g2chromatic2. written with 0 ai just to see if I could. uses grid22.hpp.

This commit is contained in:
Yggdrasil75
2025-11-12 14:57:37 -05:00
parent ffa2d7ef36
commit f64842d142
7 changed files with 564 additions and 1036 deletions

112
tests/g2chromatic2.cpp Normal file
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#include <iostream>
#include <vector>
#include <random>
#include <algorithm>
#include <cmath>
#include "../util/grid/grid22.hpp"
#include "../util/output/aviwriter.hpp"
#include "../util/output/bmpwriter.hpp"
#include "../util/timing_decorator.cpp"
struct AnimationConfig {
int width = 1024;
int height = 1024;
int totalFrames = 480;
float fps = 30.0f;
int numSeeds = 1;
};
Grid2 setup(AnimationConfig config) {
TIME_FUNCTION;
Grid2 grid;
std::vector<Vec2> pos;
std::vector<Vec4> colors;
std::vector<float> sizes;
for (int y = 0; y < config.height; ++y) {
for (int x = 0; x < config.width; ++x) {
float gradient = (x + y) / float(config.width + config.height - 2);
pos.push_back(Vec2(x,y));
colors.push_back(Vec4(gradient, gradient, gradient, 1.0f));
sizes.push_back(1.0f);
}
}
grid.bulkAddObjects(pos,colors,sizes);
return grid;
}
void Preview(Grid2 grid) {
TIME_FUNCTION;
int width;
int height;
std::vector<uint8_t> rgbData;
grid.getGridAsRGB(width,height,rgbData);
bool success = BMPWriter::saveBMP("output/grayscalesource.bmp", rgbData, width, height);
}
std::vector<std::pair<Vec2, Vec4>> pickSeeds(Grid2 grid, AnimationConfig config) {
TIME_FUNCTION;
std::random_device rd;
std::mt19937 gen(rd());
std::uniform_int_distribution<> xDist(0, config.width - 1);
std::uniform_int_distribution<> yDist(0, config.height - 1);
std::uniform_real_distribution<> colorDist(0.2f, 0.8f);
std::vector<std::pair<Vec2, Vec4>> seeds;
for (int i = 0; i < config.numSeeds; ++i) {
Vec2 point(xDist(gen), yDist(gen));
Vec4 color(colorDist(gen), colorDist(gen), colorDist(gen), colorDist(gen));
seeds.push_back(std::make_pair(point, color));
// Or in C++17 and later, you can use:
// seeds.push_back({point, color});
}
for (int i = 0; i < seeds.size(); ++i) {
size_t id = grid.getPositionVec(seeds[i].first);
grid.setColor(id,seeds[i].second);
}
return seeds;
}
void expandPixel(Grid2& grid, AnimationConfig config, std::vector<std::pair<Vec2, Vec4>> seeds) {
TIME_FUNCTION;
for (int i = 0; i < seeds.size(); ++i) {
size_t id = grid.getPositionVec(seeds[i].first);
std::vector<size_t> neighbors = grid.getNeighbors(id);
for (int j = 0; j < neighbors.size(); ++j) {
size_t neighbor = neighbors[j];
Vec4 neighborColor = grid.getColor(neighbor);
Vec4 newcolor = (neighborColor - seeds[i].second) / float(config.width + config.height - 2);
grid.setColor(neighbor, newcolor);
}
}
}
bool exportavi(std::vector<std::vector<uint8_t>> frames, AnimationConfig config) {
TIME_FUNCTION;
bool success = AVIWriter::saveAVI("output/g2chromatic.avi", frames, config.width, config.height);
return success;
}
int main() {
AnimationConfig config;
Grid2 grid = setup(config);
grid.updateNeighborMap();
Preview(grid);
std::vector<std::pair<Vec2, Vec4>> seeds = pickSeeds(grid,config);
std::vector<std::vector<uint8_t>> frames;
for (int i = 0; i < config.totalFrames; ++i){
std::cout << "Processing frame " << i + 1 << "/" << config.totalFrames << std::endl;
expandPixel(grid,config,seeds);
int width;
int height;
std::vector<uint8_t> frame;
grid.getGridAsBGR(width,height,frame);
frames.push_back(frame);
}
FunctionTimer::printStats(FunctionTimer::Mode::ENHANCED);
return 0;
}

