fancy grid stuff

This commit is contained in:
Yggdrasil75
2025-11-11 10:48:52 -05:00
parent f5a28d98a3
commit 5b7b6115a9
4 changed files with 663 additions and 557 deletions

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@@ -84,7 +84,8 @@
"span": "cpp",
"cinttypes": "cpp",
"variant": "cpp",
"__nullptr": "cpp"
"__nullptr": "cpp",
"unordered_set": "cpp"
},
"files.exclude": {
"**/*.rpyc": true,

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@@ -7,289 +7,352 @@
#include <unordered_map>
#include <string>
#include <algorithm>
#include <map>
#include <unordered_set>
class Grid2 {
private:
//size_t is index.
//vec2 is x,y position of the sparse value
std::multimap<size_t, Vec2> positions;
//vec4 is rgba color at the position
std::multimap<size_t, Vec4> colors;
//size is a floating size to assign to a "pixel" (or voxel for grid3) to allow larger or smaller assignments in this map
std::multimap<size_t, float> sizes;
//others will be added later
size_t next_id;
std::unordered_map<size_t, std::pair<int, int>> cellIndices; // object ID -> grid cell
std::unordered_map<std::pair<int, int>, std::unordered_set<size_t>> spatialGrid; // cell -> object IDs
float cellSize;
public:
int width, height;
Grid2() : next_id(0), cellSize(1.0f) {}
Grid2(float cellSize = 1.0f) : next_id(0), cellSize(cellSize) {}
Grid2() : width(0), height(0) {}
Grid2(int size) : width(size), height(size) {
positions.reserve(size);
colors.reserve(size);
sizes.reserve(size);
}
Grid2(int width, int height) : width(width), height(height) {
positions.reserve(width * height);
colors.reserve(width * height);
sizes.reserve(width * height);
size_t addObject(const Vec2& position, const Vec4& color, float size = 1.0f) {
size_t id = next_id++;
positions.insert({id, position});
colors.insert({id, color});
sizes.insert({id, size});
std::pair<int,int> cell = worldToGrid(position);
spatialGrid[cell].insert(id);
cellIndices[id] = cell;
return id;
}
// Add a pixel at specific position
int addPixel(const Vec2& position, const Vec4& color, float size = 1.0f) {
int index = positions.size();
positions.push_back(position);
colors.push_back(color);
sizes.push_back(size);
positionToIndex[position] = index;
return index;
//gets
Vec2 getPosition(size_t id) const {
auto it = positions.find(id);
if (it != positions.end()) return it->second;
return Vec2();
}
// Add a pixel with integer coordinates
int addPixel(int x, int y, const Vec4& color, float size = 1.0f) {
return addPixel(Vec2(static_cast<float>(x), static_cast<float>(y)), color, size);
Vec4 getColor(size_t id) const {
auto it = colors.find(id);
if (it != colors.end()) return it->second;
return Vec4();
}
// Check if position is occupied
bool isOccupied(const Vec2& position) const {
return positionToIndex.find(position) != positionToIndex.end();
float getSize(size_t id) const {
auto it = sizes.find(id);
if (it != sizes.end()) return it->second;
return 1.0f;
}
bool isOccupied(int x, int y) const {
return isOccupied(Vec2(static_cast<float>(x), static_cast<float>(y)));
//sets
void setPosition(size_t id, const Vec2& position) {
if (!hasObject(id)) return;
Vec2 oldPos = getPosition(id);
positions.erase(id);
positions.insert({id, position});
updateSpatialIndex(id, oldPos, position);
}
// Get pixel index at position, returns -1 if not found
int getPixelIndex(const Vec2& position) const {
auto it = positionToIndex.find(position);
return (it != positionToIndex.end()) ? it->second : -1;
void setColor(size_t id, const Vec4& color) {
colors.erase(id);
colors.insert({id, color});
}
int getPixelIndex(int x, int y) const {
return getPixelIndex(Vec2(static_cast<float>(x), static_cast<float>(y)));
void setSize(size_t id, float size) {
sizes.erase(id);
sizes.insert({id, size});
}
// Remove pixel at position
bool removePixel(const Vec2& position) {
int index = getPixelIndex(position);
if (index == -1) return false;
// Batch add/remove operations
void addObjects(const std::vector<std::tuple<Vec2, Vec4, float>>& objects) {
for (const auto& obj : objects) {
addObject(std::get<0>(obj), std::get<1>(obj), std::get<2>(obj));
}
}
// Swap with last element and update map
if (index != positions.size() - 1) {
positions[index] = positions.back();
colors[index] = colors.back();
sizes[index] = sizes.back();
void removeObjects(const std::vector<size_t>& ids) {
for (size_t id : ids) {
removeObject(id);
}
}
// Update mapping for the moved element
positionToIndex[positions[index]] = index;
// Batch position updates
void updatePositions(const std::unordered_map<size_t, Vec2>& newPositions) {
// Bulk update spatial grid - collect all changes first
std::vector<std::tuple<size_t, Vec2, Vec2>> spatialUpdates;
for (const auto& pair : newPositions) {
if (hasObject(pair.first)) {
Vec2 oldPos = getPosition(pair.first);
positions.erase(pair.first);
positions.insert({pair.first, pair.second});
