pushing some additional features
This commit is contained in:
@@ -200,7 +200,6 @@ public:
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class VoxelGrid {
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private:
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double binSize = 1;
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Vec3i gridSize;
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//int width, height, depth;
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std::vector<Voxel> voxels;
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@@ -212,6 +211,7 @@ private:
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}
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public:
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double binSize = 1;
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VoxelGrid() : gridSize(0,0,0) {
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std::cout << "creating empty grid." << std::endl;
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}
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530
util/grid/shapegens.hpp
Normal file
530
util/grid/shapegens.hpp
Normal file
@@ -0,0 +1,530 @@
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#ifndef VOXEL_GENERATORS_HPP
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#define VOXEL_GENERATORS_HPP
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#include "grid3.hpp"
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#include <cmath>
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#include <vector>
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#include <functional>
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#include "../noise/pnoise2.hpp"
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#include "../vectorlogic/vec3.hpp"
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#include <array>
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class VoxelGenerators {
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public:
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// Basic Primitive Generators
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static void createSphere(VoxelGrid& grid, const Vec3f& center, float radius,
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const Vec3ui8& color = Vec3ui8(255, 255, 255),
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bool filled = true) {
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TIME_FUNCTION;
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Vec3i gridCenter = (center / grid.binSize).floorToI();
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Vec3i radiusVoxels = Vec3i(static_cast<int>(radius / grid.binSize));
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Vec3i minBounds = gridCenter - radiusVoxels;
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Vec3i maxBounds = gridCenter + radiusVoxels;
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// Ensure bounds are within grid
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minBounds = minBounds.max(Vec3i(0, 0, 0));
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maxBounds = maxBounds.min(Vec3i(grid.getWidth() - 1, grid.getHeight() - 1, grid.getDepth() - 1));
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float radiusSq = radius * radius;
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for (int z = minBounds.z; z <= maxBounds.z; ++z) {
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for (int y = minBounds.y; y <= maxBounds.y; ++y) {
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for (int x = minBounds.x; x <= maxBounds.x; ++x) {
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Vec3f voxelCenter(x * grid.binSize, y * grid.binSize, z * grid.binSize);
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Vec3f delta = voxelCenter - center;
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float distanceSq = delta.lengthSquared();
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if (filled) {
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// Solid sphere
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if (distanceSq <= radiusSq) {
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grid.set(Vec3i(x, y, z), true, color);
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}
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} else {
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// Hollow sphere (shell)
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float shellThickness = grid.binSize;
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if (distanceSq <= radiusSq && distanceSq >= (radius - shellThickness) * (radius - shellThickness)) {
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grid.set(Vec3i(x, y, z), true, color);
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}
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}
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}
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}
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}
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grid.clearMeshCache();
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}
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static void createCube(VoxelGrid& grid, const Vec3f& center, const Vec3f& size,
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const Vec3ui8& color = Vec3ui8(255, 255, 255),
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bool filled = true) {
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TIME_FUNCTION;
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Vec3f halfSize = size * 0.5f;
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Vec3f minPos = center - halfSize;
