new grid2 sim

This commit is contained in:
yggdrasil75
2025-11-09 17:43:30 -05:00
parent 0abe373959
commit f2b6286580
7 changed files with 1336 additions and 231 deletions

87
simtools/grid2.cpp Normal file
View File

@@ -0,0 +1,87 @@
#include "sim2.hpp"
#include "../util/bmpwriter.hpp"
#include <iostream>
#include <string>
#include <iomanip>
#include <sstream>
// Function to convert simulation grid to pixel data for BMP
std::vector<std::vector<Vec3>> gridToPixels(const Sim2& sim, int width, int height) {
std::vector<std::vector<Vec3>> pixels(height, std::vector<Vec3>(width, Vec3(0, 0, 0))); // Black background
// Get all pixel data from the simulation grid
const auto& positions = sim.getPositions();
const auto& colors = sim.getColors();
for (size_t i = 0; i < positions.size(); ++i) {
const Vec2& pos = positions[i];
const Vec4& color = colors[i];
int x = static_cast<int>(pos.x);
int y = static_cast<int>(pos.y);
// Only draw if within bounds
if (x >= 0 && x < width && y >= 0 && y < height) {
// Convert Vec4 (RGBA) to Vec3 (RGB)
pixels[y][x] = Vec3(color.x, color.y, color.z);
}
}
return pixels;
}
int main() {
const int FRAME_COUNT = 60;
const float TOTAL_TIME = 1.0f; // 1 second
const float TIME_STEP = TOTAL_TIME / FRAME_COUNT;
// Create output directory
std::filesystem::create_directories("output");
// Create a simulation with 50x30 grid and gravity
Sim2 sim(50, 30, Vec2(0, -9.8f));
// Create some objects
auto ball1 = sim.createBall(Vec2(10, 25), 3.0f, Vec4(1.0f, 0.5f, 0.0f, 1.0f), 1.0f); // Orange ball
auto ball2 = sim.createBall(Vec2(30, 20), 2.0f, Vec4(0.5f, 0.8f, 1.0f, 1.0f), 0.5f); // Blue ball
// Create ground
auto ground = sim.createGround(Vec2(0, 0), 50, Vec4(0.0f, 1.0f, 0.0f, 1.0f)); // Green ground
// Create walls
auto leftWall = sim.createWall(Vec2(0, 1), 29, Vec4(0.3f, 0.3f, 0.7f, 1.0f)); // Blue walls
auto rightWall = sim.createWall(Vec2(49, 1), 29, Vec4(0.3f, 0.3f, 0.7f, 1.0f));
// Set world bounds
sim.setWorldBounds(Vec2(0, 0), Vec2(49, 29));
// Simulation parameters
sim.setElasticity(0.8f); // Bouncy
sim.setFriction(0.05f); // Low friction
std::cout << "Rendering " << FRAME_COUNT << " frames over " << TOTAL_TIME << " seconds..." << std::endl;
// Run simulation and save frames
for (int frame = 0; frame < FRAME_COUNT; ++frame) {
// Update simulation
sim.update(TIME_STEP);
// Convert simulation state to pixel data
auto pixels = gridToPixels(sim, 50, 30);
// Create filename with zero-padded frame number
std::ostringstream filename;
filename << "output/bounce" << std::setw(3) << std::setfill('0') << frame << ".bmp";
// Save as BMP
if (BMPWriter::saveBMP(filename.str(), pixels)) {
std::cout << "Saved frame " << frame << " to " << filename.str() << std::endl;
} else {
std::cerr << "Failed to save frame " << frame << std::endl;
}
}
std::cout << "Animation complete! " << FRAME_COUNT << " frames saved to output/ directory." << std::endl;
return 0;
}

View File

@@ -1,265 +1,336 @@
#ifndef SIM2_HPP #ifndef SIM2_HPP
#define SIM2_HPP #define SIM2_HPP
#include "../util/noise2.hpp" #include "../util/grid/grid2.hpp"
#include "../util/grid2.hpp"
#include "../util/vec2.hpp" #include "../util/vec2.hpp"
#include "../util/vec4.hpp" #include <vector>
#include "../util/timing_decorator.hpp"
#include <memory> #include <memory>
#include <string>
#include <unordered_map> #include <unordered_map>
class Sim2 { class PhysicsObject {
private: protected:
std::unique_ptr<Noise2> noiseGenerator; Vec2 position;
Grid2 terrainGrid; Vec2 velocity;
int gridWidth; Vec2 acceleration;
int gridHeight; float mass;
bool isStatic;
// Terrain generation parameters std::shared_ptr<Grid2> shape;
float scale;
int octaves;
float persistence;
float lacunarity;
uint32_t seed;
Vec2 offset;
// Terrain modification parameters
float elevationMultiplier;
float waterLevel;
Vec4 landColor;
