added grid3. and fixed a minor issue in the backfill.
This commit is contained in:
3
.vscode/settings.json
vendored
3
.vscode/settings.json
vendored
@@ -96,7 +96,8 @@
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"resumable": "cpp",
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"set": "cpp",
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"shared_mutex": "cpp",
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"cfenv": "cpp"
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"cfenv": "cpp",
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"execution": "cpp"
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},
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"files.exclude": {
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"**/*.rpyc": true,
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@@ -15,7 +15,7 @@
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#include <execution>
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#include <algorithm>
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const float EPSILON = 0.0000000000000000000000001;
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constexpr float EPSILON = 0.0000000000000000000000001;
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/// @brief A bidirectional lookup helper to map internal IDs to 2D positions and vice-versa.
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/// @details Maintains two hashmaps to allow O(1) lookup in either direction.
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@@ -998,7 +998,7 @@ public:
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std::vector<Vec2> newPos;
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std::vector<Vec4> newColors;
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for (size_t x = Min.x; x < Max.x; x++) {
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for (size_t y = Min.y; y < Max.y; x++) {
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for (size_t y = Min.y; y < Max.y; y++) {
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Vec2 pos = Vec2(x,y);
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if (Positions.contains(pos)) continue;
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Vec4 color = defaultBackgroundColor;
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@@ -1091,10 +1091,10 @@ public:
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}
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}
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tempObj->calLapl(pos, neighborTemps);
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tempObj->calLapl(pos, neighborTemps, deltaTime);
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float newtemp = tempObj->temp;
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float tempdiff = (oldtemp - newtemp) * (deltaTime / 1000);
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tempObj->temp = oldtemp - tempdiff;
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//float tempdiff = (oldtemp - newtemp) * (deltaTime / 1000);
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//tempObj->temp = oldtemp - tempdiff;
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}
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);
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}
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578
util/grid/grid3.hpp
Normal file
578
util/grid/grid3.hpp
Normal file
@@ -0,0 +1,578 @@
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#ifndef GRID3_HPP
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#define GRID3_HPP
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#include <unordered_map>
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#include "../vectorlogic/vec3.hpp"
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#include "../vectorlogic/vec4.hpp"
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#include "../timing_decorator.hpp"
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#include "../output/frame.hpp"
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#include "../noise/pnoise2.hpp"
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#include <vector>
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#include <unordered_set>
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#include <execution>
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#include <algorithm>
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constexpr float EPSILON = 0.0000000000000000000000001;
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/// @brief A bidirectional lookup helper to map internal IDs to 2D positions and vice-versa.
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/// @details Maintains two hashmaps to allow O(1) lookup in either direction.
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class reverselookupassistant3 {
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private:
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std::unordered_map<size_t, Vec3> Positions;
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/// "Positions" reversed - stores the reverse mapping from Vec3 to ID.
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std::unordered_map<Vec3, size_t, Vec3::Hash> ƨnoiƚiƨoꟼ;
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size_t next_id;
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public:
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/// @brief Get the Position associated with a specific ID.
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/// @throws std::out_of_range if the ID does not exist.
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Vec3 at(size_t id) const {
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auto it = Positions.at(id);
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return it;
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}
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/// @brief Get the ID associated with a specific Position.
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/// @throws std::out_of_range if the Position does not exist.
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size_t at(const Vec3& pos) const {
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size_t id = ƨnoiƚiƨoꟼ.at(pos);
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return id;
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}
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/// @brief Finds a position by ID (Wrapper for at).
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Vec3 find(size_t id) {
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return Positions.at(id);
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}
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/// @brief Registers a new position and assigns it a unique ID.
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/// @return The newly generated ID.
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size_t set(const Vec3& pos) {
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size_t id = next_id++;
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Positions[id] = pos;
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ƨnoiƚiƨoꟼ[pos] = id;
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return id;
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}
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/// @brief Removes an entry by ID.
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size_t remove(size_t id) {
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Vec3& pos = Positions[id];
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Positions.erase(id);
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ƨnoiƚiƨoꟼ.erase(pos);
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return id;
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}
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/// @brief Removes an entry by Position.