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Vec3f maxPos = center + halfSize;
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Vec3i minVoxel = (minPos / grid.binSize).floorToI();
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Vec3i maxVoxel = (maxPos / grid.binSize).floorToI();
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// Clamp to grid bounds
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minVoxel = minVoxel.max(Vec3i(0, 0, 0));
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maxVoxel = maxVoxel.min(Vec3i(grid.getWidth() - 1, grid.getHeight() - 1, grid.getDepth() - 1));
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if (filled) {
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// Solid cube
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for (int z = minVoxel.z; z <= maxVoxel.z; ++z) {
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for (int y = minVoxel.y; y <= maxVoxel.y; ++y) {
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for (int x = minVoxel.x; x <= maxVoxel.x; ++x) {
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grid.set(Vec3i(x, y, z), true, color);
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}
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}
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}
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} else {
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// Hollow cube (just the faces)
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for (int z = minVoxel.z; z <= maxVoxel.z; ++z) {
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for (int y = minVoxel.y; y <= maxVoxel.y; ++y) {
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for (int x = minVoxel.x; x <= maxVoxel.x; ++x) {
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// Check if on any face
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bool onFace = (x == minVoxel.x || x == maxVoxel.x ||
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y == minVoxel.y || y == maxVoxel.y ||
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z == minVoxel.z || z == maxVoxel.z);
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if (onFace) {
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grid.set(Vec3i(x, y, z), true, color);
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}
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}
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}
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}
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}
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grid.clearMeshCache();
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}
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static void createCylinder(VoxelGrid& grid, const Vec3f& center, float radius, float height,
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const Vec3ui8& color = Vec3ui8(255, 255, 255),
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bool filled = true, int axis = 1) { // 0=X, 1=Y, 2=Z
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TIME_FUNCTION;
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Vec3f halfHeight = Vec3f(0, 0, 0);
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halfHeight[axis] = height * 0.5f;
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Vec3f minPos = center - halfHeight;
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Vec3f maxPos = center + halfHeight;
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Vec3i minVoxel = (minPos / grid.binSize).floorToI();
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Vec3i maxVoxel = (maxPos / grid.binSize).floorToI();
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minVoxel = minVoxel.max(Vec3i(0, 0, 0));
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maxVoxel = maxVoxel.min(Vec3i(grid.getWidth() - 1, grid.getHeight() - 1, grid.getDepth() - 1));
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float radiusSq = radius * radius;
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for (int k = minVoxel[axis]; k <= maxVoxel[axis]; ++k) {
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// Iterate through the other two dimensions
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for (int j = minVoxel[(axis + 1) % 3]; j <= maxVoxel[(axis + 1) % 3]; ++j) {
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for (int i = minVoxel[(axis + 2) % 3]; i <= maxVoxel[(axis + 2) % 3]; ++i) {
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Vec3i pos;
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pos[axis] = k;
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pos[(axis + 1) % 3] = j;
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pos[(axis + 2) % 3] = i;
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Vec3f voxelCenter = pos.toFloat() * grid.binSize;
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// Calculate distance from axis
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float dx = voxelCenter.x - center.x;
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float dy = voxelCenter.y - center.y;
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float dz = voxelCenter.z - center.z;
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// Zero out the axis component
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if (axis == 0) dx = 0;
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else if (axis == 1) dy = 0;
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else dz = 0;
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float distanceSq = dx*dx + dy*dy + dz*dz;
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if (filled) {