Vec4 waterColor;
public: public:
Sim2(int width = 512, int height = 512, uint32_t seed = 42, float scale = 4.0f, int octaves = 4, PhysicsObject(const Vec2& pos, float mass = 1.0f, bool isStatic = false)
float persistence = 0.5f, float lacunarity = 2.0f, float waterlevel = 0.3f, float elevation = 1.0f) : position(pos), velocity(0, 0), acceleration(0, 0), mass(mass), isStatic(isStatic) {}
: gridWidth(width), gridHeight(height), scale(scale), octaves(octaves),
persistence(persistence), lacunarity(lacunarity), seed(seed), offset(0, 0), virtual ~PhysicsObject() = default;
elevationMultiplier(elevation), waterLevel(waterlevel),
landColor(0.2f, 0.8f, 0.2f, 1.0f), // Green virtual void update(float dt) {
waterColor(0.2f, 0.3f, 0.8f, 1.0f) // Blue if (isStatic) return;
{
noiseGenerator = std::make_unique<Noise2>(seed,Noise2::PERLIN,Noise2::PRECOMPUTED); // Update velocity and position using basic physics
generateTerrain(); velocity += acceleration * dt;
position += velocity * dt;
acceleration = Vec2(0, 0); // Reset acceleration for next frame
} }
// Generate initial terrain virtual void applyForce(const Vec2& force) {
void generateTerrain() { if (!isStatic) {
TIME_FUNCTION; acceleration += force / mass;
terrainGrid = noiseGenerator->generateTerrainNoise(
gridWidth, gridHeight, scale, octaves, persistence, seed, offset);
applyTerrainColors();
}
// Regenerate terrain with current parameters
void regenerate() {
generateTerrain();
}
// Basic parameter modifications
void setScale(float newScale) {
scale = std::max(0.1f, newScale);
generateTerrain();
}
void setOctaves(int newOctaves) {
octaves = std::max(1, newOctaves);
generateTerrain();
}
void setPersistence(float newPersistence) {
persistence = std::clamp(newPersistence, 0.0f, 1.0f);
generateTerrain();
}
void setLacunarity(float newLacunarity) {
lacunarity = std::max(1.0f, newLacunarity);
generateTerrain();
}
void setSeed(uint32_t newSeed) {
seed = newSeed;
noiseGenerator->setSeed(seed);
generateTerrain();
}
void setOffset(const Vec2& newOffset) {
offset = newOffset;
generateTerrain();
}
void setElevationMultiplier(float multiplier) {
elevationMultiplier = std::max(0.0f, multiplier);
applyElevationModification();
}
void setWaterLevel(float level) {
waterLevel = std::clamp(level, 0.0f, 1.0f);
applyTerrainColors();
}
void setLandColor(const Vec4& color) {
landColor = color;
applyTerrainColors();
}
void setWaterColor(const Vec4& color) {
waterColor = color;
applyTerrainColors();
}
// Get current parameters
float getScale() const { return scale; }
int getOctaves() const { return octaves; }
float getPersistence() const { return persistence; }
float getLacunarity() const { return lacunarity; }
uint32_t getSeed() const { return seed; }
Vec2 getOffset() const { return offset; }
float getElevationMultiplier() const { return elevationMultiplier; }
float getWaterLevel() const { return waterLevel; }
Vec4 getLandColor() const { return landColor; }
Vec4 getWaterColor() const { return waterColor; }
// Get the terrain grid
const Grid2& getTerrainGrid() const {
return terrainGrid;
}
// Get terrain dimensions
int getWidth() const { return gridWidth; }
int getHeight() const { return gridHeight; }
// Get elevation at specific coordinates
float getElevation(int x, int y) const {
if (x < 0 || x >= gridWidth || y < 0 || y >= gridHeight) {
return 0.0f;
}
return terrainGrid.colors[y * gridWidth + x].x; // Elevation stored in red channel
}
// Render to RGB image
std::vector<uint8_t> renderToRGB(int width, int height,
const Vec4& backgroundColor = Vec4(0, 0, 0, 1)) const {
return terrainGrid.renderToRGB(width, height, backgroundColor);
}
// Render to RGBA image
std::vector<uint8_t> renderToRGBA(int width, int height,
const Vec4& backgroundColor = Vec4(0, 0, 0, 1)) const {
return terrainGrid.renderToRGBA(width, height, backgroundColor);