spatialUpdates.emplace_back(pair.first, oldPos, pair.second);
}
}
// Remove last element
positions.pop_back();
colors.pop_back();
sizes.pop_back();
positionToIndex.erase(position);
return true;
// Apply all spatial updates at once
for (const auto& update : spatialUpdates) {
updateSpatialIndex(std::get<0>(update), std::get<1>(update), std::get<2>(update));
}
}
bool removePixel(int x, int y) {
return removePixel(Vec2(static_cast<float>(x), static_cast<float>(y)));
//other
bool hasObject(size_t id) const {
return positions.find(id) != positions.end();
}
// Clear all pixels
void clear() {
positions.clear();
colors.clear();
sizes.clear();
positionToIndex.clear();
void removeObject(size_t id) {
// Remove from spatial grid first
auto cellIt = cellIndices.find(id);
if (cellIt != cellIndices.end()) {
auto& cellObjects = spatialGrid[cellIt->second];
cellObjects.erase(id);
if (cellObjects.empty()) {
spatialGrid.erase(cellIt->second);
}
cellIndices.erase(id);
}
// Remove from data maps
positions.erase(id);
colors.erase(id);
sizes.erase(id);
}
// Get pixel count
size_t getPixelCount() const {
return positions.size();
std::vector<size_t> getIndicesAt(float x, float y, float radius = 0.0f) const {
return getIndicesAt(Vec2(x, y), radius);
}
// Check if grid is empty
bool isEmpty() const {
return positions.empty();
std::vector<size_t> getIndicesAt(const Vec2& position, float radius = 0.0f) const {
std::vector<size_t> result;
if (radius <= 0.0f) {
// Exact position match
for (const auto& pair : positions) {
if (pair.second == position) {
result.push_back(pair.first);
}
}
} else {
// Radius-based search
float radius_sq = radius * radius;
for (const auto& pair : positions) {
float dx = pair.second.x - position.x;
float dy = pair.second.y - position.y;
if (dx * dx + dy * dy <= radius_sq) {
result.push_back(pair.first);
}
}
}
return result;
}
// Get bounding box of occupied pixels
void getBoundingBox(Vec2& minCorner, Vec2& maxCorner) const {
if (positions.empty()) {
minCorner = Vec2(0, 0);
maxCorner = Vec2(0, 0);
minCorner = Vec2(0.0f, 0.0f);
maxCorner = Vec2(0.0f, 0.0f);
return;
}
minCorner = positions[0];
maxCorner = positions[0];
auto it = positions.begin();
minCorner = it->second;
maxCorner = it->second;
for (const auto& pos : positions) {
minCorner = minCorner.min(pos);
maxCorner = maxCorner.max(pos);
for (const auto& pair : positions) {
const Vec2& pos = pair.second;
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);
}
}
// Fill a rectangular region
void fillRectangle(const Vec2& start, const Vec2& end, const Vec4& color, float size = 1.0f) {
int startX = static_cast<int>(std::min(start.x, end.x));
int endX = static_cast<int>(std::max(start.x, end.x));
int startY = static_cast<int>(std::min(start.y, end.y));
int endY = static_cast<int>(std::max(start.y, end.y));
//to picture
void getGridAsRGB(int& width, int& height, std::vector<int>& rgbData) const {
Vec2 minCorner, maxCorner;
getBoundingBox(minCorner, maxCorner);
for (int y = startY; y <= endY; ++y) {
for (int x = startX; x <= endX; ++x) {
if (!isOccupied(x, y)) {
addPixel(x, y, color, size);
// Calculate grid dimensions (adding 1 to include both ends)
width = static_cast<int>(std::ceil(maxCorner.x - minCorner.x)) + 1;
height = static_cast<int>(std::ceil(maxCorner.y - minCorner.y)) + 1;
// Initialize with black (0,0,0)
rgbData.resize(width * height * 3, 0);
// Fill the grid with object colors
for (const auto& posPair : positions) {
size_t id = posPair.first;
const Vec2& pos = posPair.second;
// Convert world position to grid coordinates
int gridX = static_cast<int>(pos.x - minCorner.x);
int gridY = static_cast<int>(pos.y - minCorner.y);
if (gridX >= 0 && gridX < width && gridY >= 0 && gridY < height) {
const Vec4& color = getColor(id);
int index = (gridY * width + gridX) * 3;
// Convert float color [0,1] to int [0,255]
rgbData[index] = static_cast<int>(color.r * 255);
rgbData[index + 1] = static_cast<int>(color.g * 255);
rgbData[index + 2] = static_cast<int>(color.b * 255);
}
}
}
void getRegionAsRGB(float minX, float minY, float maxX, float maxY,
int& width, int& height, std::vector<int>& rgbData) const {
// Ensure valid region
if (minX >= maxX || minY >= maxY) {
width = 0;
height = 0;
rgbData.clear();
return;
}
// Calculate grid dimensions
width = static_cast<int>(std::ceil(maxX - minX));
height = static_cast<int>(std::ceil(maxY - minY));
// Initialize with black (0,0,0)
rgbData.resize(width * height * 3, 0);
// Fill the grid with object colors in the region
for (const auto& posPair : positions) {
size_t id = posPair.first;
const Vec2& pos = posPair.second;
// Check if position is within the region
if (pos.x >= minX && pos.x < maxX && pos.y >= minY && pos.y < maxY) {
// Convert world position to grid coordinates
int gridX = static_cast<int>(pos.x - minX);
int gridY = static_cast<int>(pos.y - minY);