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if (distanceSq <= radiusSq) {
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grid.set(pos, true, color);
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}
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} else {
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float shellThickness = grid.binSize;
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if (distanceSq <= radiusSq &&
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distanceSq >= (radius - shellThickness) * (radius - shellThickness)) {
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grid.set(pos, true, color);
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}
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}
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}
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}
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}
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grid.clearMeshCache();
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}
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static void createCone(VoxelGrid& grid, const Vec3f& baseCenter, float radius, float height,
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const Vec3ui8& color = Vec3ui8(255, 255, 255),
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bool filled = true, int axis = 1) { // 0=X, 1=Y, 2=Z
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TIME_FUNCTION;
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Vec3f tip = baseCenter;
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tip[axis] += height;
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Vec3f minPos = baseCenter.min(tip);
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Vec3f maxPos = baseCenter.max(tip);
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// Expand by radius in other dimensions
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for (int i = 0; i < 3; ++i) {
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if (i != axis) {
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minPos[i] -= radius;
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maxPos[i] += radius;
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}
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}
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Vec3i minVoxel = (minPos / grid.binSize).floorToI();
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Vec3i maxVoxel = (maxPos / grid.binSize).floorToI();
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minVoxel = minVoxel.max(Vec3i(0, 0, 0));
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maxVoxel = maxVoxel.min(Vec3i(grid.getWidth() - 1, grid.getHeight() - 1, grid.getDepth() - 1));
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for (int k = minVoxel[axis]; k <= maxVoxel[axis]; ++k) {
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// Current height from base
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float h = (k * grid.binSize) - baseCenter[axis];
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if (h < 0 || h > height) continue;
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// Current radius at this height
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float currentRadius = radius * (1.0f - h / height);
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for (int j = minVoxel[(axis + 1) % 3]; j <= maxVoxel[(axis + 1) % 3]; ++j) {
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for (int i = minVoxel[(axis + 2) % 3]; i <= maxVoxel[(axis + 2) % 3]; ++i) {
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Vec3i pos;
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pos[axis] = k;
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pos[(axis + 1) % 3] = j;
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pos[(axis + 2) % 3] = i;
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Vec3f voxelCenter = pos.toFloat() * grid.binSize;
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// Calculate distance from axis
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float dx = voxelCenter.x - baseCenter.x;
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float dy = voxelCenter.y - baseCenter.y;
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float dz = voxelCenter.z - baseCenter.z;
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// Zero out the axis component
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if (axis == 0) dx = 0;
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else if (axis == 1) dy = 0;
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else dz = 0;
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float distanceSq = dx*dx + dy*dy + dz*dz;
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if (filled) {
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if (distanceSq <= currentRadius * currentRadius) {
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grid.set(pos, true, color);
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}
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} else {
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float shellThickness = grid.binSize;
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if (distanceSq <= currentRadius * currentRadius &&
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distanceSq >= (currentRadius - shellThickness) * (currentRadius - shellThickness)) {
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grid.set(pos, true, color);
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}
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}
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}
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}