}
// Export terrain data as heightmap (grayscale)
Grid2 exportHeightmap() const {
Grid2 heightmap(gridWidth * gridHeight);
for (int y = 0; y < gridHeight; y++) {
for (int x = 0; x < gridWidth; x++) {
int index = y * gridWidth + x;
float elevation = terrainGrid.colors[index].x;
heightmap.positions[index] = Vec2(x, y);
heightmap.colors[index] = Vec4(elevation, elevation, elevation, 1.0f);
} }
} }
return heightmap; // Getters
const Vec2& getPosition() const { return position; }
const Vec2& getVelocity() const { return velocity; }
float getMass() const { return mass; }
bool getIsStatic() const { return isStatic; }
std::shared_ptr<Grid2> getShape() const { return shape; }
// Setters
void setPosition(const Vec2& pos) { position = pos; }
void setVelocity(const Vec2& vel) { velocity = vel; }
void setMass(float m) { mass = m; }
void setShape(std::shared_ptr<Grid2> newShape) { shape = newShape; }
// Check if this object contains a world position
virtual bool contains(const Vec2& worldPos) const {
if (!shape) return false;
Vec2 localPos = worldPos - position;
return shape->isOccupied(localPos.round());
} }
// Generate random seed and regenerate // Get all occupied positions in world coordinates
void randomizeSeed() { virtual std::vector<Vec2> getWorldPositions() const {
std::random_device rd; std::vector<Vec2> worldPositions;
setSeed(rd()); if (!shape) return worldPositions;
}
// Reset all parameters to default const auto& localPositions = shape->getPositions();
void reset() { for (const auto& localPos : localPositions) {
scale = 4.0f; worldPositions.push_back(position + localPos);
octaves = 4; }
persistence = 0.5f; return worldPositions;
lacunarity = 2.0f;
elevationMultiplier = 1.0f;
waterLevel = 0.3f;
landColor = Vec4(0.2f, 0.8f, 0.2f, 1.0f);
waterColor = Vec4(0.2f, 0.3f, 0.8f, 1.0f);
generateTerrain();
} }
// Get terrain statistics
struct TerrainStats {
float minElevation;
float maxElevation;
float averageElevation;
float landPercentage;
int landArea;
int waterArea;
}; };
TerrainStats getTerrainStats() const { class FallingObject : public PhysicsObject {
TerrainStats stats = {1.0f, 0.0f, 0.0f, 0.0f, 0, 0}; private:
float totalElevation = 0.0f; Vec2 gravityForce;
for (const auto& color : terrainGrid.colors) { public:
float elevation = color.x; FallingObject(const Vec2& pos, float mass = 1.0f, const Vec2& gravity = Vec2(0, -9.8f))
stats.minElevation = std::min(stats.minElevation, elevation); : PhysicsObject(pos, mass, false), gravityForce(gravity * mass) {}
stats.maxElevation = std::max(stats.maxElevation, elevation);
totalElevation += elevation;
if (elevation > waterLevel) { void update(float dt) override {
stats.landArea++; if (!isStatic) {
} else { // Apply gravity
stats.waterArea++; applyForce(gravityForce);
} }
PhysicsObject::update(dt);
} }
stats.averageElevation = totalElevation / terrainGrid.colors.size(); void setGravity(const Vec2& gravity) {
stats.landPercentage = static_cast<float>(stats.landArea) / gravityForce = gravity * mass;
(stats.landArea + stats.waterArea) * 100.0f; }
return stats; const Vec2 getGravity() const {
return gravityForce / mass;
}
};
class SolidObject : public PhysicsObject {
public:
SolidObject(const Vec2& pos, float mass = 1.0f)
: PhysicsObject(pos, mass, true) {} // Solids are static by default
// Solids don't move, so override update to do nothing
void update(float dt) override {
// Solids don't move
}
void applyForce(const Vec2& force) override {
// Solids don't respond to forces
}
};
class Sim2 : public Grid2 {
private:
std::vector<std::shared_ptr<PhysicsObject>> objects;
Vec2 globalGravity;
float elasticity; // Bounciness factor (0.0 to 1.0)
float friction; // Surface friction (0.0 to 1.0)
Vec2 worldBoundsMin, worldBoundsMax;
bool useWorldBounds;
public:
Sim2(int width, int height, const Vec2& gravity = Vec2(0, -9.8f))