if (gridX >= 0 && gridX < width && gridY >= 0 && gridY < height) {
const Vec4& color = getColor(id);
int index = (gridY * width + gridX) * 3;
// Convert float color [0,1] to int [0,255]
rgbData[index] = static_cast<int>(color.r * 255);
rgbData[index + 1] = static_cast<int>(color.g * 255);
rgbData[index + 2] = static_cast<int>(color.b * 255);
}
}
}
}
// Create a circle pattern
void fillCircle(const Vec2& center, float radius, const Vec4& color, float size = 1.0f) {
int centerX = static_cast<int>(center.x);
int centerY = static_cast<int>(center.y);
int radiusInt = static_cast<int>(radius);
void getRegionAsRGB(const Vec2& minCorner, const Vec2& maxCorner,
int& width, int& height, std::vector<int>& rgbData) const {
getRegionAsRGB(minCorner.x, minCorner.y, maxCorner.x, maxCorner.y,
width, height, rgbData);
}
for (int y = centerY - radiusInt; y <= centerY + radiusInt; ++y) {
for (int x = centerX - radiusInt; x <= centerX + radiusInt; ++x) {
float dx = x - center.x;
float dy = y - center.y;
if (dx * dx + dy * dy <= radius * radius) {
if (!isOccupied(x, y)) {
addPixel(x, y, color, size);
//spatial map
std::pair<int, int> worldToGrid(const Vec2& pos) const {
return {
static_cast<int>(std::floor(pos.x / cellSize)),
static_cast<int>(std::floor(pos.y / cellSize))
};
}
void updateSpatialIndex(size_t id, const Vec2& oldPos, const Vec2& newPos) {
auto oldCell = worldToGrid(oldPos);
auto newCell = worldToGrid(newPos);
if (oldCell != newCell) {
// Remove from old cell
auto oldIt = spatialGrid.find(oldCell);
if (oldIt != spatialGrid.end()) {
oldIt->second.erase(id);
if (oldIt->second.empty()) {
spatialGrid.erase(oldIt);
}
}
// Add to new cell
spatialGrid[newCell].insert(id);
cellIndices[id] = newCell;
}
}
std::vector<size_t> getIndicesInRadius(const Vec2& position, float radius) const {
std::vector<size_t> result;
Vec2 minPos(position.x - radius, position.y - radius);
Vec2 maxPos(position.x + radius, position.y + radius);
auto minCell = worldToGrid(minPos);
auto maxCell = worldToGrid(maxPos);
float radiusSq = radius * radius;
// Only check relevant cells
for (int x = minCell.first; x <= maxCell.first; ++x) {
for (int y = minCell.second; y <= maxCell.second; ++y) {
auto cell = std::make_pair(x, y);
auto it = spatialGrid.find(cell);
if (it != spatialGrid.end()) {
for (size_t id : it->second) {
const Vec2& objPos = getPosition(id);
float dx = objPos.x - position.x;
float dy = objPos.y - position.y;
if (dx * dx + dy * dy <= radiusSq) {
result.push_back(id);
}
}
}
}
}
return result;
}
// Create a line between two points
void drawLine(const Vec2& start, const Vec2& end, const Vec4& color, float size = 1.0f) {
// Bresenham's line algorithm
int x0 = static_cast<int>(start.x);
int y0 = static_cast<int>(start.y);
int x1 = static_cast<int>(end.x);
int y1 = static_cast<int>(end.y);
std::vector<size_t> getIndicesInRegion(const Vec2& minCorner, const Vec2& maxCorner) const {
std::vector<size_t> result;
int dx = std::abs(x1 - x0);
int dy = std::abs(y1 - y0);
int sx = (x0 < x1) ? 1 : -1;
int sy = (y0 < y1) ? 1 : -1;
int err = dx - dy;
auto minCell = worldToGrid(minCorner);
auto maxCell = worldToGrid(maxCorner);
while (true) {
if (!isOccupied(x0, y0)) {
addPixel(x0, y0, color, size);
}
if (x0 == x1 && y0 == y1) break;
int e2 = 2 * err;
if (e2 > -dy) {
err -= dy;
x0 += sx;
}
if (e2 < dx) {
err += dx;
y0 += sy;
}
}
}
// Get neighbors of a pixel (4-connected)
std::vector<int> getNeighbors4(const Vec2& position) const {
std::vector<int> neighbors;
Vec2 offsets[] = {Vec2(1, 0), Vec2(-1, 0), Vec2(0, 1), Vec2(0, -1)};
for (const auto& offset : offsets) {
Vec2 neighborPos = position + offset;
int index = getPixelIndex(neighborPos);
if (index != -1) {
neighbors.push_back(index);
}
}
return neighbors;
}
// Get neighbors of a pixel (8-connected)
std::vector<int> getNeighbors8(const Vec2& position) const {
std::vector<int> neighbors;
for (int dy = -1; dy <= 1; ++dy) {
for (int dx = -1; dx <= 1; ++dx) {
if (dx == 0 && dy == 0) continue;
Vec2 neighborPos = position + Vec2(dx, dy);
int index = getPixelIndex(neighborPos);
if (index != -1) {
neighbors.push_back(index);
}
}
}
return neighbors;
}
// Find connected components
std::vector<std::vector<int>> findConnectedComponents() const {
std::vector<std::vector<int>> components;
std::unordered_map<Vec2, bool, std::hash<Vec2>> visited;
for (size_t i = 0; i < positions.size(); ++i) {
const Vec2& pos = positions[i];
if (visited.find(pos) == visited.end()) {
std::vector<int> component;
floodFill(pos, visited, component);
components.push_back(component);
}
}
return components;
}
// Getters
const std::vector<Vec2>& getPositions() const { return positions; }
const std::vector<Vec4>& getColors() const { return colors; }
const std::vector<float>& getSizes() const { return sizes; }
Vec2 getPosition(int index) const { return positions[index]; }