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}
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grid.clearMeshCache();
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}
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static void createTorus(VoxelGrid& grid, const Vec3f& center, float majorRadius, float minorRadius,
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const Vec3ui8& color = Vec3ui8(255, 255, 255)) {
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TIME_FUNCTION;
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float outerRadius = majorRadius + minorRadius;
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Vec3f minPos = center - Vec3f(outerRadius, outerRadius, minorRadius);
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Vec3f maxPos = center + Vec3f(outerRadius, outerRadius, minorRadius);
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Vec3i minVoxel = (minPos / grid.binSize).floorToI();
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Vec3i maxVoxel = (maxPos / grid.binSize).floorToI();
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minVoxel = minVoxel.max(Vec3i(0, 0, 0));
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maxVoxel = maxVoxel.min(Vec3i(grid.getWidth() - 1, grid.getHeight() - 1, grid.getDepth() - 1));
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for (int z = minVoxel.z; z <= maxVoxel.z; ++z) {
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for (int y = minVoxel.y; y <= maxVoxel.y; ++y) {
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for (int x = minVoxel.x; x <= maxVoxel.x; ++x) {
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Vec3f pos(x * grid.binSize, y * grid.binSize, z * grid.binSize);
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Vec3f delta = pos - center;
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// Torus equation: (sqrt(x² + y²) - R)² + z² = r²
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float xyDist = std::sqrt(delta.x * delta.x + delta.y * delta.y);
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float distToCircle = xyDist - majorRadius;
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float distanceSq = distToCircle * distToCircle + delta.z * delta.z;
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if (distanceSq <= minorRadius * minorRadius) {
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grid.set(Vec3i(x, y, z), true, color);
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}
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}
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}
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}
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grid.clearMeshCache();
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}
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// Procedural Generators
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static void createPerlinNoiseTerrain(VoxelGrid& grid, float frequency = 0.1f, float amplitude = 10.0f,
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int octaves = 4, float persistence = 0.5f,
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const Vec3ui8& baseColor = Vec3ui8(34, 139, 34)) {
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TIME_FUNCTION;
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if (grid.getHeight() < 1) return;
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PNoise2 noise;
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for (int z = 0; z < grid.getDepth(); ++z) {
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for (int x = 0; x < grid.getWidth(); ++x) {
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// Generate height value using Perlin noise
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float heightValue = 0.0f;
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float freq = frequency;
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float amp = amplitude;
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for (int octave = 0; octave < octaves; ++octave) {
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float nx = x * freq / 100.0f;
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float nz = z * freq / 100.0f;
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heightValue += noise.permute(Vec2f(nx, nz)) * amp;
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freq *= 2.0f;
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amp *= persistence;
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}
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// Normalize and scale to grid height
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int terrainHeight = static_cast<int>((heightValue + amplitude) / (2.0f * amplitude) * grid.getHeight());
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terrainHeight = std::max(0, std::min(grid.getHeight() - 1, terrainHeight));
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// Create column of voxels
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for (int y = 0; y <= terrainHeight; ++y) {
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// Color gradient based on height
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float t = static_cast<float>(y) / grid.getHeight();
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Vec3ui8 color = baseColor;
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// Add some color variation
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if (t < 0.3f) {
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// Water level
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color = Vec3ui8(30, 144, 255);
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} else if (t < 0.5f) {
