new grid2 sim
This commit is contained in:
87
simtools/grid2.cpp
Normal file
87
simtools/grid2.cpp
Normal file
@@ -0,0 +1,87 @@
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#include "sim2.hpp"
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#include "../util/bmpwriter.hpp"
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#include <iostream>
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#include <string>
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#include <iomanip>
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#include <sstream>
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// Function to convert simulation grid to pixel data for BMP
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std::vector<std::vector<Vec3>> gridToPixels(const Sim2& sim, int width, int height) {
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std::vector<std::vector<Vec3>> pixels(height, std::vector<Vec3>(width, Vec3(0, 0, 0))); // Black background
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// Get all pixel data from the simulation grid
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const auto& positions = sim.getPositions();
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const auto& colors = sim.getColors();
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for (size_t i = 0; i < positions.size(); ++i) {
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const Vec2& pos = positions[i];
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const Vec4& color = colors[i];
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int x = static_cast<int>(pos.x);
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int y = static_cast<int>(pos.y);
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// Only draw if within bounds
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if (x >= 0 && x < width && y >= 0 && y < height) {
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// Convert Vec4 (RGBA) to Vec3 (RGB)
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pixels[y][x] = Vec3(color.x, color.y, color.z);
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}
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}
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return pixels;
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}
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int main() {
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const int FRAME_COUNT = 60;
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const float TOTAL_TIME = 1.0f; // 1 second
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const float TIME_STEP = TOTAL_TIME / FRAME_COUNT;
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// Create output directory
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std::filesystem::create_directories("output");
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// Create a simulation with 50x30 grid and gravity
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Sim2 sim(50, 30, Vec2(0, -9.8f));
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// Create some objects
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auto ball1 = sim.createBall(Vec2(10, 25), 3.0f, Vec4(1.0f, 0.5f, 0.0f, 1.0f), 1.0f); // Orange ball
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auto ball2 = sim.createBall(Vec2(30, 20), 2.0f, Vec4(0.5f, 0.8f, 1.0f, 1.0f), 0.5f); // Blue ball
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// Create ground
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auto ground = sim.createGround(Vec2(0, 0), 50, Vec4(0.0f, 1.0f, 0.0f, 1.0f)); // Green ground
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// Create walls
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auto leftWall = sim.createWall(Vec2(0, 1), 29, Vec4(0.3f, 0.3f, 0.7f, 1.0f)); // Blue walls
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auto rightWall = sim.createWall(Vec2(49, 1), 29, Vec4(0.3f, 0.3f, 0.7f, 1.0f));
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// Set world bounds
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sim.setWorldBounds(Vec2(0, 0), Vec2(49, 29));
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// Simulation parameters
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sim.setElasticity(0.8f); // Bouncy
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sim.setFriction(0.05f); // Low friction
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std::cout << "Rendering " << FRAME_COUNT << " frames over " << TOTAL_TIME << " seconds..." << std::endl;
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// Run simulation and save frames
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for (int frame = 0; frame < FRAME_COUNT; ++frame) {
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// Update simulation
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sim.update(TIME_STEP);
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// Convert simulation state to pixel data
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auto pixels = gridToPixels(sim, 50, 30);
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// Create filename with zero-padded frame number
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std::ostringstream filename;
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filename << "output/bounce" << std::setw(3) << std::setfill('0') << frame << ".bmp";
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// Save as BMP
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if (BMPWriter::saveBMP(filename.str(), pixels)) {
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std::cout << "Saved frame " << frame << " to " << filename.str() << std::endl;
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} else {
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std::cerr << "Failed to save frame " << frame << std::endl;
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}
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}
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std::cout << "Animation complete! " << FRAME_COUNT << " frames saved to output/ directory." << std::endl;
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return 0;
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}
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@@ -1,266 +1,337 @@
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#ifndef SIM2_HPP
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#define SIM2_HPP
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#include "../util/noise2.hpp"
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#include "../util/grid2.hpp"
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#include "../util/grid/grid2.hpp"
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#include "../util/vec2.hpp"
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#include "../util/vec4.hpp"
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#include "../util/timing_decorator.hpp"
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#include <vector>
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#include <memory>
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#include <string>
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#include <unordered_map>
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class Sim2 {
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private:
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std::unique_ptr<Noise2> noiseGenerator;
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Grid2 terrainGrid;
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int gridWidth;
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int gridHeight;
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// Terrain generation parameters
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float scale;
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int octaves;
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float persistence;
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float lacunarity;
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uint32_t seed;
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Vec2 offset;
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// Terrain modification parameters
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float elevationMultiplier;
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float waterLevel;
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Vec4 landColor;
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Vec4 waterColor;
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class PhysicsObject {
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protected:
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Vec2 position;
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Vec2 velocity;
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Vec2 acceleration;
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float mass;