Vec4 getColor(int index) const { return colors[index]; }
float getSize(int index) const { return sizes[index]; }
void setColor(int index, const Vec4& color) { colors[index] = color; }
void setSize(int index, float size) { sizes[index] = size; }
int getWidth() const { return width; }
int getHeight() const { return height; }
private:
std::vector<Vec2> positions;
std::vector<Vec4> colors;
std::vector<float> sizes;
std::unordered_map<Vec2, int, std::hash<Vec2>> positionToIndex;
void floodFill(const Vec2& start, std::unordered_map<Vec2, bool, std::hash<Vec2>>& visited,
std::vector<int>& component) const {
std::vector<Vec2> stack;
stack.push_back(start);
while (!stack.empty()) {
Vec2 current = stack.back();
stack.pop_back();
if (visited.find(current) != visited.end()) continue;
visited[current] = true;
int index = getPixelIndex(current);
if (index != -1) {
component.push_back(index);
// Add 4-connected neighbors
Vec2 neighbors[] = {current + Vec2(1, 0), current + Vec2(-1, 0),
current + Vec2(0, 1), current + Vec2(0, -1)};
for (const auto& neighbor : neighbors) {
if (isOccupied(neighbor) && visited.find(neighbor) == visited.end()) {
stack.push_back(neighbor);
for (int x = minCell.first; x <= maxCell.first; ++x) {
for (int y = minCell.second; y <= maxCell.second; ++y) {
auto cell = std::make_pair(x, y);
auto it = spatialGrid.find(cell);
if (it != spatialGrid.end()) {
for (size_t id : it->second) {
const Vec2& pos = getPosition(id);
if (pos.x >= minCorner.x && pos.x <= maxCorner.x &&
pos.y >= minCorner.y && pos.y <= maxCorner.y) {
result.push_back(id);
}
}
}
}
}
return result;
}
size_t getSpatialGridCellCount() const { return spatialGrid.size(); }
size_t getSpatialGridObjectCount() const { return cellIndices.size(); }
float getCellSize() const { return cellSize; }
};
#endif

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@@ -1,385 +1,427 @@
#ifndef GRID3_HPP
#define GRID3_HPP
#include "../vec3.hpp"
#include "../vec4.hpp"
#include "vec3.hpp"
#include "vec4.hpp"
#include <vector>
#include <unordered_map>
#include <string>
#include <algorithm>
#include <functional>
#include <map>
#include <unordered_set>
class Grid3 {
private:
// size_t is index
// Vec3 is x,y,z position of the sparse voxel
std::multimap<size_t, Vec3> positions;
// Vec4 is rgba color at the position
std::multimap<size_t, Vec4> colors;
// size is a floating size to assign to a voxel to allow larger or smaller assignments
std::multimap<size_t, float> sizes;
size_t next_id;
std::unordered_map<size_t, std::tuple<int, int, int>> cellIndices; // object ID -> grid cell
std::unordered_map<std::tuple<int, int, int>, std::unordered_set<size_t>> spatialGrid; // cell -> object IDs
float cellSize;
public:
// Constructors
Grid3() : width(0), height(0), depth(0) {}
Grid3(int size) : width(size), height(size), depth(size) {
positions.reserve(size * size * size);
colors.reserve(size * size * size);
sizes.reserve(size * size * size);
}
Grid3(int width, int height, int depth) : width(width), height(height), depth(depth) {
positions.reserve(width * height * depth);
colors.reserve(width * height * depth);
sizes.reserve(width * height * depth);
Grid3() : next_id(0), cellSize(1.0f) {}
Grid3(float cellSize) : next_id(0), cellSize(cellSize) {}
size_t addObject(const Vec3& position, const Vec4& color, float size = 1.0f) {
size_t id = next_id++;
positions.insert({id, position});
colors.insert({id, color});
sizes.insert({id, size});
auto cell = worldToGrid(position);
spatialGrid[cell].insert(id);
cellIndices[id] = cell;
return id;
}
// Add a voxel at specific position
int addVoxel(const Vec3& position, const Vec4& color, float size = 1.0f) {
int index = positions.size();
positions.push_back(position);
colors.push_back(color);
sizes.push_back(size);
positionToIndex[position] = index;
return index;
// Gets
Vec3 getPosition(size_t id) const {
auto it = positions.find(id);
if (it != positions.end()) return it->second;
return Vec3();
}
// Add a voxel with integer coordinates
int addVoxel(int x, int y, int z, const Vec4& color, float size = 1.0f) {
return addVoxel(Vec3(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z)), color, size);
Vec4 getColor(size_t id) const {
auto it = colors.find(id);
if (it != colors.end()) return it->second;
return Vec4();
}
// Check if position is occupied
bool isOccupied(const Vec3& position) const {
return positionToIndex.find(position) != positionToIndex.end();
float getSize(size_t id) const {
auto it = sizes.find(id);
if (it != sizes.end()) return it->second;
return 1.0f;
}
bool isOccupied(int x, int y, int z) const {
return isOccupied(Vec3(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z)));
// Sets
void setPosition(size_t id, const Vec3& position) {
if (!hasObject(id)) return;
Vec3 oldPos = getPosition(id);
positions.erase(id);
positions.insert({id, position});
updateSpatialIndex(id, oldPos, position);
