added grid3. and fixed a minor issue in the backfill.

This commit is contained in:
Yggdrasil75
2025-12-01 14:55:38 -05:00
parent 8d5bf80ec6
commit 137042c18f
4 changed files with 599 additions and 7 deletions

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@@ -96,7 +96,8 @@
"resumable": "cpp", "resumable": "cpp",
"set": "cpp", "set": "cpp",
"shared_mutex": "cpp", "shared_mutex": "cpp",
"cfenv": "cpp" "cfenv": "cpp",
"execution": "cpp"
}, },
"files.exclude": { "files.exclude": {
"**/*.rpyc": true, "**/*.rpyc": true,

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@@ -15,7 +15,7 @@
#include <execution> #include <execution>
#include <algorithm> #include <algorithm>
const float EPSILON = 0.0000000000000000000000001; constexpr float EPSILON = 0.0000000000000000000000001;
/// @brief A bidirectional lookup helper to map internal IDs to 2D positions and vice-versa. /// @brief A bidirectional lookup helper to map internal IDs to 2D positions and vice-versa.
/// @details Maintains two hashmaps to allow O(1) lookup in either direction. /// @details Maintains two hashmaps to allow O(1) lookup in either direction.
@@ -998,7 +998,7 @@ public:
std::vector<Vec2> newPos; std::vector<Vec2> newPos;
std::vector<Vec4> newColors; std::vector<Vec4> newColors;
for (size_t x = Min.x; x < Max.x; x++) { for (size_t x = Min.x; x < Max.x; x++) {
for (size_t y = Min.y; y < Max.y; x++) { for (size_t y = Min.y; y < Max.y; y++) {
Vec2 pos = Vec2(x,y); Vec2 pos = Vec2(x,y);
if (Positions.contains(pos)) continue; if (Positions.contains(pos)) continue;
Vec4 color = defaultBackgroundColor; Vec4 color = defaultBackgroundColor;
@@ -1091,10 +1091,10 @@ public:
} }
} }
tempObj->calLapl(pos, neighborTemps); tempObj->calLapl(pos, neighborTemps, deltaTime);
float newtemp = tempObj->temp; float newtemp = tempObj->temp;
float tempdiff = (oldtemp - newtemp) * (deltaTime / 1000); //float tempdiff = (oldtemp - newtemp) * (deltaTime / 1000);
tempObj->temp = oldtemp - tempdiff; //tempObj->temp = oldtemp - tempdiff;
} }
); );
} }

578
util/grid/grid3.hpp Normal file
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@@ -0,0 +1,578 @@
#ifndef GRID3_HPP
#define GRID3_HPP
#include <unordered_map>
#include "../vectorlogic/vec3.hpp"
#include "../vectorlogic/vec4.hpp"
#include "../timing_decorator.hpp"
#include "../output/frame.hpp"
#include "../noise/pnoise2.hpp"
#include <vector>
#include <unordered_set>
#include <execution>
#include <algorithm>
constexpr float EPSILON = 0.0000000000000000000000001;
/// @brief A bidirectional lookup helper to map internal IDs to 2D positions and vice-versa.
/// @details Maintains two hashmaps to allow O(1) lookup in either direction.
class reverselookupassistant3 {
private:
std::unordered_map<size_t, Vec3> Positions;
/// "Positions" reversed - stores the reverse mapping from Vec3 to ID.
std::unordered_map<Vec3, size_t, Vec3::Hash> ƨnoiƚiƨoꟼ;
size_t next_id;
public:
/// @brief Get the Position associated with a specific ID.
/// @throws std::out_of_range if the ID does not exist.
Vec3 at(size_t id) const {
auto it = Positions.at(id);
return it;
}
/// @brief Get the ID associated with a specific Position.
/// @throws std::out_of_range if the Position does not exist.
size_t at(const Vec3& pos) const {
size_t id = ƨnoiƚiƨoꟼ.at(pos);
return id;
}
/// @brief Finds a position by ID (Wrapper for at).
Vec3 find(size_t id) {
return Positions.at(id);
}
/// @brief Registers a new position and assigns it a unique ID.