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size_t remove(const Vec3& pos) {
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size_t id = ƨnoiƚiƨoꟼ[pos];
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Positions.erase(id);
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ƨnoiƚiƨoꟼ.erase(pos);
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return id;
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}
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void reserve(size_t size) {
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Positions.reserve(size);
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ƨnoiƚiƨoꟼ.reserve(size);
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}
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size_t size() const {
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return Positions.size();
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}
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size_t getNext_id() {
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return next_id + 1;
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}
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size_t bucket_count() {
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return Positions.bucket_count();
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}
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bool empty() const {
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return Positions.empty();
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}
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void clear() {
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Positions.clear();
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Positions.rehash(0);
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ƨnoiƚiƨoꟼ.clear();
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ƨnoiƚiƨoꟼ.rehash(0);
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next_id = 0;
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}
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using iterator = typename std::unordered_map<size_t, Vec3>::iterator;
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using const_iterator = typename std::unordered_map<size_t, Vec3>::const_iterator;
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iterator begin() {
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return Positions.begin();
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}
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iterator end() {
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return Positions.end();
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}
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const_iterator begin() const {
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return Positions.begin();
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}
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const_iterator end() const {
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return Positions.end();
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}
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const_iterator cbegin() const {
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return Positions.cbegin();
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}
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const_iterator cend() const {
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return Positions.cend();
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}
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bool contains(size_t id) const {
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return (Positions.find(id) != Positions.end());
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}
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bool contains(const Vec3& pos) const {
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return (ƨnoiƚiƨoꟼ.find(pos) != ƨnoiƚiƨoꟼ.end());
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}
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};
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/// @brief Accelerates spatial queries by bucketizing positions into a grid.
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class SpatialGrid3 {
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private:
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float cellSize;
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public:
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std::unordered_map<Vec3, std::unordered_set<size_t>, Vec3::Hash> grid;
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/// @brief Initializes the spatial grid.
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/// @param cellSize The dimension of the spatial buckets. Larger cells mean more items per bucket but fewer buckets.
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SpatialGrid3(float cellSize = 2.0f) : cellSize(cellSize) {}
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/// @brief Converts world coordinates to spatial grid coordinates.
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Vec3 worldToGrid(const Vec3& worldPos) const {
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return (worldPos / cellSize).floor();
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}
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/// @brief Adds an object ID to the spatial index at the given position.
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void insert(size_t id, const Vec3& pos) {
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Vec3 gridPos = worldToGrid(pos);
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grid[gridPos].insert(id);
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}
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/// @brief Removes an object ID from the spatial index.
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void remove(size_t id, const Vec3& pos) {
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Vec3 gridPos = worldToGrid(pos);
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auto cellIt = grid.find(gridPos);
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if (cellIt != grid.end()) {
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cellIt->second.erase(id);
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if (cellIt->second.empty()) {
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grid.erase(cellIt);
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}
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}
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}
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/// @brief Moves an object within the spatial index (removes from old cell, adds to new if changed).
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void update(size_t id, const Vec3& oldPos, const Vec3& newPos) {
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Vec3 oldGridPos = worldToGrid(oldPos);
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Vec3 newGridPos = worldToGrid(newPos);
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if (oldGridPos != newGridPos) {
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remove(id, oldPos);
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insert(id, newPos);
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}
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}
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/// @brief Returns all IDs located in the specific grid cell containing 'center'.
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std::unordered_set<size_t> find(const Vec3& center) const {
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auto cellIt = grid.find(worldToGrid(center));
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if (cellIt != grid.end()) {
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return cellIt->second;
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}
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return std::unordered_set<size_t>();
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}
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/// @brief Finds all object IDs within a square area around the center.
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/// @param center The world position center.
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/// @param radius The search radius (defines the bounds of grid cells to check).
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/// @return A vector of candidate IDs (Note: this returns objects in valid grid cells, further distance checks may be required).