}
// Get voxel index at position, returns -1 if not found
int getVoxelIndex(const Vec3& position) const {
auto it = positionToIndex.find(position);
return (it != positionToIndex.end()) ? it->second : -1;
void setColor(size_t id, const Vec4& color) {
colors.erase(id);
colors.insert({id, color});
}
int getVoxelIndex(int x, int y, int z) const {
return getVoxelIndex(Vec3(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z)));
void setSize(size_t id, float size) {
sizes.erase(id);
sizes.insert({id, size});
}
// Remove voxel at position
bool removeVoxel(const Vec3& position) {
int index = getVoxelIndex(position);
if (index == -1) return false;
// Batch add/remove operations
void addObjects(const std::vector<std::tuple<Vec3, Vec4, float>>& objects) {
for (const auto& obj : objects) {
addObject(std::get<0>(obj), std::get<1>(obj), std::get<2>(obj));
}
}
// Swap with last element and update map
if (index != positions.size() - 1) {
positions[index] = positions.back();
colors[index] = colors.back();
sizes[index] = sizes.back();
void removeObjects(const std::vector<size_t>& ids) {
for (size_t id : ids) {
removeObject(id);
}
}
// Update mapping for the moved element
positionToIndex[positions[index]] = index;
// Batch position updates
void updatePositions(const std::unordered_map<size_t, Vec3>& newPositions) {
// Bulk update spatial grid - collect all changes first
std::vector<std::tuple<size_t, Vec3, Vec3>> spatialUpdates;
for (const auto& pair : newPositions) {
if (hasObject(pair.first)) {
Vec3 oldPos = getPosition(pair.first);
positions.erase(pair.first);
positions.insert({pair.first, pair.second});
spatialUpdates.emplace_back(pair.first, oldPos, pair.second);
}
}
// Remove last element
positions.pop_back();
colors.pop_back();
sizes.pop_back();
positionToIndex.erase(position);
return true;
// Apply all spatial updates at once
for (const auto& update : spatialUpdates) {
updateSpatialIndex(std::get<0>(update), std::get<1>(update), std::get<2>(update));
}
}
bool removeVoxel(int x, int y, int z) {
return removeVoxel(Vec3(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z)));
// Other
bool hasObject(size_t id) const {
return positions.find(id) != positions.end();
}
// Clear all voxels
void clear() {
positions.clear();
colors.clear();
sizes.clear();
positionToIndex.clear();
void removeObject(size_t id) {
// Remove from spatial grid first
auto cellIt = cellIndices.find(id);
if (cellIt != cellIndices.end()) {
auto& cellObjects = spatialGrid[cellIt->second];
cellObjects.erase(id);
if (cellObjects.empty()) {
spatialGrid.erase(cellIt->second);
}
cellIndices.erase(id);
}
// Remove from data maps
positions.erase(id);
colors.erase(id);
sizes.erase(id);
}
// Get voxel count
size_t getVoxelCount() const {
return positions.size();
std::vector<size_t> getIndicesAt(float x, float y, float z, float radius = 0.0f) const {
return getIndicesAt(Vec3(x, y, z), radius);
}
// Check if grid is empty
bool isEmpty() const {
return positions.empty();
std::vector<size_t> getIndicesAt(const Vec3& position, float radius = 0.0f) const {
std::vector<size_t> result;
if (radius <= 0.0f) {
// Exact position match
for (const auto& pair : positions) {
if (pair.second == position) {
result.push_back(pair.first);
}
}
} else {
// Radius-based search
float radius_sq = radius * radius;
for (const auto& pair : positions) {
float dx = pair.second.x - position.x;
float dy = pair.second.y - position.y;
float dz = pair.second.z - position.z;
if (dx * dx + dy * dy + dz * dz <= radius_sq) {
result.push_back(pair.first);
}
}
}
return result;
}
// Get bounding box of occupied voxels
void getBoundingBox(Vec3& minCorner, Vec3& maxCorner) const {
if (positions.empty()) {
minCorner = Vec3(0, 0, 0);
maxCorner = Vec3(0, 0, 0);
minCorner = Vec3(0.0f, 0.0f, 0.0f);
maxCorner = Vec3(0.0f, 0.0f, 0.0f);
return;
}
minCorner = positions[0];
maxCorner = positions[0];
auto it = positions.begin();
minCorner = it->second;
maxCorner = it->second;
for (const auto& pos : positions) {
minCorner = minCorner.min(pos);
maxCorner = maxCorner.max(pos);
for (const auto& pair : positions) {
const Vec3& pos = pair.second;
minCorner.x = std::min(minCorner.x, pos.x);
minCorner.y = std::min(minCorner.y, pos.y);
minCorner.z = std::min(minCorner.z, pos.z);
maxCorner.x = std::max(maxCorner.x, pos.x);
maxCorner.y = std::max(maxCorner.y, pos.y);
maxCorner.z = std::max(maxCorner.z, pos.z);
}
}
// Fill a rectangular prism region
void fillCuboid(const Vec3& start, const Vec3& end, const Vec4& color, float size = 1.0f) {
int startX = static_cast<int>(std::min(start.x, end.x));
int endX = static_cast<int>(std::max(start.x, end.x));
int startY = static_cast<int>(std::min(start.y, end.y));
int endY = static_cast<int>(std::max(start.y, end.y));
int startZ = static_cast<int>(std::min(start.z, end.z));
int endZ = static_cast<int>(std::max(start.z, end.z));