: Grid2(width, height), globalGravity(gravity), elasticity(0.7f),
friction(0.1f), useWorldBounds(false) {}
// Add objects to simulation
void addObject(std::shared_ptr<PhysicsObject> object) {
objects.push_back(object);
}
// Create a falling ball
std::shared_ptr<FallingObject> createBall(const Vec2& position, float radius,
const Vec4& color = Vec4(1.0f, 0.5f, 0.0f, 1.0f),
float mass = 1.0f) {
auto ball = std::make_shared<FallingObject>(position, mass, globalGravity);
auto shape = std::make_shared<Grid2>(static_cast<int>(radius * 2 + 2));
shape->fillCircle(Vec2(radius, radius), radius, color);
ball->setShape(shape);
objects.push_back(ball);
return ball;
}
// Create a solid ground
std::shared_ptr<SolidObject> createGround(const Vec2& position, int width,
const Vec4& color = Vec4(0.0f, 1.0f, 0.0f, 1.0f)) {
auto ground = std::make_shared<SolidObject>(position);
auto shape = std::make_shared<Grid2>(width, 1);
for (int x = 0; x < width; ++x) {
shape->addPixel(x, 0, color);
}
ground->setShape(shape);
objects.push_back(ground);
return ground;
}
// Create a solid wall
std::shared_ptr<SolidObject> createWall(const Vec2& position, int height,
const Vec4& color = Vec4(0.3f, 0.3f, 0.7f, 1.0f)) {
auto wall = std::make_shared<SolidObject>(position);
auto shape = std::make_shared<Grid2>(1, height);
for (int y = 0; y < height; ++y) {
shape->addPixel(0, y, color);
}
wall->setShape(shape);
objects.push_back(wall);
return wall;
}
// Update the simulation
void update(float dt) {
// Clear the main grid
clear();
// Update all objects
for (auto& obj : objects) {
obj->update(dt);
}
// Handle collisions
handleCollisions();
// Handle world bounds
if (useWorldBounds) {
handleWorldBounds();
}
// Render all objects to the main grid
renderObjects();
}
// Set world bounds for containment
void setWorldBounds(const Vec2& min, const Vec2& max) {
worldBoundsMin = min;
worldBoundsMax = max;
useWorldBounds = true;
}
// Simulation parameters
void setElasticity(float e) { elasticity = std::clamp(e, 0.0f, 1.0f); }
void setFriction(float f) { friction = std::clamp(f, 0.0f, 1.0f); }
void setGlobalGravity(const Vec2& gravity) { globalGravity = gravity; }
float getElasticity() const { return elasticity; }
float getFriction() const { return friction; }
const Vec2& getGlobalGravity() const { return globalGravity; }
// Get all objects
const std::vector<std::shared_ptr<PhysicsObject>>& getObjects() const {
return objects;
}
// Clear all objects
void clearObjects() {
objects.clear();
clear();
} }
private: private:
void applyTerrainColors() { void handleCollisions() {
for (int y = 0; y < gridHeight; y++) { // Simple collision detection between falling objects and solids
for (int x = 0; x < gridWidth; x++) { for (size_t i = 0; i < objects.size(); ++i) {
int index = y * gridWidth + x; auto obj1 = objects[i];
float elevation = terrainGrid.colors[index].x; if (obj1->getIsStatic()) continue; // Skip static objects for collision detection
// Apply water level and color based on elevation for (size_t j = 0; j < objects.size(); ++j) {
if (elevation <= waterLevel) { if (i == j) continue;
// Water - optionally add depth variation
float depth = (waterLevel - elevation) / waterLevel; auto obj2 = objects[j];
Vec4 water = waterColor * (0.7f + 0.3f * depth); if (!obj2->getIsStatic()) continue; // Only check against static objects for now
water.w = 1.0f; // Ensure full alpha
terrainGrid.colors[index] = water; checkAndResolveCollision(obj1, obj2);
} else {
// Land - optionally add elevation-based color variation
float height = (elevation - waterLevel) / (1.0f - waterLevel);
Vec4 land = landColor * (0.8f + 0.2f * height);
land.w = 1.0f; // Ensure full alpha
terrainGrid.colors[index] = land;
}
} }
} }
} }
void applyElevationModification() { void checkAndResolveCollision(std::shared_ptr<PhysicsObject> dynamicObj,