/// @return The newly generated ID.
size_t set(const Vec3& pos) {
size_t id = next_id++;
Positions[id] = pos;
ƨnoiƚiƨoꟼ[pos] = id;
return id;
}
/// @brief Removes an entry by ID.
size_t remove(size_t id) {
Vec3& pos = Positions[id];
Positions.erase(id);
ƨnoiƚiƨoꟼ.erase(pos);
return id;
}
/// @brief Removes an entry by Position.
size_t remove(const Vec3& pos) {
size_t id = ƨnoiƚiƨoꟼ[pos];
Positions.erase(id);
ƨnoiƚiƨoꟼ.erase(pos);
return id;
}
void reserve(size_t size) {
Positions.reserve(size);
ƨnoiƚiƨoꟼ.reserve(size);
}
size_t size() const {
return Positions.size();
}
size_t getNext_id() {
return next_id + 1;
}
size_t bucket_count() {
return Positions.bucket_count();
}
bool empty() const {
return Positions.empty();
}
void clear() {
Positions.clear();
Positions.rehash(0);
ƨnoiƚiƨoꟼ.clear();
ƨnoiƚiƨoꟼ.rehash(0);
next_id = 0;
}
using iterator = typename std::unordered_map<size_t, Vec3>::iterator;
using const_iterator = typename std::unordered_map<size_t, Vec3>::const_iterator;
iterator begin() {
return Positions.begin();
}
iterator end() {
return Positions.end();
}
const_iterator begin() const {
return Positions.begin();
}
const_iterator end() const {
return Positions.end();
}
const_iterator cbegin() const {
return Positions.cbegin();
}
const_iterator cend() const {
return Positions.cend();
}
bool contains(size_t id) const {
return (Positions.find(id) != Positions.end());
}
bool contains(const Vec3& pos) const {
return (ƨnoiƚiƨoꟼ.find(pos) != ƨnoiƚiƨoꟼ.end());
}
};
/// @brief Accelerates spatial queries by bucketizing positions into a grid.
class SpatialGrid3 {
private:
float cellSize;
public:
std::unordered_map<Vec3, std::unordered_set<size_t>, Vec3::Hash> grid;
/// @brief Initializes the spatial grid.
/// @param cellSize The dimension of the spatial buckets. Larger cells mean more items per bucket but fewer buckets.
SpatialGrid3(float cellSize = 2.0f) : cellSize(cellSize) {}
/// @brief Converts world coordinates to spatial grid coordinates.
Vec3 worldToGrid(const Vec3& worldPos) const {
return (worldPos / cellSize).floor();
}
/// @brief Adds an object ID to the spatial index at the given position.
void insert(size_t id, const Vec3& pos) {
Vec3 gridPos = worldToGrid(pos);
grid[gridPos].insert(id);
}
/// @brief Removes an object ID from the spatial index.
void remove(size_t id, const Vec3& pos) {
Vec3 gridPos = worldToGrid(pos);
auto cellIt = grid.find(gridPos);
if (cellIt != grid.end()) {
cellIt->second.erase(id);
if (cellIt->second.empty()) {
grid.erase(cellIt);
}
}
}
/// @brief Moves an object within the spatial index (removes from old cell, adds to new if changed).
void update(size_t id, const Vec3& oldPos, const Vec3& newPos) {
Vec3 oldGridPos = worldToGrid(oldPos);
Vec3 newGridPos = worldToGrid(newPos);
if (oldGridPos != newGridPos) {
remove(id, oldPos);
insert(id, newPos);
}
}
/// @brief Returns all IDs located in the specific grid cell containing 'center'.
std::unordered_set<size_t> find(const Vec3& center) const {
auto cellIt = grid.find(worldToGrid(center));
if (cellIt != grid.end()) {
return cellIt->second;
}
return std::unordered_set<size_t>();
}
/// @brief Finds all object IDs within a square area around the center.
/// @param center The world position center.
/// @param radius The search radius (defines the bounds of grid cells to check).