// Get 2D slice of the 3D grid (useful for visualization)
void getSliceAsRGB(int axis, float slicePos,
int& width, int& height, std::vector<int>& rgbData) const {
Vec3 minCorner, maxCorner;
getBoundingBox(minCorner, maxCorner);
for (int z = startZ; z <= endZ; ++z) {
for (int y = startY; y <= endY; ++y) {
for (int x = startX; x <= endX; ++x) {
if (!isOccupied(x, y, z)) {
addVoxel(x, y, z, color, size);
}
// Determine slice dimensions based on axis (0=x, 1=y, 2=z)
if (axis == 0) { // X-slice
width = static_cast<int>(std::ceil(maxCorner.z - minCorner.z)) + 1;
height = static_cast<int>(std::ceil(maxCorner.y - minCorner.y)) + 1;
} else if (axis == 1) { // Y-slice
width = static_cast<int>(std::ceil(maxCorner.z - minCorner.z)) + 1;
height = static_cast<int>(std::ceil(maxCorner.x - minCorner.x)) + 1;
} else { // Z-slice
width = static_cast<int>(std::ceil(maxCorner.x - minCorner.x)) + 1;
height = static_cast<int>(std::ceil(maxCorner.y - minCorner.y)) + 1;
}
// Initialize with black (0,0,0)
rgbData.resize(width * height * 3, 0);
// Fill the slice with object colors
for (const auto& posPair : positions) {
size_t id = posPair.first;
const Vec3& pos = posPair.second;
// Check if position is within slice tolerance
float tolerance = 0.5f; // Half voxel tolerance
bool inSlice = false;
int gridX = 0, gridY = 0;
if (axis == 0 && std::abs(pos.x - slicePos) <= tolerance) { // X-slice
gridX = static_cast<int>(pos.z - minCorner.z);
gridY = static_cast<int>(pos.y - minCorner.y);
inSlice = true;
} else if (axis == 1 && std::abs(pos.y - slicePos) <= tolerance) { // Y-slice
gridX = static_cast<int>(pos.z - minCorner.z);
gridY = static_cast<int>(pos.x - minCorner.x);
inSlice = true;
} else if (axis == 2 && std::abs(pos.z - slicePos) <= tolerance) { // Z-slice
gridX = static_cast<int>(pos.x - minCorner.x);
gridY = static_cast<int>(pos.y - minCorner.y);
inSlice = true;
}
if (inSlice && gridX >= 0 && gridX < width && gridY >= 0 && gridY < height) {
const Vec4& color = getColor(id);
int index = (gridY * width + gridX) * 3;
// Convert float color [0,1] to int [0,255]
rgbData[index] = static_cast<int>(color.r * 255);
rgbData[index + 1] = static_cast<int>(color.g * 255);
rgbData[index + 2] = static_cast<int>(color.b * 255);
}
}
}
void getRegionAsRGB(float minX, float minY, float minZ, float maxX, float maxY, float maxZ,
int& width, int& height, std::vector<int>& rgbData) const {
// For 3D, this creates a 2D projection (XY plane at average Z)
if (minX >= maxX || minY >= maxY || minZ >= maxZ) {
width = 0;
height = 0;
rgbData.clear();
return;
}
// Calculate grid dimensions for XY projection
width = static_cast<int>(std::ceil(maxX - minX));
height = static_cast<int>(std::ceil(maxY - minY));
// Initialize with black (0,0,0)
rgbData.resize(width * height * 3, 0);
// Fill the grid with object colors in the region (XY projection)
for (const auto& posPair : positions) {
size_t id = posPair.first;
const Vec3& pos = posPair.second;
// Check if position is within the region
if (pos.x >= minX && pos.x < maxX &&
pos.y >= minY && pos.y < maxY &&
pos.z >= minZ && pos.z < maxZ) {
// Convert world position to grid coordinates (XY projection)
int gridX = static_cast<int>(pos.x - minX);
int gridY = static_cast<int>(pos.y - minY);
if (gridX >= 0 && gridX < width && gridY >= 0 && gridY < height) {
const Vec4& color = getColor(id);
int index = (gridY * width + gridX) * 3;
// Convert float color [0,1] to int [0,255]
rgbData[index] = static_cast<int>(color.r * 255);
rgbData[index + 1] = static_cast<int>(color.g * 255);
rgbData[index + 2] = static_cast<int>(color.b * 255);
}
}
}
}
// Create a sphere
void fillSphere(const Vec3& center, float radius, const Vec4& color, float size = 1.0f) {
int centerX = static_cast<int>(center.x);
int centerY = static_cast<int>(center.y);
int centerZ = static_cast<int>(center.z);
int radiusInt = static_cast<int>(radius);
for (int z = centerZ - radiusInt; z <= centerZ + radiusInt; ++z) {
for (int y = centerY - radiusInt; y <= centerY + radiusInt; ++y) {
for (int x = centerX - radiusInt; x <= centerX + radiusInt; ++x) {
float dx = x - center.x;
float dy = y - center.y;
float dz = z - center.z;
if (dx * dx + dy * dy + dz * dz <= radius * radius) {
if (!isOccupied(x, y, z)) {
addVoxel(x, y, z, color, size);
}
}
}
}
}
void getRegionAsRGB(const Vec3& minCorner, const Vec3& maxCorner,
int& width, int& height, std::vector<int>& rgbData) const {
getRegionAsRGB(minCorner.x, minCorner.y, minCorner.z,
maxCorner.x, maxCorner.y, maxCorner.z,
width, height, rgbData);
}
// Create a hollow sphere (just the surface)
void fillHollowSphere(const Vec3& center, float radius, const Vec4& color, float thickness = 1.0f, float size = 1.0f) {
int centerX = static_cast<int>(center.x);
int centerY = static_cast<int>(center.y);
int centerZ = static_cast<int>(center.z);