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// Sand
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color = Vec3ui8(238, 214, 175);
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} else if (t < 0.8f) {
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// Grass
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color = baseColor;
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} else {
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// Snow
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color = Vec3ui8(255, 250, 250);
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}
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grid.set(Vec3i(x, y, z), true, color);
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}
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}
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}
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grid.clearMeshCache();
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}
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static void createMengerSponge(VoxelGrid& grid, int iterations = 3,
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const Vec3ui8& color = Vec3ui8(255, 255, 255)) {
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TIME_FUNCTION;
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// Start with a solid cube
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createCube(grid,
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Vec3f(grid.getWidth() * grid.binSize * 0.5f,
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grid.getHeight() * grid.binSize * 0.5f,
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grid.getDepth() * grid.binSize * 0.5f),
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Vec3f(grid.getWidth() * grid.binSize,
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grid.getHeight() * grid.binSize,
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grid.getDepth() * grid.binSize),
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color, true);
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// Apply Menger sponge iteration
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for (int iter = 0; iter < iterations; ++iter) {
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int divisor = static_cast<int>(std::pow(3, iter + 1));
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// Calculate the pattern
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for (int z = 0; z < grid.getDepth(); ++z) {
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for (int y = 0; y < grid.getHeight(); ++y) {
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for (int x = 0; x < grid.getWidth(); ++x) {
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// Check if this voxel should be removed in this iteration
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int modX = x % divisor;
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int modY = y % divisor;
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int modZ = z % divisor;
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int third = divisor / 3;
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// Remove center cubes
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if ((modX >= third && modX < 2 * third) &&
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(modY >= third && modY < 2 * third)) {
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grid.set(Vec3i(x, y, z), false, color);
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}
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if ((modX >= third && modX < 2 * third) &&
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(modZ >= third && modZ < 2 * third)) {
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grid.set(Vec3i(x, y, z), false, color);
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}
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if ((modY >= third && modY < 2 * third) &&
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(modZ >= third && modZ < 2 * third)) {
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grid.set(Vec3i(x, y, z), false, color);
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}
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}
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}
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}
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}
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grid.clearMeshCache();
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}
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// Helper function to check if a point is inside a polygon (for 2D shapes)
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static bool pointInPolygon(const Vec2f& point, const std::vector<Vec2f>& polygon) {
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bool inside = false;
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size_t n = polygon.size();
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for (size_t i = 0, j = n - 1; i < n; j = i++) {
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if (((polygon[i].y > point.y) != (polygon[j].y > point.y)) &&
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(point.x < (polygon[j].x - polygon[i].x) * (point.y - polygon[i].y) /
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(polygon[j].y - polygon[i].y) + polygon[i].x)) {
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inside = !inside;
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}
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}
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return inside;
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}