/// @return A vector of candidate IDs (Note: this returns objects in valid grid cells, further distance checks may be required).
std::vector<size_t> queryRange(const Vec3& center, float radius) const {
std::vector<size_t> results;
float radiusSq = radius * radius;
// Calculate grid bounds for the query
Vec3 minGrid = worldToGrid(center - Vec3(radius, radius, radius));
Vec3 maxGrid = worldToGrid(center + Vec3(radius, radius, radius));
size_t estimatedSize = (maxGrid.x - minGrid.x + 1) * (maxGrid.y - minGrid.y + 1) * (maxGrid.z - minGrid.z + 1) * 10;
results.reserve(estimatedSize);
// Check all relevant grid cells
for (int x = minGrid.x; x <= maxGrid.x; ++x) {
for (int y = minGrid.y; y <= maxGrid.y; ++y) {
for (int z = minGrid.z; z <= minGrid.z; ++z) {
auto cellIt = grid.find(Vec3(x, y, z));
if (cellIt != grid.end()) {
results.insert(results.end(), cellIt->second.begin(), cellIt->second.end());
}
}
}
}
return results;
}
void clear() {
grid.clear();
grid.rehash(0);
}
};
/// @brief Represents a single point in the grid with an ID, color, and position.
class GenericVoxel {
protected:
size_t id;
Vec4 color;
Vec3 pos;
public:
//constructors
GenericVoxel(size_t id, Vec4 color, Vec3 pos) : id(id), color(color), pos(pos) {};
//getters
Vec4 getColor() const {
return color;
}
//setters
void setColor(Vec4 newColor) {
color = newColor;
}
void move(Vec3 newPos) {
pos = newPos;
}
void recolor(Vec4 newColor) {
color.recolor(newColor);
}
};
class Grid3 {
protected:
//all positions
reverselookupassistant3 Positions;
std::unordered_map<size_t, GenericVoxel> Pixels;
std::vector<size_t> unassignedIDs;
float neighborRadius = 1.0f;
//TODO: spatial map
SpatialGrid3 spatialGrid;
float spatialCellSize = neighborRadius * 1.5f;
// Default background color for empty spaces
Vec4 defaultBackgroundColor = Vec4(0.0f, 0.0f, 0.0f, 0.0f);
PNoise2 noisegen;
bool regenpreventer = false;
public:
Grid3 noiseGenGrid(Vec3 min, Vec3 max, float minChance = 0.1f
, float maxChance = 1.0f, bool color = true, int noisemod = 42) {
TIME_FUNCTION;
noisegen = PNoise2(noisemod);
std::cout << "generating a noise grid with the following: "<< min << " by " << max << "chance min: " << minChance
<< " max: " << maxChance << " gen colors: " << color << std::endl;
std::vector<Vec3> poses;
std::vector<Vec4> colors;
for (int x = min.x; x < max.x; x++) {
for (int y = min.y; y < max.y; y++) {
for (int z = min.z; z < max.z; z++) {
float nx = (x+noisemod)/(max.x+EPSILON)/0.1;
float ny = (y+noisemod)/(max.y+EPSILON)/0.1;
float nz = (z+noisemod)/(max.z+EPSILON)/0.1;
Vec3 pos = Vec3(nx,ny,nz);
float alpha = noisegen.permute(pos);
if (alpha > minChance && alpha < maxChance) {
if (color) {
float red = noisegen.permute(Vec3(nx*0.3,ny*0.3, nz*0.3));
float green = noisegen.permute(Vec3(nx*0.6,ny*0.6, nz*0.6));
float blue = noisegen.permute(Vec3(nx*0.9,ny*0.9, nz*0.9));
Vec4 newc = Vec4(red,green,blue,1.0);
colors.push_back(newc);
poses.push_back(Vec3(x,y,z));
} else {
Vec4 newc = Vec4(alpha,alpha,alpha,1.0);
colors.push_back(newc);
poses.push_back(Vec3(x,y,z));
}
}
}
}
}
std::cout << "noise generated" << std::endl;
bulkAddObjects(poses,colors);
return *this;
}
size_t addObject(const Vec3& pos, const Vec4& color, float size = 1.0f) {
size_t id = Positions.set(pos);
Pixels.emplace(id, GenericVoxel(id, color, pos));
spatialGrid.insert(id, pos);
return id;
}
/// @brief Sets the default background color.
void setDefault(const Vec4& color) {
defaultBackgroundColor = color;
}
/// @brief Moves an object to a new position and updates spatial indexing.