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bool isStatic;
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std::shared_ptr<Grid2> shape;
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public:
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Sim2(int width = 512, int height = 512, uint32_t seed = 42, float scale = 4.0f, int octaves = 4,
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float persistence = 0.5f, float lacunarity = 2.0f, float waterlevel = 0.3f, float elevation = 1.0f)
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: gridWidth(width), gridHeight(height), scale(scale), octaves(octaves),
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persistence(persistence), lacunarity(lacunarity), seed(seed), offset(0, 0),
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elevationMultiplier(elevation), waterLevel(waterlevel),
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landColor(0.2f, 0.8f, 0.2f, 1.0f), // Green
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waterColor(0.2f, 0.3f, 0.8f, 1.0f) // Blue
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{
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noiseGenerator = std::make_unique<Noise2>(seed,Noise2::PERLIN,Noise2::PRECOMPUTED);
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generateTerrain();
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PhysicsObject(const Vec2& pos, float mass = 1.0f, bool isStatic = false)
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: position(pos), velocity(0, 0), acceleration(0, 0), mass(mass), isStatic(isStatic) {}
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virtual ~PhysicsObject() = default;
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virtual void update(float dt) {
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if (isStatic) return;
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// Update velocity and position using basic physics
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velocity += acceleration * dt;
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position += velocity * dt;
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acceleration = Vec2(0, 0); // Reset acceleration for next frame
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}
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// Generate initial terrain
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void generateTerrain() {
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TIME_FUNCTION;
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terrainGrid = noiseGenerator->generateTerrainNoise(
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gridWidth, gridHeight, scale, octaves, persistence, seed, offset);
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applyTerrainColors();
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}
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// Regenerate terrain with current parameters
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void regenerate() {
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generateTerrain();
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}
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// Basic parameter modifications
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void setScale(float newScale) {
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scale = std::max(0.1f, newScale);
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generateTerrain();
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}
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void setOctaves(int newOctaves) {
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octaves = std::max(1, newOctaves);
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generateTerrain();
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}
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void setPersistence(float newPersistence) {
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persistence = std::clamp(newPersistence, 0.0f, 1.0f);
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generateTerrain();
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}
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void setLacunarity(float newLacunarity) {
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lacunarity = std::max(1.0f, newLacunarity);
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generateTerrain();
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}
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void setSeed(uint32_t newSeed) {
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seed = newSeed;
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noiseGenerator->setSeed(seed);
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generateTerrain();
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}
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void setOffset(const Vec2& newOffset) {
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offset = newOffset;
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generateTerrain();
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}
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void setElevationMultiplier(float multiplier) {
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elevationMultiplier = std::max(0.0f, multiplier);
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applyElevationModification();
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}
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void setWaterLevel(float level) {
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waterLevel = std::clamp(level, 0.0f, 1.0f);
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applyTerrainColors();
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}
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void setLandColor(const Vec4& color) {
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landColor = color;
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applyTerrainColors();
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}
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void setWaterColor(const Vec4& color) {
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waterColor = color;
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applyTerrainColors();
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}
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// Get current parameters
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float getScale() const { return scale; }
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int getOctaves() const { return octaves; }
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float getPersistence() const { return persistence; }
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float getLacunarity() const { return lacunarity; }
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uint32_t getSeed() const { return seed; }
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Vec2 getOffset() const { return offset; }
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float getElevationMultiplier() const { return elevationMultiplier; }
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float getWaterLevel() const { return waterLevel; }
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Vec4 getLandColor() const { return landColor; }
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Vec4 getWaterColor() const { return waterColor; }
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// Get the terrain grid
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const Grid2& getTerrainGrid() const {
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return terrainGrid;
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}
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// Get terrain dimensions
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int getWidth() const { return gridWidth; }
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int getHeight() const { return gridHeight; }
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// Get elevation at specific coordinates
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float getElevation(int x, int y) const {
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if (x < 0 || x >= gridWidth || y < 0 || y >= gridHeight) {
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return 0.0f;
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virtual void applyForce(const Vec2& force) {
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if (!isStatic) {
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acceleration += force / mass;
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}
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return terrainGrid.colors[y * gridWidth + x].x; // Elevation stored in red channel
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}