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// Utah Teapot (simplified voxel approximation)
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static void createTeapot(VoxelGrid& grid, const Vec3f& position, float scale = 1.0f,
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const Vec3ui8& color = Vec3ui8(200, 200, 200)) {
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TIME_FUNCTION;
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// Simplified teapot using multiple primitive components
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Vec3f center = position;
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// Body (ellipsoid)
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createSphere(grid, center, 3.0f * scale, color, false);
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// Spout (rotated cylinder)
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Vec3f spoutStart = center + Vec3f(2.0f * scale, 0, 0);
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Vec3f spoutEnd = center + Vec3f(4.0f * scale, 1.5f * scale, 0);
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createCylinderBetween(grid, spoutStart, spoutEnd, 0.5f * scale, color, true);
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// Handle (semi-circle)
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Vec3f handleStart = center + Vec3f(-2.0f * scale, 0, 0);
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Vec3f handleEnd = center + Vec3f(-3.0f * scale, 2.0f * scale, 0);
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createCylinderBetween(grid, handleStart, handleEnd, 0.4f * scale, color, true);
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// Lid (small cylinder on top)
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Vec3f lidCenter = center + Vec3f(0, 3.0f * scale, 0);
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createCylinder(grid, lidCenter, 1.0f * scale, 0.5f * scale, color, true, 1);
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grid.clearMeshCache();
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}
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static void createCylinderBetween(VoxelGrid& grid, const Vec3f& start, const Vec3f& end, float radius,
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const Vec3ui8& color, bool filled = true) {
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||||
TIME_FUNCTION;
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||||
|
||||
Vec3f direction = (end - start).normalized();
|
||||
float length = (end - start).length();
|
||||
|
||||
// Create local coordinate system
|
||||
Vec3f up(0, 1, 0);
|
||||
if (std::abs(direction.dot(up)) > 0.99f) {
|
||||
up = Vec3f(1, 0, 0);
|
||||
}
|
||||
|
||||
Vec3f right = direction.cross(up).normalized();
|
||||
Vec3f localUp = right.cross(direction).normalized();
|
||||
|
||||
Vec3f minPos = start.min(end) - Vec3f(radius, radius, radius);
|
||||
Vec3f maxPos = start.max(end) + Vec3f(radius, radius, radius);
|
||||
|
||||
Vec3i minVoxel = (minPos / grid.binSize).floorToI();
|
||||
Vec3i maxVoxel = (maxPos / grid.binSize).floorToI();
|
||||
|
||||
minVoxel = minVoxel.max(Vec3i(0, 0, 0));
|
||||
maxVoxel = maxVoxel.min(Vec3i(grid.getWidth() - 1, grid.getHeight() - 1, grid.getDepth() - 1));
|
||||
|
||||
float radiusSq = radius * radius;
|
||||
|
||||
for (int z = minVoxel.z; z <= maxVoxel.z; ++z) {
|
||||
for (int y = minVoxel.y; y <= maxVoxel.y; ++y) {
|
||||
for (int x = minVoxel.x; x <= maxVoxel.x; ++x) {
|
||||
Vec3f voxelPos(x * grid.binSize, y * grid.binSize, z * grid.binSize);
|
||||
|
||||
// Project point onto cylinder axis
|
||||
Vec3f toPoint = voxelPos - start;
|
||||
float t = toPoint.dot(direction);
|
||||
|
||||
// Check if within cylinder length
|
||||
if (t < 0 || t > length) continue;
|
||||
|
||||
Vec3f projected = start + direction * t;
|
||||
Vec3f delta = voxelPos - projected;
|
||||
float distanceSq = delta.lengthSquared();
|
||||
|
||||
if (filled) {
|
||||
if (distanceSq <= radiusSq) {
|
||||
grid.set(Vec3i(x, y, z), true, color);
|
||||
}
|
||||
} else {
|
||||
float shellThickness = grid.binSize;
|
||||
if (distanceSq <= radiusSq &&
|
||||
distanceSq >= (radius - shellThickness) * (radius - shellThickness)) {
|
||||
grid.set(Vec3i(x, y, z), true, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Generate from mathematical function
|
||||
template<typename Func>
|
||||
static void createFromFunction(VoxelGrid& grid, Func func,
|
||||
const Vec3f& minBounds, const Vec3f& maxBounds,
|
||||
float threshold = 0.5f,
|
||||
const Vec3ui8& color = Vec3ui8(255, 255, 255)) {
|
||||
TIME_FUNCTION;
|
||||
|
||||
Vec3i minVoxel = (minBounds / grid.binSize).floorToI();
|
||||
Vec3i maxVoxel = (maxBounds / grid.binSize).floorToI();
|
||||
|
||||
minVoxel = minVoxel.max(Vec3i(0, 0, 0));
|
||||
maxVoxel = maxVoxel.min(Vec3i(grid.getWidth() - 1, grid.getHeight() - 1, grid.getDepth() - 1));
|
||||
|
||||
for (int z = minVoxel.z; z <= maxVoxel.z; ++z) {
|
||||
for (int y = minVoxel.y; y <= maxVoxel.y; ++y) {
|
||||
for (int x = minVoxel.x; x <= maxVoxel.x; ++x) {
|
||||
Vec3f pos(x * grid.binSize, y * grid.binSize, z * grid.binSize);
|
||||
|
||||
float value = func(pos.x, pos.y, pos.z);
|
||||
|
||||
if (value > threshold) {
|
||||
grid.set(Vec3i(x, y, z), true, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
grid.clearMeshCache();
|
||||
}
|
||||
|
||||
// Example mathematical functions
|
||||
static float sphereFunction(float x, float y, float z) {
|
||||
return 1.0f - (x*x + y*y + z*z);
|
||||
}
|
||||
|
||||
static float torusFunction(float x, float y, float z, float R = 2.0f, float r = 1.0f) {
|
||||
float d = std::sqrt(x*x + y*y) - R;
|
||||
return r*r - d*d - z*z;