void setPosition(size_t id, const Vec3& newPosition) {
Vec3 oldPosition = Positions.at(id);
Pixels.at(id).move(newPosition);
spatialGrid.update(id, oldPosition, newPosition);
Positions.at(id).move(newPosition);
}
void setColor(size_t id, const Vec4 color) {
Pixels.at(id).recolor(color);
}
void setNeighborRadius(float radius) {
neighborRadius = radius;
optimizeSpatialGrid();
}
Vec4 getDefaultBackgroundColor() const {
return defaultBackgroundColor;
}
Vec3 getPositionID(size_t id) const {
Vec3 it = Positions.at(id);
return it;
}
size_t getPositionVec(const Vec3& pos, float radius = 0.0f) const {
TIME_FUNCTION;
if (radius == 0.0f) {
// Exact match - use spatial grid to find the cell
Vec3 gridPos = spatialGrid.worldToGrid(pos);
auto cellIt = spatialGrid.grid.find(gridPos);
if (cellIt != spatialGrid.grid.end()) {
for (size_t id : cellIt->second) {
if (Positions.at(id) == pos) {
return id;
}
}
}
throw std::out_of_range("Position not found");
} else {
auto results = getPositionVecRegion(pos, radius);
if (!results.empty()) {
return results[0]; // Return first found
}
throw std::out_of_range("No positions found in radius");
}
}
size_t getOrCreatePositionVec(const Vec3& pos, float radius = 0.0f, bool create = true) {
//TIME_FUNCTION; //called too many times and average time is less than 0.0000001 so ignore it.
if (radius == 0.0f) {
Vec3 gridPos = spatialGrid.worldToGrid(pos);
auto cellIt = spatialGrid.grid.find(gridPos);
if (cellIt != spatialGrid.grid.end()) {
for (size_t id : cellIt->second) {
if (Positions.at(id) == pos) {
return id;
}
}
}
if (create) {
return addObject(pos, defaultBackgroundColor, 1.0f);
}
throw std::out_of_range("Position not found");
} else {
auto results = getPositionVecRegion(pos, radius);
if (!results.empty()) {
return results[0];
}
if (create) {
return addObject(pos, defaultBackgroundColor, 1.0f);
}
throw std::out_of_range("No positions found in radius");
}
}
std::vector<size_t> getPositionVecRegion(const Vec3& pos, float radius = 1.0f) const {
//TIME_FUNCTION;
float searchRadius = (radius == 0.0f) ? std::numeric_limits<float>::epsilon() : radius;
// Get candidates from spatial grid
std::vector<size_t> candidates = spatialGrid.queryRange(pos, searchRadius);
// Fine-filter by exact distance
std::vector<size_t> results;
float radiusSq = searchRadius * searchRadius;
for (size_t id : candidates) {
if (Positions.at(id).distanceSquared(pos) <= radiusSq) {
results.push_back(id);
}
}
return results;
}
Vec4 getColor(size_t id) {
return Pixels.at(id).getColor();
}
void getBoundingBox(Vec3& minCorner, Vec3& maxCorner) const {
TIME_FUNCTION;
if (Positions.empty()) {
minCorner = Vec3(0, 0, 0);
maxCorner = Vec3(0, 0, 0);
return;
}
// Initialize with first position
auto it = Positions.begin();
minCorner = it->second;
maxCorner = it->second;
// Find min and max coordinates
//#pragma omp parallel for
for (const auto& [id, pos] : Positions) {
minCorner.x = std::min(minCorner.x, pos.x);
minCorner.y = std::min(minCorner.y, pos.y);
maxCorner.x = std::max(maxCorner.x, pos.x);
maxCorner.y = std::max(maxCorner.y, pos.y);
}
}
frame getGridRegionAsFrame(const Vec3& minCorner, const Vec3& maxCorner,
Vec3& res, frame::colormap outChannels = frame::colormap::RGB) {
TIME_FUNCTION;
//TODO: need to implement this.
