stupid vsc
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@@ -15,6 +15,9 @@ struct AnimationConfig {
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int numSeeds = 1;
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};
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const float PI4 = M_PI / 4.0f;
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const float PI43 = PI4 * 3.0f;
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bool initializeGrid(Grid2& grid, const AnimationConfig& config) {
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TIME_FUNCTION;
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std::cout << "Initializing grayscale grid..." << std::endl;
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@@ -52,20 +55,6 @@ std::pair<std::vector<Vec2>, std::vector<Vec4>> generateSeedPoints(const Animati
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return {seedPoints, seedColors};
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}
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void applyDirectionalColorInfluence(Vec4& color, const Vec4& seedColor, float influence,
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float progress, float angle) {
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//TIME_FUNCTION;
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if (std::abs(angle) < M_PI / 4.0f) { // Right - affect alpha
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color.a = std::fmod(color.a + seedColor.a * influence * progress, 1.0f);
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} else if (std::abs(angle) > 3.0f * M_PI / 4.0f) { // Left - affect blue
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color.b = std::fmod(color.b + seedColor.b * influence * progress, 1.0f);
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} else if (angle > 0) { // Below - affect green
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color.g = std::fmod(color.g + seedColor.g * influence * progress, 1.0f);
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} else { // Above - affect red
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color.r = std::fmod(color.r + seedColor.r * influence * progress, 1.0f);
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}
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}
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Vec4 calculateInfluencedColor(const Vec2& position, const Vec4& originalColor, float progress,
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const std::vector<Vec2>& seedPoints, const std::vector<Vec4>& seedColors,
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const AnimationConfig& config) {
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@@ -73,14 +62,25 @@ Vec4 calculateInfluencedColor(const Vec2& position, const Vec4& originalColor, f
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Vec4 newColor = originalColor;
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float maxDistance = std::max(config.width, config.height) * 0.6f;
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for (int s = 0; s < config.numSeeds; ++s) {
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float distance = position.distance(seedPoints[s]);
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float influence = std::max(0.0f, 1.0f - (distance / maxDistance));
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Vec2 direction = position - seedPoints[s];
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float angle = std::atan2(direction.y, direction.x);
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applyDirectionalColorInfluence(newColor, seedColors[s], influence, progress, angle);
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auto SC = seedColors[s];
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// applyDirectionalColorInfluence(newColor, seedColors[s], influence, progress, angle);
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float absAngle = std::abs(angle);
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if (absAngle < PI4) { // Right - affect alpha
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newColor.a = std::fmod(newColor.a + SC.a * influence * progress, 1.0f);
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} else if (absAngle > PI43) { // Left - affect blue
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newColor.b = std::fmod(newColor.b + SC.b * influence * progress, 1.0f);
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} else if (angle > 0) { // Below - affect green
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newColor.g = std::fmod(newColor.g + SC.g * influence * progress, 1.0f);
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} else { // Above - affect red
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newColor.r = std::fmod(newColor.r + SC.r * influence * progress, 1.0f);
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}
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}
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return newColor.clampColor();
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@@ -23,18 +23,15 @@ struct PairHash {
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class Grid2 {
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private:
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//size_t is index.