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std::vector<size_t> queryRange(const Vec3& center, float radius) const {
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std::vector<size_t> results;
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float radiusSq = radius * radius;
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// Calculate grid bounds for the query
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Vec3 minGrid = worldToGrid(center - Vec3(radius, radius, radius));
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Vec3 maxGrid = worldToGrid(center + Vec3(radius, radius, radius));
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size_t estimatedSize = (maxGrid.x - minGrid.x + 1) * (maxGrid.y - minGrid.y + 1) * (maxGrid.z - minGrid.z + 1) * 10;
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results.reserve(estimatedSize);
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// Check all relevant grid cells
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for (int x = minGrid.x; x <= maxGrid.x; ++x) {
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for (int y = minGrid.y; y <= maxGrid.y; ++y) {
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for (int z = minGrid.z; z <= minGrid.z; ++z) {
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auto cellIt = grid.find(Vec3(x, y, z));
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if (cellIt != grid.end()) {
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results.insert(results.end(), cellIt->second.begin(), cellIt->second.end());
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}
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}
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}
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}
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return results;
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}
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void clear() {
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grid.clear();
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grid.rehash(0);
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}
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};
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/// @brief Represents a single point in the grid with an ID, color, and position.
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class GenericVoxel {
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protected:
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size_t id;
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Vec4 color;
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Vec3 pos;
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public:
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//constructors
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GenericVoxel(size_t id, Vec4 color, Vec3 pos) : id(id), color(color), pos(pos) {};
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//getters
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Vec4 getColor() const {
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return color;
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}
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//setters
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void setColor(Vec4 newColor) {
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color = newColor;
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}
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void move(Vec3 newPos) {
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pos = newPos;
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}
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void recolor(Vec4 newColor) {
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color.recolor(newColor);
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}
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};
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class Grid3 {
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protected:
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//all positions
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reverselookupassistant3 Positions;
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std::unordered_map<size_t, GenericVoxel> Pixels;
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std::vector<size_t> unassignedIDs;
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float neighborRadius = 1.0f;
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//TODO: spatial map
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SpatialGrid3 spatialGrid;
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float spatialCellSize = neighborRadius * 1.5f;
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// Default background color for empty spaces
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Vec4 defaultBackgroundColor = Vec4(0.0f, 0.0f, 0.0f, 0.0f);
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PNoise2 noisegen;
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bool regenpreventer = false;
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public:
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Grid3 noiseGenGrid(Vec3 min, Vec3 max, float minChance = 0.1f
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, float maxChance = 1.0f, bool color = true, int noisemod = 42) {
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TIME_FUNCTION;
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noisegen = PNoise2(noisemod);
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std::cout << "generating a noise grid with the following: "<< min << " by " << max << "chance min: " << minChance
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<< " max: " << maxChance << " gen colors: " << color << std::endl;
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std::vector<Vec3> poses;
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std::vector<Vec4> colors;
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for (int x = min.x; x < max.x; x++) {
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for (int y = min.y; y < max.y; y++) {
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for (int z = min.z; z < max.z; z++) {
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float nx = (x+noisemod)/(max.x+EPSILON)/0.1;
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float ny = (y+noisemod)/(max.y+EPSILON)/0.1;
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float nz = (z+noisemod)/(max.z+EPSILON)/0.1;
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Vec3 pos = Vec3(nx,ny,nz);
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float alpha = noisegen.permute(pos);
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if (alpha > minChance && alpha < maxChance) {
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if (color) {
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float red = noisegen.permute(Vec3(nx*0.3,ny*0.3, nz*0.3));
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float green = noisegen.permute(Vec3(nx*0.6,ny*0.6, nz*0.6));
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float blue = noisegen.permute(Vec3(nx*0.9,ny*0.9, nz*0.9));
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Vec4 newc = Vec4(red,green,blue,1.0);
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colors.push_back(newc);
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poses.push_back(Vec3(x,y,z));
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} else {
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Vec4 newc = Vec4(alpha,alpha,alpha,1.0);
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colors.push_back(newc);
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poses.push_back(Vec3(x,y,z));
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}
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}
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}
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}
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}
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std::cout << "noise generated" << std::endl;
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bulkAddObjects(poses,colors);
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return *this;
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}
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size_t addObject(const Vec3& pos, const Vec4& color, float size = 1.0f) {
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size_t id = Positions.set(pos);
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Pixels.emplace(id, GenericVoxel(id, color, pos));
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spatialGrid.insert(id, pos);
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return id;
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}
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/// @brief Sets the default background color.
