input axis permutation; no interpolation or spatial resampling.

  • Voxel Axis Order Stride Record

    Compute exact per-axis voxel strides for an explicit fastest-to-slowest axis permutation; distinguish physical axis order from a fixed row-major convention.