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// Render to RGB image
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std::vector<uint8_t> renderToRGB(int width, int height,
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const Vec4& backgroundColor = Vec4(0, 0, 0, 1)) const {
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return terrainGrid.renderToRGB(width, height, backgroundColor);
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// Getters
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const Vec2& getPosition() const { return position; }
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const Vec2& getVelocity() const { return velocity; }
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float getMass() const { return mass; }
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bool getIsStatic() const { return isStatic; }
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std::shared_ptr<Grid2> getShape() const { return shape; }
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// Setters
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void setPosition(const Vec2& pos) { position = pos; }
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void setVelocity(const Vec2& vel) { velocity = vel; }
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void setMass(float m) { mass = m; }
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void setShape(std::shared_ptr<Grid2> newShape) { shape = newShape; }
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// Check if this object contains a world position
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virtual bool contains(const Vec2& worldPos) const {
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if (!shape) return false;
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Vec2 localPos = worldPos - position;
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return shape->isOccupied(localPos.round());
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}
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// Render to RGBA image
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std::vector<uint8_t> renderToRGBA(int width, int height,
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const Vec4& backgroundColor = Vec4(0, 0, 0, 1)) const {
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return terrainGrid.renderToRGBA(width, height, backgroundColor);
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// Get all occupied positions in world coordinates
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virtual std::vector<Vec2> getWorldPositions() const {
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std::vector<Vec2> worldPositions;
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if (!shape) return worldPositions;
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const auto& localPositions = shape->getPositions();
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for (const auto& localPos : localPositions) {
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worldPositions.push_back(position + localPos);
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}
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return worldPositions;
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}
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};
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class FallingObject : public PhysicsObject {
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private:
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Vec2 gravityForce;
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public:
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FallingObject(const Vec2& pos, float mass = 1.0f, const Vec2& gravity = Vec2(0, -9.8f))
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: PhysicsObject(pos, mass, false), gravityForce(gravity * mass) {}
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void update(float dt) override {
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if (!isStatic) {
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// Apply gravity
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applyForce(gravityForce);
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}
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PhysicsObject::update(dt);
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}
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// Export terrain data as heightmap (grayscale)
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Grid2 exportHeightmap() const {
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Grid2 heightmap(gridWidth * gridHeight);
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void setGravity(const Vec2& gravity) {
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gravityForce = gravity * mass;
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}
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for (int y = 0; y < gridHeight; y++) {
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for (int x = 0; x < gridWidth; x++) {
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int index = y * gridWidth + x;
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float elevation = terrainGrid.colors[index].x;
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heightmap.positions[index] = Vec2(x, y);
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heightmap.colors[index] = Vec4(elevation, elevation, elevation, 1.0f);
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}
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const Vec2 getGravity() const {
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return gravityForce / mass;
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}
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};
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class SolidObject : public PhysicsObject {
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public:
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SolidObject(const Vec2& pos, float mass = 1.0f)
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: PhysicsObject(pos, mass, true) {} // Solids are static by default
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// Solids don't move, so override update to do nothing
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void update(float dt) override {
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// Solids don't move
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}
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void applyForce(const Vec2& force) override {
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// Solids don't respond to forces
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}
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};
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class Sim2 : public Grid2 {
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private:
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std::vector<std::shared_ptr<PhysicsObject>> objects;
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Vec2 globalGravity;
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float elasticity; // Bounciness factor (0.0 to 1.0)
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float friction; // Surface friction (0.0 to 1.0)
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Vec2 worldBoundsMin, worldBoundsMax;
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bool useWorldBounds;
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public:
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Sim2(int width, int height, const Vec2& gravity = Vec2(0, -9.8f))
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: Grid2(width, height), globalGravity(gravity), elasticity(0.7f),
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friction(0.1f), useWorldBounds(false) {}
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// Add objects to simulation
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void addObject(std::shared_ptr<PhysicsObject> object) {
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objects.push_back(object);
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}
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// Create a falling ball
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std::shared_ptr<FallingObject> createBall(const Vec2& position, float radius,
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const Vec4& color = Vec4(1.0f, 0.5f, 0.0f, 1.0f),
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float mass = 1.0f) {
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auto ball = std::make_shared<FallingObject>(position, mass, globalGravity);
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auto shape = std::make_shared<Grid2>(static_cast<int>(radius * 2 + 2));
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shape->fillCircle(Vec2(radius, radius), radius, color);