for (int y = 0; y < gridHeight; y++) { std::shared_ptr<PhysicsObject> staticObj) {
for (int x = 0; x < gridWidth; x++) { if (!dynamicObj->getShape() || !staticObj->getShape()) return;
int index = y * gridWidth + x;
float originalElevation = terrainGrid.colors[index].x;
// Apply elevation multiplier with clamping // Get all world positions of the dynamic object
float newElevation = std::clamp(originalElevation * elevationMultiplier, 0.0f, 1.0f); auto dynamicPositions = dynamicObj->getWorldPositions();
terrainGrid.colors[index].x = newElevation;
terrainGrid.colors[index].y = newElevation; // Keep grayscale for heightmap for (const auto& dynPos : dynamicPositions) {
terrainGrid.colors[index].z = newElevation; // Check if this position collides with the static object
if (staticObj->contains(dynPos)) {
// Simple collision response - bounce
Vec2 velocity = dynamicObj->getVelocity();
// Determine collision normal (simplified - always bounce up)
Vec2 normal(0, 1);
// Reflect velocity with elasticity
Vec2 reflectedVel = velocity.reflect(normal) * elasticity;
// Apply friction
reflectedVel.x *= (1.0f - friction);
dynamicObj->setVelocity(reflectedVel);
// Move object out of collision
Vec2 newPos = dynamicObj->getPosition();
newPos.y += 1.0f; // Move up by 1 pixel
dynamicObj->setPosition(newPos);
break; // Only handle first collision
}
} }
} }
applyTerrainColors(); void handleWorldBounds() {
for (auto& obj : objects) {
if (obj->getIsStatic()) continue;
Vec2 pos = obj->getPosition();
Vec2 vel = obj->getVelocity();
bool collided = false;
// Check bounds and bounce
if (pos.x < worldBoundsMin.x) {
pos.x = worldBoundsMin.x;
vel.x = -vel.x * elasticity;
collided = true;
} else if (pos.x > worldBoundsMax.x) {
pos.x = worldBoundsMax.x;
vel.x = -vel.x * elasticity;
collided = true;
}
if (pos.y < worldBoundsMin.y) {
pos.y = worldBoundsMin.y;
vel.y = -vel.y * elasticity;
collided = true;
} else if (pos.y > worldBoundsMax.y) {
pos.y = worldBoundsMax.y;
vel.y = -vel.y * elasticity;
collided = true;
}
if (collided) {
obj->setPosition(pos);
obj->setVelocity(vel);
}
}
}
void renderObjects() {
// Render all objects to the main grid
for (const auto& obj : objects) {
if (!obj->getShape()) continue;
const auto& shape = obj->getShape();
const Vec2& objPos = obj->getPosition();
// Copy all pixels from object's shape to main grid at object's position
const auto& positions = shape->getPositions();
const auto& colors = shape->getColors();
const auto& sizes = shape->getSizes();
for (size_t i = 0; i < positions.size(); ++i) {
Vec2 worldPos = objPos + positions[i];
Vec2 gridPos = worldPos.round();
// Only add if within grid bounds
if (gridPos.x >= 0 && gridPos.x < width &&
gridPos.y >= 0 && gridPos.y < height) {
if (!isOccupied(gridPos)) {
addPixel(gridPos, colors[i], sizes[i]);
}
}
}
}
} }
}; };

266
simtools/sim2old.hpp Normal file
View File

@@ -0,0 +1,266 @@
#ifndef SIM2_HPP
#define SIM2_HPP
#include "../util/noise2.hpp"
#include "../util/grid2.hpp"
#include "../util/vec2.hpp"
#include "../util/vec4.hpp"
#include "../util/timing_decorator.hpp"
#include <memory>
#include <string>
#include <unordered_map>
class Sim2 {
private:
std::unique_ptr<Noise2> noiseGenerator;
Grid2 terrainGrid;
int gridWidth;
int gridHeight;
// Terrain generation parameters
float scale;
int octaves;
float persistence;
float lacunarity;
uint32_t seed;
Vec2 offset;
// Terrain modification parameters
float elevationMultiplier;
float waterLevel;
Vec4 landColor;
Vec4 waterColor;
public:
Sim2(int width = 512, int height = 512, uint32_t seed = 42, float scale = 4.0f, int octaves = 4,
float persistence = 0.5f, float lacunarity = 2.0f, float waterlevel = 0.3f, float elevation = 1.0f)
: gridWidth(width), gridHeight(height), scale(scale), octaves(octaves),
persistence(persistence), lacunarity(lacunarity), seed(seed), offset(0, 0),