|
||||
}
|
||||
|
||||
static float gyroidFunction(float x, float y, float z, float scale = 0.5f) {
|
||||
x *= scale; y *= scale; z *= scale;
|
||||
return std::sin(x) * std::cos(y) + std::sin(y) * std::cos(z) + std::sin(z) * std::cos(x);
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -52,14 +52,21 @@ private:
|
||||
/// @note Vector selection affects 3D noise patterns
|
||||
Vec3ui8 GetConstantVector3(int v) {
|
||||
int h = v & 7;
|
||||
if (h == 0) return Vec3ui8(1,1,1);
|
||||
else if (h == 1) return Vec3ui8(-1,1, 1);
|
||||
else if (h == 2) return Vec3ui8(-1,-1, 1);
|
||||
else if (h == 3) return Vec3ui8(-1,-1, 1);
|
||||
else if (h == 4) return Vec3ui8(-1,-1,-1);
|
||||
else if (h == 5) return Vec3ui8(-1,-1, -1);
|
||||
else if (h == 6) return Vec3ui8(-1,-1, -1);
|
||||
else return Vec3ui8(1,-1, -1);
|
||||
switch(h) {
|
||||
case 0: return Vec3ui8( 1, 1, 0);
|
||||
case 1: return Vec3ui8(-1, 1, 0);
|
||||
case 2: return Vec3ui8( 1,-1, 0);
|
||||
case 3: return Vec3ui8(-1,-1, 0);
|
||||
case 4: return Vec3ui8( 1, 0, 1);
|
||||
case 5: return Vec3ui8(-1, 0, 1);
|
||||
case 6: return Vec3ui8( 1, 0,-1);
|
||||
case 7: return Vec3ui8(-1, 0,-1);
|
||||
case 8: return Vec3ui8( 0, 1, 1);
|
||||
case 9: return Vec3ui8( 0,-1, 1);
|
||||
case 10: return Vec3ui8( 0, 1,-1);
|
||||
case 11: return Vec3ui8( 0,-1,-1);
|
||||
default: return Vec3ui8(0,0,0);
|
||||
}
|
||||
}
|
||||
|
||||
/// @brief Gradient function for 2D/3D Perlin noise
|
||||
@@ -98,6 +105,15 @@ private:
|
||||
return (permute(point) + 1.0f) * 0.5f;
|
||||
}
|
||||
|
||||
/// @brief Normalize 3D noise value from [-1,1] to [0,1]
|
||||
/// @tparam T Coordinate type
|
||||
/// @param point Input coordinate
|
||||
/// @return Normalized noise value in [0,1] range
|
||||
template<typename T>
|
||||
float normalizedNoise(const Vec3<T>& point) {
|
||||
return (permute(point) + 1.0f) * 0.5f;
|
||||
}
|
||||
|
||||
/// @brief Map value from one range to another
|
||||
/// @param value Input value
|
||||
/// @param inMin Original range minimum
|
||||
@@ -147,6 +163,16 @@ private:
|
||||
return (permutation[(x + permutation[y & 255]) & 255] / 255.0f) * 2.0f - 1.0f;
|
||||
}
|
||||
|
||||
/// @brief Hash function for 3D coordinates
|
||||
/// @param x X coordinate integer
|
||||
/// @param y Y coordinate integer
|
||||
/// @param z Z coordinate integer
|
||||
/// @return Hash value in [-1,1] range
|
||||
/// @note 3D version of hash function
|
||||
float hash(int x, int y, int z) {
|
||||
return (permutation[(z + permutation[(y + permutation[x & 255]) & 255]) & 255] / 255.0f) * 2.0f - 1.0f;
|
||||
}
|
||||
|
||||
public:
|
||||
/// @brief Default constructor with random seed
|
||||
/// @note Uses random_device for seed; different runs produce different noise
|
||||
@@ -178,20 +204,20 @@ public:
|
||||
float xf = point.x - X;
|
||||
float yf = point.y - Y;
|
||||
|
||||
Vec2 BL = Vec2(xf-0, yf-0);
|
||||
Vec2 BR = Vec2(xf-1, yf-0);
|
||||
Vec2 TL = Vec2(xf-0, yf-1);
|
||||
Vec2 TR = Vec2(xf-1, yf-1);
|
||||
Vec2f BL = Vec2f(xf-0, yf-0);
|
||||
Vec2f BR = Vec2f(xf-1, yf-0);
|
||||
Vec2f TL = Vec2f(xf-0, yf-1);
|
||||
Vec2f TR = Vec2f(xf-1, yf-1);
|
||||
|
||||
int vBL = permutation[permutation[xmod+0]+ymod+0];
|
||||
int vBR = permutation[permutation[xmod+1]+ymod+0];
|
||||
int vTL = permutation[permutation[xmod+0]+ymod+1];
|
||||
int vTR = permutation[permutation[xmod+1]+ymod+1];
|
||||
|
||||
float dBL = BL.dot(GetConstantVector(vBL));
|
||||
float dBR = BR.dot(GetConstantVector(vBR));
|
||||
float dTL = TL.dot(GetConstantVector(vTL));
|
||||
float dTR = TR.dot(GetConstantVector(vTR));
|
||||
// float dBL = BL.dot(GetConstantVector(vBL));
|
||||
// float dBR = BR.dot(GetConstantVector(vBR));
|
||||
// float dTL = TL.dot(GetConstantVector(vTL));
|
||||
// float dTR = TR.dot(GetConstantVector(vTR));
|
||||
|
||||
float u = fade(xf);
|
||||
float v = fade(yf);
|
||||
@@ -238,15 +264,15 @@ public:
|
||||
int vRTL = permutation[permutation[permutation[Z+1]+X+0]+Y+1];
|
||||
int vRTR = permutation[permutation[permutation[Z+1]+X+1]+Y+1];
|
||||
|
||||
float dFBL = FBL.dot(GetConstantVector3(vFBL));
|
||||
float dFBR = FBR.dot(GetConstantVector3(vFBR));
|
||||
float dFTL = FTL.dot(GetConstantVector3(vFTL));
|
||||
float dFTR = FTR.dot(GetConstantVector3(vFTR));
|
||||
// float dFBL = FBL.dot(GetConstantVector3(vFBL));
|
||||
// float dFBR = FBR.dot(GetConstantVector3(vFBR));
|
||||
// float dFTL = FTL.dot(GetConstantVector3(vFTL));
|
||||
// float dFTR = FTR.dot(GetConstantVector3(vFTR));
|
||||
|
||||
float dRBL = RBL.dot(GetConstantVector3(vRBL));
|
||||
float dRBR = RBR.dot(GetConstantVector3(vRBR));
|
||||
float dRTL = RTL.dot(GetConstantVector3(vRTL));
|
||||
float dRTR = RTR.dot(GetConstantVector3(vRTR));
|
||||
// float dRBL = RBL.dot(GetConstantVector3(vRBL));
|
||||
// float dRBR = RBR.dot(GetConstantVector3(vRBR));
|
||||
// float dRTL = RTL.dot(GetConstantVector3(vRTL));
|
||||
// float dRTR = RTR.dot(GetConstantVector3(vRTR));
|
||||
|
||||
float u = fade(xf);
|
||||
float v = fade(yf);
|
||||
@@ -298,6 +324,51 @@ public:
|
||||
return lerp(nx0, nx1, sy);
|
||||
}
|
||||
|
||||
/// @brief Generate 3D value noise
|
||||
/// @param point 3D coordinate
|
||||
/// @return Noise value in [-1,1] range
|
||||
float valueNoise(const Vec3<float>& point) {
|
||||
int xi = (int)std::floor(point.x);
|
||||
int yi = (int)std::floor(point.y);
|
||||
int zi = (int)std::floor(point.z);
|
||||
|
||||
float tx = point.x - xi;
|
||||
float ty = point.y - yi;
|
||||
float tz = point.z - zi;
|
||||
|
||||
int rx0 = xi & 255;
|
||||
int rx1 = (xi + 1) & 255;
|
||||
int ry0 = yi & 255;
|
||||
int ry1 = (yi + 1) & 255;
|
||||
int rz0 = zi & 255;
|
||||
int rz1 = (zi + 1) & 255;
|
||||