int radiusInt = static_cast<int>(radius);
for (int z = centerZ - radiusInt; z <= centerZ + radiusInt; ++z) {
for (int y = centerY - radiusInt; y <= centerY + radiusInt; ++y) {
for (int x = centerX - radiusInt; x <= centerX + radiusInt; ++x) {
float dx = x - center.x;
float dy = y - center.y;
float dz = z - center.z;
float distance = std::sqrt(dx * dx + dy * dy + dz * dz);
if (std::abs(distance - radius) <= thickness) {
if (!isOccupied(x, y, z)) {
addVoxel(x, y, z, color, size);
}
}
}
}
}
}
// Create a cylinder
void fillCylinder(const Vec3& baseCenter, const Vec3& axis, float radius, float height,
const Vec4& color, float size = 1.0f) {
// Simplified cylinder aligned with Y-axis
Vec3 normalizedAxis = axis.normalized();
for (int h = 0; h < static_cast<int>(height); ++h) {
Vec3 center = baseCenter + normalizedAxis * static_cast<float>(h);
for (int y = -static_cast<int>(radius); y <= static_cast<int>(radius); ++y) {
for (int x = -static_cast<int>(radius); x <= static_cast<int>(radius); ++x) {
if (x * x + y * y <= radius * radius) {
Vec3 pos = center + Vec3(x, y, 0);
if (!isOccupied(pos)) {
addVoxel(pos, color, size);
}
}
}
}
}
}
// Get neighbors of a voxel (6-connected)
std::vector<int> getNeighbors6(const Vec3& position) const {
std::vector<int> neighbors;
Vec3 offsets[] = {
Vec3(1, 0, 0), Vec3(-1, 0, 0),
Vec3(0, 1, 0), Vec3(0, -1, 0),
Vec3(0, 0, 1), Vec3(0, 0, -1)
// Spatial grid methods for 3D
std::tuple<int, int, int> worldToGrid(const Vec3& pos) const {
return {
static_cast<int>(std::floor(pos.x / cellSize)),
static_cast<int>(std::floor(pos.y / cellSize)),
static_cast<int>(std::floor(pos.z / cellSize))
};
for (const auto& offset : offsets) {
Vec3 neighborPos = position + offset;
int index = getVoxelIndex(neighborPos);
if (index != -1) {
neighbors.push_back(index);
}
}
return neighbors;
}
// Get neighbors of a voxel (26-connected)
std::vector<int> getNeighbors26(const Vec3& position) const {
std::vector<int> neighbors;
void updateSpatialIndex(size_t id, const Vec3& oldPos, const Vec3& newPos) {
auto oldCell = worldToGrid(oldPos);
auto newCell = worldToGrid(newPos);
for (int dz = -1; dz <= 1; ++dz) {
for (int dy = -1; dy <= 1; ++dy) {
for (int dx = -1; dx <= 1; ++dx) {
if (dx == 0 && dy == 0 && dz == 0) continue;
Vec3 neighborPos = position + Vec3(dx, dy, dz);
int index = getVoxelIndex(neighborPos);
if (index != -1) {
neighbors.push_back(index);
}
if (oldCell != newCell) {
// Remove from old cell
auto oldIt = spatialGrid.find(oldCell);
if (oldIt != spatialGrid.end()) {
oldIt->second.erase(id);
if (oldIt->second.empty()) {
spatialGrid.erase(oldIt);
}
}
// Add to new cell
spatialGrid[newCell].insert(id);
cellIndices[id] = newCell;
}
return neighbors;
}
// Create a simple teapot model (simplified)
void createTeapot(const Vec3& position, float scale, const Vec4& color, float size = 1.0f) {
// This is a very simplified teapot representation
// In practice, you'd load a proper voxel model
std::vector<size_t> getIndicesInRadius(const Vec3& position, float radius) const {
std::vector<size_t> result;
// Teapot body (ellipsoid)
fillEllipsoid(position + Vec3(0, scale * 0.3f, 0),
Vec3(scale * 0.4f, scale * 0.3f, scale * 0.4f), color, size);
Vec3 minPos(position.x - radius, position.y - radius, position.z - radius);
Vec3 maxPos(position.x + radius, position.y + radius, position.z + radius);
// Teapot lid (smaller ellipsoid on top)
fillEllipsoid(position + Vec3(0, scale * 0.6f, 0),
Vec3(scale * 0.3f, scale * 0.1f, scale * 0.3f), color, size);
auto minCell = worldToGrid(minPos);
auto maxCell = worldToGrid(maxPos);
// Teapot spout (cylinder)
fillCylinder(position + Vec3(scale * 0.3f, scale * 0.2f, 0),
Vec3(1, 0.2f, 0), scale * 0.05f, scale * 0.3f, color, size);
float radiusSq = radius * radius;
// Teapot handle (torus segment)
fillTorusSegment(position + Vec3(-scale * 0.3f, scale * 0.3f, 0),
Vec3(0, 1, 0), scale * 0.1f, scale * 0.2f, color, size);
}
// Fill an ellipsoid
void fillEllipsoid(const Vec3& center, const Vec3& radii, const Vec4& color, float size = 1.0f) {
int radiusX = static_cast<int>(radii.x);
int radiusY = static_cast<int>(radii.y);
int radiusZ = static_cast<int>(radii.z);
for (int z = -radiusZ; z <= radiusZ; ++z) {
for (int y = -radiusY; y <= radiusY; ++y) {
for (int x = -radiusX; x <= radiusX; ++x) {
float normalizedX = static_cast<float>(x) / radii.x;
float normalizedY = static_cast<float>(y) / radii.y;
float normalizedZ = static_cast<float>(z) / radii.z;
if (normalizedX * normalizedX + normalizedY * normalizedY + normalizedZ * normalizedZ <= 1.0f) {
Vec3 pos = center + Vec3(x, y, z);
if (!isOccupied(pos)) {
addVoxel(pos, color, size);
// Only check relevant cells
for (int x = std::get<0>(minCell); x <= std::get<0>(maxCell); ++x) {
for (int y = std::get<1>(minCell); y <= std::get<1>(maxCell); ++y) {
for (int z = std::get<2>(minCell); z <= std::get<2>(maxCell); ++z) {