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void setDefault(const Vec4& color) {
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defaultBackgroundColor = color;
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}
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/// @brief Moves an object to a new position and updates spatial indexing.
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void setPosition(size_t id, const Vec3& newPosition) {
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Vec3 oldPosition = Positions.at(id);
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Pixels.at(id).move(newPosition);
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spatialGrid.update(id, oldPosition, newPosition);
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Positions.at(id).move(newPosition);
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}
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void setColor(size_t id, const Vec4 color) {
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Pixels.at(id).recolor(color);
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}
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void setNeighborRadius(float radius) {
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neighborRadius = radius;
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optimizeSpatialGrid();
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}
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Vec4 getDefaultBackgroundColor() const {
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return defaultBackgroundColor;
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}
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Vec3 getPositionID(size_t id) const {
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Vec3 it = Positions.at(id);
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return it;
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}
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size_t getPositionVec(const Vec3& pos, float radius = 0.0f) const {
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TIME_FUNCTION;
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if (radius == 0.0f) {
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// Exact match - use spatial grid to find the cell
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Vec3 gridPos = spatialGrid.worldToGrid(pos);
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auto cellIt = spatialGrid.grid.find(gridPos);
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if (cellIt != spatialGrid.grid.end()) {
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for (size_t id : cellIt->second) {
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if (Positions.at(id) == pos) {
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return id;
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}
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}
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}
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throw std::out_of_range("Position not found");
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} else {
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auto results = getPositionVecRegion(pos, radius);
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if (!results.empty()) {
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return results[0]; // Return first found
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}
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throw std::out_of_range("No positions found in radius");
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}
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}
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size_t getOrCreatePositionVec(const Vec3& pos, float radius = 0.0f, bool create = true) {
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//TIME_FUNCTION; //called too many times and average time is less than 0.0000001 so ignore it.
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if (radius == 0.0f) {
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Vec3 gridPos = spatialGrid.worldToGrid(pos);
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auto cellIt = spatialGrid.grid.find(gridPos);
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if (cellIt != spatialGrid.grid.end()) {
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for (size_t id : cellIt->second) {
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if (Positions.at(id) == pos) {
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return id;
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}
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}
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}
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if (create) {
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return addObject(pos, defaultBackgroundColor, 1.0f);
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}
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throw std::out_of_range("Position not found");
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} else {
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auto results = getPositionVecRegion(pos, radius);
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if (!results.empty()) {
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return results[0];
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}
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if (create) {
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return addObject(pos, defaultBackgroundColor, 1.0f);
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}
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throw std::out_of_range("No positions found in radius");
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}
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}
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std::vector<size_t> getPositionVecRegion(const Vec3& pos, float radius = 1.0f) const {
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//TIME_FUNCTION;
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float searchRadius = (radius == 0.0f) ? std::numeric_limits<float>::epsilon() : radius;
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// Get candidates from spatial grid
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std::vector<size_t> candidates = spatialGrid.queryRange(pos, searchRadius);
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// Fine-filter by exact distance
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std::vector<size_t> results;
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float radiusSq = searchRadius * searchRadius;
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for (size_t id : candidates) {
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if (Positions.at(id).distanceSquared(pos) <= radiusSq) {
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results.push_back(id);
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}
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}
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return results;
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}
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Vec4 getColor(size_t id) {
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return Pixels.at(id).getColor();
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}
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||||
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||||
void getBoundingBox(Vec3& minCorner, Vec3& maxCorner) const {
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TIME_FUNCTION;
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if (Positions.empty()) {
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||||
minCorner = Vec3(0, 0, 0);
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maxCorner = Vec3(0, 0, 0);
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return;
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||||
}
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||||
|
||||
// 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
|
||||
@@ -16,6 +16,13 @@ public:
|
||||
|
||||
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
|
||||
Vec3 operator+(const Vec3& other) const {
|
||||
return Vec3(x + other.x, y + other.y, z + other.z);
|
||||
@@ -303,6 +310,12 @@ public:
|
||||
std::string toString() const {
|
||||
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) {
|
||||
|
||||
Reference in New Issue
Block a user