elevationMultiplier(elevation), waterLevel(waterlevel),
landColor(0.2f, 0.8f, 0.2f, 1.0f), // Green
waterColor(0.2f, 0.3f, 0.8f, 1.0f) // Blue
{
noiseGenerator = std::make_unique<Noise2>(seed,Noise2::PERLIN,Noise2::PRECOMPUTED);
generateTerrain();
}
// Generate initial terrain
void generateTerrain() {
TIME_FUNCTION;
terrainGrid = noiseGenerator->generateTerrainNoise(
gridWidth, gridHeight, scale, octaves, persistence, seed, offset);
applyTerrainColors();
}
// Regenerate terrain with current parameters
void regenerate() {
generateTerrain();
}
// Basic parameter modifications
void setScale(float newScale) {
scale = std::max(0.1f, newScale);
generateTerrain();
}
void setOctaves(int newOctaves) {
octaves = std::max(1, newOctaves);
generateTerrain();
}
void setPersistence(float newPersistence) {
persistence = std::clamp(newPersistence, 0.0f, 1.0f);
generateTerrain();
}
void setLacunarity(float newLacunarity) {
lacunarity = std::max(1.0f, newLacunarity);
generateTerrain();
}
void setSeed(uint32_t newSeed) {
seed = newSeed;
noiseGenerator->setSeed(seed);
generateTerrain();
}
void setOffset(const Vec2& newOffset) {
offset = newOffset;
generateTerrain();
}
void setElevationMultiplier(float multiplier) {
elevationMultiplier = std::max(0.0f, multiplier);
applyElevationModification();
}
void setWaterLevel(float level) {
waterLevel = std::clamp(level, 0.0f, 1.0f);
applyTerrainColors();
}
void setLandColor(const Vec4& color) {
landColor = color;
applyTerrainColors();
}
void setWaterColor(const Vec4& color) {
waterColor = color;
applyTerrainColors();
}
// Get current parameters
float getScale() const { return scale; }
int getOctaves() const { return octaves; }
float getPersistence() const { return persistence; }
float getLacunarity() const { return lacunarity; }
uint32_t getSeed() const { return seed; }
Vec2 getOffset() const { return offset; }
float getElevationMultiplier() const { return elevationMultiplier; }
float getWaterLevel() const { return waterLevel; }
Vec4 getLandColor() const { return landColor; }
Vec4 getWaterColor() const { return waterColor; }
// Get the terrain grid
const Grid2& getTerrainGrid() const {
return terrainGrid;
}
// Get terrain dimensions
int getWidth() const { return gridWidth; }
int getHeight() const { return gridHeight; }
// Get elevation at specific coordinates
float getElevation(int x, int y) const {
if (x < 0 || x >= gridWidth || y < 0 || y >= gridHeight) {
return 0.0f;
}
return terrainGrid.colors[y * gridWidth + x].x; // Elevation stored in red channel
}
// Render to RGB image
std::vector<uint8_t> renderToRGB(int width, int height,
const Vec4& backgroundColor = Vec4(0, 0, 0, 1)) const {
return terrainGrid.renderToRGB(width, height, backgroundColor);
}
// Render to RGBA image
std::vector<uint8_t> renderToRGBA(int width, int height,
const Vec4& backgroundColor = Vec4(0, 0, 0, 1)) const {
return terrainGrid.renderToRGBA(width, height, backgroundColor);
}
// Export terrain data as heightmap (grayscale)
Grid2 exportHeightmap() const {
Grid2 heightmap(gridWidth * gridHeight);
for (int y = 0; y < gridHeight; y++) {
for (int x = 0; x < gridWidth; x++) {
int index = y * gridWidth + x;
float elevation = terrainGrid.colors[index].x;
heightmap.positions[index] = Vec2(x, y);
heightmap.colors[index] = Vec4(elevation, elevation, elevation, 1.0f);
}
}
return heightmap;
}
// Generate random seed and regenerate
void randomizeSeed() {
std::random_device rd;
setSeed(rd());
}
// Reset all parameters to default
void reset() {
scale = 4.0f;
octaves = 4;
persistence = 0.5f;
lacunarity = 2.0f;
elevationMultiplier = 1.0f;
waterLevel = 0.3f;
landColor = Vec4(0.2f, 0.8f, 0.2f, 1.0f);
waterColor = Vec4(0.2f, 0.3f, 0.8f, 1.0f);
generateTerrain();
}
// Get terrain statistics
struct TerrainStats {
float minElevation;
float maxElevation;