|
||||
// Random values at corners
|
||||
float c000 = hash(rx0, ry0, rz0);
|
||||
float c100 = hash(rx1, ry0, rz0);
|
||||
float c010 = hash(rx0, ry1, rz0);
|
||||
float c110 = hash(rx1, ry1, rz0);
|
||||
float c001 = hash(rx0, ry0, rz1);
|
||||
float c101 = hash(rx1, ry0, rz1);
|
||||
float c011 = hash(rx0, ry1, rz1);
|
||||
float c111 = hash(rx1, ry1, rz1);
|
||||
|
||||
// Interpolation
|
||||
float sx = fade(tx);
|
||||
float sy = fade(ty);
|
||||
float sz = fade(tz);
|
||||
|
||||
float nx00 = lerp(c000, c100, sx);
|
||||
float nx10 = lerp(c010, c110, sx);
|
||||
float nx01 = lerp(c001, c101, sx);
|
||||
float nx11 = lerp(c011, c111, sx);
|
||||
|
||||
float ny0 = lerp(nx00, nx10, sy);
|
||||
float ny1 = lerp(nx01, nx11, sy);
|
||||
|
||||
return lerp(ny0, ny1, sz);
|
||||
}
|
||||
|
||||
/// @brief Generate RGBA color from 3D noise with offset channels
|
||||
/// @param point 3D coordinate
|
||||
/// @return Vec4ui8 containing RGBA noise values
|
||||
@@ -348,6 +419,29 @@ public:
|
||||
return total / maxV;
|
||||
}
|
||||
|
||||
/// @brief Generate 3D fractal (octave) noise
|
||||
/// @tparam T Coordinate type
|
||||
/// @param point Input coordinate
|
||||
/// @param octaves Number of noise layers
|
||||
/// @param persistence Amplitude multiplier per octave
|
||||
/// @param lacunarity Frequency multiplier per octave
|
||||
/// @return Combined noise value
|
||||
template<typename T>
|
||||
float fractalNoise(const Vec3<T>& point, int octaves, float persistence, float lacunarity) {
|
||||
float total = 0.0f;
|
||||
float frequency = 1.f;
|
||||
float amplitude = 1.f;
|
||||
float maxV = 0.f;
|
||||
for (int i = 0; i < octaves; i++) {
|
||||
total += permute(point*frequency) * amplitude;
|
||||
maxV += amplitude;
|
||||
amplitude *= persistence;
|
||||
frequency *= lacunarity;
|
||||
}
|
||||
|
||||
return total / maxV;
|
||||
}
|
||||
|
||||
/// @brief Generate turbulence noise (absolute value of octaves)
|
||||
/// @tparam T Coordinate type
|
||||
/// @param point Input coordinate
|
||||
@@ -357,9 +451,25 @@ public:
|
||||
template<typename T>
|
||||
float turbulence(const Vec2<T>& point, int octaves) {
|
||||
float value = 0.0f;
|
||||
Vec2<float> tempPoint = point;
|
||||
Vec2f tempPoint = point.toFloat();
|
||||
for (int i = 0; i < octaves; i++) {
|
||||
value += std::abs(permute(tempPoint));
|
||||
value += std::abs(permute(tempPoint)) / (1 << i);
|
||||
tempPoint *= 2.f;
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
/// @brief Generate 3D turbulence noise
|
||||
/// @tparam T Coordinate type
|
||||
/// @param point Input coordinate
|
||||
/// @param octaves Number of noise layers
|
||||
/// @return Turbulence noise value
|
||||
template<typename T>
|
||||
float turbulence(const Vec3<T>& point, int octaves) {
|
||||
float value = 0.0f;
|
||||
Vec3f tempPoint = point.toFloat();
|
||||
for (int i = 0; i < octaves; i++) {
|
||||
value += std::abs(permute(tempPoint)) / (1 << i);
|
||||
tempPoint *= 2.f;
|
||||
}
|
||||
return value;
|
||||
@@ -388,6 +498,28 @@ public:
|
||||
return result;
|
||||
}
|
||||
|
||||
/// @brief Generate 3D ridged noise
|
||||
/// @param point Input coordinate
|
||||
/// @param octaves Number of noise layers
|
||||
/// @param offset Weighting offset for ridge formation
|
||||
/// @return Ridged noise value
|
||||
float ridgedNoise(const Vec3<float>& point, int octaves, float offset = 1.0f) {
|
||||
float result = 0.f;
|
||||
float weight = 1.f;
|
||||
Vec3<float> p = point;
|
||||
|
||||
for (int i = 0; i < octaves; i++) {
|
||||
float signal = 1.f - std::abs(permute(p));
|
||||
signal *= signal;
|
||||
signal *= weight;
|
||||
weight = signal * offset;
|
||||
result += signal;
|
||||
p *= 2.f;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/// @brief Generate billow (cloud-like) noise
|
||||
/// @param point Input coordinate
|
||||
/// @param octaves Number of noise layers
|
||||
@@ -406,6 +538,24 @@ public:
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
/// @brief Generate 3D billow noise
|
||||
/// @param point Input coordinate
|
||||
/// @param octaves Number of noise layers
|
||||
/// @return Billow noise value
|
||||
float billowNoise(const Vec3<float>& point, int octaves) {
|
||||
float value = 0.0f;
|
||||
float amplitude = 1.0f;
|
||||
float frequency = 1.0f;
|
||||
|
||||
for (int i = 0; i < octaves; i++) {
|
||||
value += std::abs(permute(point * frequency)) * amplitude;
|
||||
amplitude *= 0.5f;
|
||||
frequency *= 2.0f;
|
||||
}
|
||||
|
||||
return value;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -312,6 +312,11 @@ public:
|
||||
float aspect() {
|
||||
return static_cast<float>(x) / static_cast<float>(y);
|
||||
}
|
||||
|
||||
Vec2<float> toFloat() {
|
||||
return Vec2<float>(static_cast<float>(x), static_cast<float>(y));
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
template<typename T>
|
||||
|
||||
@@ -454,6 +454,29 @@ public:
|
||||
return std::hash<float>()(v.x) ^ (std::hash<float>()(v.y) << 1) ^ (std::hash<float>()(v.z) << 2);
|
||||
}
|
||||
};
|
||||
|
||||
Vec2<T> toLatLon() const {
|
||||
float r = length();
|
||||
if (r == 0) return Vec2<T>(0, 0);
|
||||
float θ = std::acos(z / r);
|
||||
float lat = static_cast<T>(M_PI/2.0 - θ);
|
||||
|
||||
float lon = static_cast<T>(std::atan2(y, x));
|
||||
return Vec2<T>(lat, lon);
|
||||
}
|
||||
|
||||
Vec2<T> toLatLon(const Vec3& center) const {
|
||||
Vec3 relative = *this - center;
|
||||
return relative.toLatLon();
|
||||
}
|
||||
|
||||
T toElevation() const {
|
||||
return length();
|
||||
}
|
||||
|
||||
T toElevation(const Vec3& center) const {
|
||||
return distance(center);
|
||||
}
|
||||
};
|
||||
|
||||
using Vec3f = Vec3<float>;
|
||||
|
||||
Reference in New Issue
Block a user