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//vec2 is x,y position of the sparse value
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std::multimap<size_t, Vec2> positions;
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//vec4 is rgba color at the position
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std::multimap<size_t, Vec4> colors;
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//size is a floating size to assign to a "pixel" (or voxel for grid3) to allow larger or smaller assignments in this map
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std::multimap<size_t, float> sizes;
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//others will be added later
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// Changed from multimap to unordered_map - each ID can only have one position/color/size
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std::unordered_map<size_t, Vec2> positions;
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std::unordered_map<size_t, Vec4> colors;
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std::unordered_map<size_t, float> sizes;
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size_t next_id;
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std::unordered_map<size_t, std::pair<int, int>> cellIndices; // object ID -> grid cell
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std::unordered_map<std::pair<int, int>, std::unordered_set<size_t>, PairHash> spatialGrid; // cell -> object IDs
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std::unordered_map<size_t, std::pair<int, int>> cellIndices;
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std::unordered_map<std::pair<int, int>, std::unordered_set<size_t>, PairHash> spatialGrid;
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float cellSize;
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public:
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@@ -43,57 +40,54 @@ public:
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size_t addObject(const Vec2& position, const Vec4& color, float size = 1.0f) {
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size_t id = next_id++;
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positions.insert({id, position});
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colors.insert({id, color});
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sizes.insert({id, size});
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positions[id] = position; // Direct assignment instead of insert
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colors[id] = color;
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sizes[id] = size;
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std::pair<int,int> cell = worldToGrid(position);
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spatialGrid[cell].insert(id);
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cellIndices[id] = cell;
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return id;
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}
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//gets
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//gets - much simpler now
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Vec2 getPosition(size_t id) const {
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std::multimap<size_t, Vec2>::const_iterator it = positions.find(id);
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auto it = positions.find(id);
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if (it != positions.end()) return it->second;
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return Vec2();
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}
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Vec4 getColor(size_t id) const {
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std::multimap<size_t, Vec4>::const_iterator it = colors.find(id);
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auto it = colors.find(id);
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if (it != colors.end()) return it->second;
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return Vec4();
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}
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float getSize(size_t id) const {
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std::multimap<size_t, float>::const_iterator it = sizes.find(id);
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auto it = sizes.find(id);
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if (it != sizes.end()) return it->second;
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return 1.0f;
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}
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//sets
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//sets - simpler too
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void setPosition(size_t id, const Vec2& position) {
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if (!hasObject(id)) return;
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Vec2 oldPos = getPosition(id);
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positions.erase(id);
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positions.insert({id, position});
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Vec2 oldPos = positions[id]; // Direct access
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positions[id] = position; // Direct assignment
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updateSpatialIndex(id, oldPos, position);
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}
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void setColor(size_t id, const Vec4& color) {
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colors.erase(id);
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colors.insert({id, color});
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colors[id] = color; // Direct assignment
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}
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void setSize(size_t id, float size) {
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sizes.erase(id);
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sizes.insert({id, size});
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sizes[id] = size; // Direct assignment
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}
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// Batch add/remove operations
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void addObjects(const std::vector<std::tuple<Vec2, Vec4, float>>& objects) {
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for (const std::tuple<Vec2, Vec4, float>& obj : objects) {
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for (const auto& obj : objects) {
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addObject(std::get<0>(obj), std::get<1>(obj), std::get<2>(obj));
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}
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}
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@@ -106,30 +100,27 @@ public:
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// Batch position updates
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void updatePositions(const std::unordered_map<size_t, Vec2>& newPositions) {
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// Bulk update spatial grid - collect all changes first
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std::vector<std::tuple<size_t, Vec2, Vec2>> spatialUpdates;
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for (const std::pair<const size_t, Vec2>& pair : newPositions) {
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for (const auto& pair : newPositions) {
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if (hasObject(pair.first)) {
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Vec2 oldPos = getPosition(pair.first);
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positions.erase(pair.first);
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positions.insert({pair.first, pair.second});
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Vec2 oldPos = positions[pair.first];
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positions[pair.first] = pair.second;
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spatialUpdates.emplace_back(pair.first, oldPos, pair.second);
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}
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}
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// Apply all spatial updates at once
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for (const std::tuple<size_t, Vec2, Vec2>& update : spatialUpdates) {
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for (const auto& update : spatialUpdates) {
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updateSpatialIndex(std::get<0>(update), std::get<1>(update), std::get<2>(update));
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}
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}
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std::vector<size_t> getAllObjectIds() const {
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std::vector<size_t> ids;
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ids.reserve(positions.size());
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for (const auto& pair : positions) {
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ids.push_back(pair.first);
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}
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// Sort by ID to ensure consistent order
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std::sort(ids.begin(), ids.end());
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return ids;
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}
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@@ -161,15 +152,9 @@ public:
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updates[i] = {id, newColor};
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}
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// Batch update colors - much more efficient
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// Batch update colors - much more efficient with unordered_map
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for (const auto& update : updates) {
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// Directly update existing entry instead of erase/insert
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auto it = colors.find(update.first);
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if (it != colors.end()) {
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// If multimap doesn't support direct modification, we need to replace
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// For better performance, consider changing data structure
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const_cast<Vec4&>(it->second) = update.second;
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}
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colors[update.first] = update.second; // Direct assignment
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}
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}
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@@ -500,6 +485,17 @@ public:
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size_t getSpatialGridCellCount() const { return spatialGrid.size(); }
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size_t getSpatialGridObjectCount() const { return cellIndices.size(); }
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float getCellSize() const { return cellSize; }
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// Additional utility methods
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size_t getObjectCount() const { return positions.size(); }
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void clear() {
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positions.clear();
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colors.clear();
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sizes.clear();
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spatialGrid.clear();
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cellIndices.clear();
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next_id = 0;
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}
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};
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#endif
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