float averageElevation;
float landPercentage;
int landArea;
int waterArea;
};
TerrainStats getTerrainStats() const {
TerrainStats stats = {1.0f, 0.0f, 0.0f, 0.0f, 0, 0};
float totalElevation = 0.0f;
for (const auto& color : terrainGrid.colors) {
float elevation = color.x;
stats.minElevation = std::min(stats.minElevation, elevation);
stats.maxElevation = std::max(stats.maxElevation, elevation);
totalElevation += elevation;
if (elevation > waterLevel) {
stats.landArea++;
} else {
stats.waterArea++;
}
}
stats.averageElevation = totalElevation / terrainGrid.colors.size();
stats.landPercentage = static_cast<float>(stats.landArea) /
(stats.landArea + stats.waterArea) * 100.0f;
return stats;
}
private:
void applyTerrainColors() {
for (int y = 0; y < gridHeight; y++) {
for (int x = 0; x < gridWidth; x++) {
int index = y * gridWidth + x;
float elevation = terrainGrid.colors[index].x;
// Apply water level and color based on elevation
if (elevation <= waterLevel) {
// Water - optionally add depth variation
float depth = (waterLevel - elevation) / waterLevel;
Vec4 water = waterColor * (0.7f + 0.3f * depth);
water.w = 1.0f; // Ensure full alpha
terrainGrid.colors[index] = water;
} else {
// Land - optionally add elevation-based color variation
float height = (elevation - waterLevel) / (1.0f - waterLevel);
Vec4 land = landColor * (0.8f + 0.2f * height);
land.w = 1.0f; // Ensure full alpha
terrainGrid.colors[index] = land;
}
}
}
}
void applyElevationModification() {
for (int y = 0; y < gridHeight; y++) {
for (int x = 0; x < gridWidth; x++) {
int index = y * gridWidth + x;
float originalElevation = terrainGrid.colors[index].x;
// Apply elevation multiplier with clamping
float newElevation = std::clamp(originalElevation * elevationMultiplier, 0.0f, 1.0f);
terrainGrid.colors[index].x = newElevation;
terrainGrid.colors[index].y = newElevation; // Keep grayscale for heightmap
terrainGrid.colors[index].z = newElevation;
}
}
applyTerrainColors();
}
};
#endif

295
util/grid/grid2.hpp Normal file
View File

@@ -0,0 +1,295 @@
#ifndef GRID2_HPP
#define GRID2_HPP
#include "../vec2.hpp"
#include "../vec4.hpp"
#include <vector>
#include <unordered_map>
#include <string>
#include <algorithm>
class Grid2 {
public:
int width, height;
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);
}
// 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;
}
// 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);
}
// Check if position is occupied
bool isOccupied(const Vec2& position) const {
return positionToIndex.find(position) != positionToIndex.end();
}
bool isOccupied(int x, int y) const {
return isOccupied(Vec2(static_cast<float>(x), static_cast<float>(y)));
}
// 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;
}
int getPixelIndex(int x, int y) const {
return getPixelIndex(Vec2(static_cast<float>(x), static_cast<float>(y)));
}
// Remove pixel at position
bool removePixel(const Vec2& position) {
int index = getPixelIndex(position);
if (index == -1) return false;
// Swap with last element and update map
if (index != positions.size() - 1) {
positions[index] = positions.back();
colors[index] = colors.back();
sizes[index] = sizes.back();
// Update mapping for the moved element
positionToIndex[positions[index]] = index;
}
// Remove last element
positions.pop_back();
colors.pop_back();
sizes.pop_back();
positionToIndex.erase(position);
return true;
}
bool removePixel(int x, int y) {
return removePixel(Vec2(static_cast<float>(x), static_cast<float>(y)));
}
// Clear all pixels
void clear() {
positions.clear();
colors.clear();
sizes.clear();
positionToIndex.clear();
}
// Get pixel count
size_t getPixelCount() const {
return positions.size();
}
// Check if grid is empty
bool isEmpty() const {
return positions.empty();
}
// Get bounding box of occupied pixels