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ball->setShape(shape);
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objects.push_back(ball);
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return ball;
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}
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// Create a solid ground
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std::shared_ptr<SolidObject> createGround(const Vec2& position, int width,
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const Vec4& color = Vec4(0.0f, 1.0f, 0.0f, 1.0f)) {
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auto ground = std::make_shared<SolidObject>(position);
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auto shape = std::make_shared<Grid2>(width, 1);
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for (int x = 0; x < width; ++x) {
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shape->addPixel(x, 0, color);
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}
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ground->setShape(shape);
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objects.push_back(ground);
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return ground;
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}
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// Create a solid wall
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std::shared_ptr<SolidObject> createWall(const Vec2& position, int height,
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const Vec4& color = Vec4(0.3f, 0.3f, 0.7f, 1.0f)) {
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auto wall = std::make_shared<SolidObject>(position);
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auto shape = std::make_shared<Grid2>(1, height);
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for (int y = 0; y < height; ++y) {
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shape->addPixel(0, y, color);
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}
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wall->setShape(shape);
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objects.push_back(wall);
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return wall;
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}
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// Update the simulation
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void update(float dt) {
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// Clear the main grid
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clear();
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// Update all objects
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for (auto& obj : objects) {
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obj->update(dt);
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}
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return heightmap;
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}
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// Handle collisions
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handleCollisions();
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// Generate random seed and regenerate
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void randomizeSeed() {
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std::random_device rd;
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setSeed(rd());
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}
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// Reset all parameters to default
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void reset() {
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scale = 4.0f;
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octaves = 4;
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persistence = 0.5f;
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lacunarity = 2.0f;
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elevationMultiplier = 1.0f;
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waterLevel = 0.3f;
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landColor = Vec4(0.2f, 0.8f, 0.2f, 1.0f);
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waterColor = Vec4(0.2f, 0.3f, 0.8f, 1.0f);
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generateTerrain();
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}
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// Get terrain statistics
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struct TerrainStats {
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float minElevation;
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float maxElevation;
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float averageElevation;
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float landPercentage;
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int landArea;
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int waterArea;
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};
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TerrainStats getTerrainStats() const {
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TerrainStats stats = {1.0f, 0.0f, 0.0f, 0.0f, 0, 0};
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float totalElevation = 0.0f;
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for (const auto& color : terrainGrid.colors) {
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float elevation = color.x;
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stats.minElevation = std::min(stats.minElevation, elevation);
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stats.maxElevation = std::max(stats.maxElevation, elevation);
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totalElevation += elevation;
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if (elevation > waterLevel) {
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stats.landArea++;
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} else {
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stats.waterArea++;
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}
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// Handle world bounds
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if (useWorldBounds) {
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handleWorldBounds();
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}
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stats.averageElevation = totalElevation / terrainGrid.colors.size();
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stats.landPercentage = static_cast<float>(stats.landArea) /
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(stats.landArea + stats.waterArea) * 100.0f;
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// Render all objects to the main grid
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renderObjects();
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}
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return stats;
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// Set world bounds for containment
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void setWorldBounds(const Vec2& min, const Vec2& max) {
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worldBoundsMin = min;
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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:
|
||||
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;
|
||||
void handleCollisions() {
|
||||
// Simple collision detection between falling objects and solids
|
||||
for (size_t i = 0; i < objects.size(); ++i) {
|
||||
auto obj1 = objects[i];
|
||||
if (obj1->getIsStatic()) continue; // Skip static objects for collision detection
|
||||
|
||||
// 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;
|
||||
for (size_t j = 0; j < objects.size(); ++j) {
|
||||
if (i == j) continue;
|
||||
|
||||
auto obj2 = objects[j];
|
||||
if (!obj2->getIsStatic()) continue; // Only check against static objects for now
|
||||
|
||||
checkAndResolveCollision(obj1, obj2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void checkAndResolveCollision(std::shared_ptr<PhysicsObject> dynamicObj,
|
||||
std::shared_ptr<PhysicsObject> staticObj) {
|
||||
if (!dynamicObj->getShape() || !staticObj->getShape()) return;
|
||||
|
||||
// Get all world positions of the dynamic object
|
||||
auto dynamicPositions = dynamicObj->getWorldPositions();
|
||||
|
||||
for (const auto& dynPos : dynamicPositions) {
|
||||
// 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
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
266
simtools/sim2old.hpp
Normal file
266
simtools/sim2old.hpp
Normal 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
295
util/grid/grid2.hpp
Normal 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
386
util/grid/grid3.hpp
Normal 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
|
||||
Reference in New Issue
Block a user