}
size_t removeID(size_t id) {
Vec3 oldPosition = Positions.at(id);
Positions.remove(id);
Pixels.erase(id);
unassignedIDs.push_back(id);
spatialGrid.remove(id, oldPosition);
return id;
}
void bulkUpdatePositions(const std::unordered_map<size_t, Vec3>& newPositions) {
TIME_FUNCTION;
for (const auto& [id, newPos] : newPositions) {
Vec3 oldPosition = Positions.at(id);
Positions.at(id).move(newPos);
Pixels.at(id).move(newPos);
spatialGrid.update(id, oldPosition, newPos);
}
}
std::vector<size_t> bulkAddObjects(const std::vector<Vec3> poses, std::vector<Vec4> colors) {
TIME_FUNCTION;
std::vector<size_t> ids;
ids.reserve(poses.size());
// Reserve space in maps to avoid rehashing
if (Positions.bucket_count() < Positions.size() + poses.size()) {
Positions.reserve(Positions.size() + poses.size());
Pixels.reserve(Positions.size() + poses.size());
}
// Batch insertion
std::vector<size_t> newids;
for (size_t i = 0; i < poses.size(); ++i) {
size_t id = Positions.set(poses[i]);
Pixels.emplace(id, GenericVoxel(id, colors[i], poses[i]));
spatialGrid.insert(id,poses[i]);
newids.push_back(id);
}
shrinkIfNeeded();
return newids;
}
void shrinkIfNeeded() {
//TODO: garbage collector
}
void clear() {
Positions.clear();
Pixels.clear();
spatialGrid.clear();
Pixels.rehash(0);
defaultBackgroundColor = Vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
void optimizeSpatialGrid() {
//std::cout << "optimizeSpatialGrid()" << std::endl;
spatialCellSize = neighborRadius * neighborRadius;
spatialGrid = SpatialGrid3(spatialCellSize);
// Rebuild spatial grid
spatialGrid.clear();
for (const auto& [id, pos] : Positions) {
spatialGrid.insert(id, pos);
}
}
std::vector<size_t> getNeighbors(size_t id) const {
Vec3 pos = Positions.at(id);
std::vector<size_t> candidates = spatialGrid.queryRange(pos, neighborRadius);
std::vector<size_t> neighbors;
float radiusSq = neighborRadius * neighborRadius;
for (size_t candidateId : candidates) {
if (candidateId != id && pos.distanceSquared(Positions.at(candidateId)) <= radiusSq) {
neighbors.push_back(candidateId);
}
}
return neighbors;
}
std::vector<size_t> getNeighborsRange(size_t id, float dist) const {
Vec3 pos = Positions.at(id);
std::vector<size_t> candidates = spatialGrid.queryRange(pos, neighborRadius);
std::vector<size_t> neighbors;
float radiusSq = dist * dist;
for (size_t candidateId : candidates) {
if (candidateId != id &&
pos.distanceSquared(Positions.at(candidateId)) <= radiusSq) {
neighbors.push_back(candidateId);
}
}
return neighbors;
}
Grid3 backfillGrid() {
Vec3 Min;
Vec3 Max;
getBoundingBox(Min, Max);
std::vector<Vec3> newPos;
std::vector<Vec4> newColors;
for (size_t x = Min.x; x < Max.x; x++) {
for (size_t y = Min.y; y < Max.y; y++) {
for (size_t z = Min.z; z < Max.z; z++) {
Vec3 pos = Vec3(x,y,z);
if (Positions.contains(pos)) continue;
Vec4 color = defaultBackgroundColor;
float size = 0.1;
newPos.push_back(pos);
newColors.push_back(color);
}
}
}
bulkAddObjects(newPos, newColors);
return *this;
}
};
#endif

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@@ -15,7 +15,14 @@ public:
Vec3(float scalar) : x(scalar), y(scalar), z(scalar) {} Vec3(float scalar) : x(scalar), y(scalar), z(scalar) {}
Vec3(const class Vec2& vec2, float z = 0.0f); Vec3(const class Vec2& vec2, float z = 0.0f);
Vec3& move(const Vec3 newpos) {
x = newpos.x;
y = newpos.y;
z = newpos.z;
return *this;
}
// Arithmetic operations // Arithmetic operations
Vec3 operator+(const Vec3& other) const { Vec3 operator+(const Vec3& other) const {
return Vec3(x + other.x, y + other.y, z + other.z); return Vec3(x + other.x, y + other.y, z + other.z);
@@ -303,6 +310,12 @@ public:
std::string toString() const { std::string toString() const {
return "(" + std::to_string(x) + ", " + std::to_string(y) + ", " + std::to_string(z) + ")"; return "(" + std::to_string(x) + ", " + std::to_string(y) + ", " + std::to_string(z) + ")";
} }
struct Hash {
std::size_t operator()(const Vec3& v) const {
return std::hash<float>()(v.x) ^ (std::hash<float>()(v.y) << 1) ^ (std::hash<float>()(v.z) << 2);
}
};
}; };
inline std::ostream& operator<<(std::ostream& os, const Vec3& vec) { inline std::ostream& operator<<(std::ostream& os, const Vec3& vec) {