void getBoundingBox(Vec2& minCorner, Vec2& maxCorner) const {
if (positions.empty()) {
minCorner = Vec2(0, 0);
maxCorner = Vec2(0, 0);
return;
}
minCorner = positions[0];
maxCorner = positions[0];
for (const auto& pos : positions) {
minCorner = minCorner.min(pos);
maxCorner = maxCorner.max(pos);
}
}
// 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));
for (int y = startY; y <= endY; ++y) {
for (int x = startX; x <= endX; ++x) {
if (!isOccupied(x, y)) {
addPixel(x, y, color, size);
}
}
}
}
// 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);
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);
}
}
}
}
}
// 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);
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;
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);
}
}
}
}
}
};
#endif

386
util/grid/grid3.hpp Normal file
View File

@@ -0,0 +1,386 @@
#ifndef GRID3_HPP
#define GRID3_HPP
#include "../vec3.hpp"
#include "../vec4.hpp"
#include <vector>
#include <unordered_map>
#include <string>
#include <algorithm>
#include <functional>
class Grid3 {
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);
}
// 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;
}
// 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);
}
// Check if position is occupied
bool isOccupied(const Vec3& position) const {
return positionToIndex.find(position) != positionToIndex.end();
}
bool isOccupied(int x, int y, int z) const {
return isOccupied(Vec3(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z)));
}
// 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;
}
int getVoxelIndex(int x, int y, int z) const {
return getVoxelIndex(Vec3(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z)));
}
// Remove voxel at position
bool removeVoxel(const Vec3& position) {
int index = getVoxelIndex(position);
if (index == -1) return false;
// Swap with last element and update map
if (index != positions.size() - 1) {
positions[index] = positions.back();
colors[index] = colors.back();
sizes[index] = sizes.back();
// Update mapping for the moved element
positionToIndex[positions[index]] = index;
}
// Remove last element
positions.pop_back();
colors.pop_back();
sizes.pop_back();
positionToIndex.erase(position);
return true;
}
bool removeVoxel(int x, int y, int z) {
return removeVoxel(Vec3(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z)));
}
// Clear all voxels
void clear() {
positions.clear();
colors.clear();
sizes.clear();
positionToIndex.clear();
}
// Get voxel count
size_t getVoxelCount() const {
return positions.size();
}
// Check if grid is empty
bool isEmpty() const {
return positions.empty();
}
// 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);
return;
}
minCorner = positions[0];
maxCorner = positions[0];
for (const auto& pos : positions) {
minCorner = minCorner.min(pos);
maxCorner = maxCorner.max(pos);
}
}
// 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));
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);
}
}
}
}
}
// 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);
}
}
}
}
}
}
// 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)
};
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;
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);
}
}
}
}
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
// Teapot body (ellipsoid)
fillEllipsoid(position + Vec3(0, scale * 0.3f, 0),
Vec3(scale * 0.4f, scale * 0.3f, scale * 0.4f), color, size);
// 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);
// 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);
// 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);
}
}
}
}
}
}
// 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();
// 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);
}
}
// 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);
}
}
}
}
}
};
#endif