auto cell = std::make_tuple(x, y, z);
auto it = spatialGrid.find(cell);
if (it != spatialGrid.end()) {
for (size_t id : it->second) {
const Vec3& objPos = getPosition(id);
float dx = objPos.x - position.x;
float dy = objPos.y - position.y;
float dz = objPos.z - position.z;
if (dx * dx + dy * dy + dz * dz <= radiusSq) {
result.push_back(id);
}
}
}
}
}
}
return result;
}
// Fill a torus segment
void fillTorusSegment(const Vec3& center, const Vec3& axis, float majorRadius, float minorRadius,
const Vec4& color, float size = 1.0f) {
Vec3 normalizedAxis = axis.normalized();
std::vector<size_t> getIndicesInRegion(const Vec3& minCorner, const Vec3& maxCorner) const {
std::vector<size_t> result;
// Simplified torus - in practice you'd use proper torus equation
for (float angle = 0; angle < 2 * M_PI; angle += 0.2f) {
Vec3 circleCenter = center + Vec3(std::cos(angle) * majorRadius, 0, std::sin(angle) * majorRadius);
fillSphere(circleCenter, minorRadius, color, size);
}
}
auto minCell = worldToGrid(minCorner);
auto maxCell = worldToGrid(maxCorner);
// Find connected components in 3D
std::vector<std::vector<int>> findConnectedComponents() const {
std::vector<std::vector<int>> components;
std::unordered_map<Vec3, bool, std::hash<Vec3>> visited;
for (size_t i = 0; i < positions.size(); ++i) {
const Vec3& pos = positions[i];
if (visited.find(pos) == visited.end()) {
std::vector<int> component;
floodFill3D(pos, visited, component);
components.push_back(component);
}
}
return components;
}
// Getters
const std::vector<Vec3>& getPositions() const { return positions; }
const std::vector<Vec4>& getColors() const { return colors; }
const std::vector<float>& getSizes() const { return sizes; }
Vec3 getPosition(int index) const { return positions[index]; }
Vec4 getColor(int index) const { return colors[index]; }
float getSize(int index) const { return sizes[index]; }
void setColor(int index, const Vec4& color) { colors[index] = color; }
void setSize(int index, float size) { sizes[index] = size; }
int getWidth() const { return width; }
int getHeight() const { return height; }
int getDepth() const { return depth; }
private:
std::vector<Vec3> positions;
std::vector<Vec4> colors;
std::vector<float> sizes;
std::unordered_map<Vec3, int, std::hash<Vec3>> positionToIndex;
int width, height, depth;
void floodFill3D(const Vec3& start, std::unordered_map<Vec3, bool, std::hash<Vec3>>& visited,
std::vector<int>& component) const {
std::vector<Vec3> stack;
stack.push_back(start);
while (!stack.empty()) {
Vec3 current = stack.back();
stack.pop_back();
if (visited.find(current) != visited.end()) continue;
visited[current] = true;
int index = getVoxelIndex(current);
if (index != -1) {
component.push_back(index);
// Add 6-connected neighbors
Vec3 neighbors[] = {
current + Vec3(1, 0, 0), current + Vec3(-1, 0, 0),
current + Vec3(0, 1, 0), current + Vec3(0, -1, 0),
current + Vec3(0, 0, 1), current + Vec3(0, 0, -1)
};
for (const auto& neighbor : neighbors) {
if (isOccupied(neighbor) && visited.find(neighbor) == visited.end()) {
stack.push_back(neighbor);
for (int x = std::get<0>(minCell); x <= std::get<0>(maxCell); ++x) {
for (int y = std::get<1>(minCell); y <= std::get<1>(maxCell); ++y) {
for (int z = std::get<2>(minCell); z <= std::get<2>(maxCell); ++z) {
auto cell = std::make_tuple(x, y, z);
auto it = spatialGrid.find(cell);
if (it != spatialGrid.end()) {
for (size_t id : it->second) {
const Vec3& pos = getPosition(id);
if (pos.x >= minCorner.x && pos.x <= maxCorner.x &&
pos.y >= minCorner.y && pos.y <= maxCorner.y &&
pos.z >= minCorner.z && pos.z <= maxCorner.z) {
result.push_back(id);
}
}
}
}
}
}
return result;
}
size_t getSpatialGridCellCount() const { return spatialGrid.size(); }
size_t getSpatialGridObjectCount() const { return cellIndices.size(); }
float getCellSize() const { return cellSize; }
// 3D-specific utility methods
size_t getVoxelCount() const { return positions.size(); }
// Get density information (useful for volume rendering)
std::vector<float> getDensityGrid(int resX, int resY, int resZ) const {
std::vector<float> density(resX * resY * resZ, 0.0f);
Vec3 minCorner, maxCorner;
getBoundingBox(minCorner, maxCorner);
Vec3 gridSize = maxCorner - minCorner;
if (gridSize.x <= 0 || gridSize.y <= 0 || gridSize.z <= 0) {
return density;
}
Vec3 voxelSize(gridSize.x / resX, gridSize.y / resY, gridSize.z / resZ);
for (const auto& posPair : positions) {
const Vec3& pos = posPair.second;
// Convert to grid coordinates
int gx = static_cast<int>((pos.x - minCorner.x) / gridSize.x * resX);
int gy = static_cast<int>((pos.y - minCorner.y) / gridSize.y * resY);
int gz = static_cast<int>((pos.z - minCorner.z) / gridSize.z * resZ);
if (gx >= 0 && gx < resX && gy >= 0 && gy < resY && gz >= 0 && gz < resZ) {
density[gz * resX * resY + gy * resX + gx] += 1.0f;
}
}
return density;
}
};