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util/grid/grid22.hpp Normal file
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#include <unordered_map>
#include "../vectorlogic/vec2.hpp"
#include "../vectorlogic/vec4.hpp"
#include "../timing_decorator.hpp"
#include <vector>
#ifndef GRID2_HPP
#define GRID2_HPP
class Grid2 {
private:
//all positions
std::unordered_map<size_t, Vec2> Positions;
//all colors
std::unordered_map<size_t, Vec4> Colors;
//all sizes
std::unordered_map<size_t, float> Sizes;
std::vector<size_t> unassignedIDs;
//grid min
Vec2 gridMin;
//grid max
Vec2 gridMax;
//next id
size_t next_id;
//TODO: neighbor map
std::unordered_map<size_t, std::vector<size_t>> neighborMap;
float neighborRadius = 1.0f; // Default neighbor search radius
//TODO: spatial map
public:
//get position from id
Vec2 getPositionID(size_t id) const {
auto it = Positions.find(id);
return it != Positions.end() ? it->second : Vec2();
}
//get id from position (optional radius, picks first found. radius of 0 becomes epsilon if none are found)
size_t getPositionVec(Vec2 pos, float radius = 0.0f) {
float searchRadius = (radius == 0.0f) ? std::numeric_limits<float>::epsilon() : radius;
float radiusSq = searchRadius*searchRadius;
for (const auto& pair : Positions) {
if (pair.second.distanceSquared(pos) <= radiusSq) {
return pair.first;
}
}
return -1;
}
size_t getPositionVec(float x, float y, float radius = 0.0f) {
return getPositionVec(Vec2(x,y), radius);
}
//get all id in region
std::vector<size_t> getPositionVecRegion(Vec2 pos, float radius = 1.0f) {
float searchRadius = (radius == 0.0f) ? std::numeric_limits<float>::epsilon() : radius;
float radiusSq = searchRadius*searchRadius;
std::vector<size_t> posvec;
for (const auto& pair : Positions) {
if (pair.second.distanceSquared(pos) <= radiusSq) {
posvec.push_back(pair.first);
}
}
return posvec;
}
//get color from id
Vec4 getColor(size_t id) {
return Colors.at(id);
}
//get color from position (use get id from position and then get color from id)
Vec4 getColor(float x, float y) {
size_t id = getPositionVec(Vec2(x,y),0.0);
return getColor(id);
}
//get size from id
Vec4 getSize(size_t id) {
return Colors.at(id);
}
//get size from position (use get id from position and then get size from id)
Vec4 getSize(float x, float y) {
size_t id = getPositionVec(Vec2(x,y),0.0);
return getSize(id);
}
//add pixel (default color and default size provided)
size_t addObject(const Vec2& pos, const Vec4& color, float size = 1.0f) {
size_t id = next_id++;
Positions[id] = pos;
Colors[id] = color;
Sizes[id] = size;
return id;
}
//set position by id
void setPosition(size_t id, const Vec2& position) {
Positions.at(id).move(position);
}
void setPosition(size_t id, float x, float y) {
Positions.at(id).move(Vec2(x,y));
}
//set color by id (by pos same as get color)
void setColor(size_t id, const Vec4 color) {
Colors.at(id).recolor(color);
}
void setColor(size_t id, float r, float g, float b, float a=1.0f) {
Colors.at(id).recolor(Vec4(r,g,b,a));
}
void setColor(float x, float y, const Vec4 color) {
size_t id = getPositionVec(Vec2(x,y));
Colors.at(id).recolor(color);
}
void setColor(float x, float y, float r, float g, float b, float a=1.0f) {
size_t id = getPositionVec(Vec2(x,y));
Colors.at(id).recolor(Vec4(r,g,b,a));
}
void setColor(const Vec2& pos, const Vec4 color) {
size_t id = getPositionVec(pos);
Colors.at(id).recolor(color);
}
void setColor(const Vec2& pos, float r, float g, float b, float a=1.0f) {
size_t id = getPositionVec(pos);
Colors.at(id).recolor(Vec4(r,g,b,a));
}
//set size by id (by pos same as get size)
void setSize(size_t id, float size) {
Sizes.at(id) = size;
}
void setSize(float x, float y, float size) {
size_t id = getPositionVec(Vec2(x,y));
Sizes.at(id) = size;
}
void setSize(const Vec2& pos, float size) {
size_t id = getPositionVec(pos);
Sizes.at(id) = size;
}
//remove object (should remove the id, the color, the position, and the size)
size_t removeID(size_t id) {
Positions.erase(id);
Colors.erase(id);
Sizes.erase(id);
unassignedIDs.push_back(id);
return id;
}
size_t removeID(Vec2 pos) {
size_t id = getPositionVec(pos);
Positions.erase(id);
Colors.erase(id);
Sizes.erase(id);
unassignedIDs.push_back(id);
return id;
}
//bulk update positions
void bulkUpdatePositions(const std::unordered_map<size_t, Vec2>& newPositions) {
TIME_FUNCTION;
for (const auto& [id, newPos] : newPositions) {
auto it = Positions.find(id);
if (it != Positions.end()) {
it->second = newPos;
}
}
}
// Bulk update colors
void bulkUpdateColors(const std::unordered_map<size_t, Vec4>& newColors) {
TIME_FUNCTION;
for (const auto& [id, newColor] : newColors) {
auto it = Colors.find(id);
if (it != Colors.end()) {
it->second = newColor;
}
}
}
// Bulk update sizes
void bulkUpdateSizes(const std::unordered_map<size_t, float>& newSizes) {
TIME_FUNCTION;
for (const auto& [id, newSize] : newSizes) {
auto it = Sizes.find(id);
if (it != Sizes.end()) {
it->second = newSize;
}
}
}
//bulk add
std::vector<size_t> bulkAddObjects(const std::vector<std::tuple<Vec2, Vec4, float>>& objects) {
TIME_FUNCTION;
std::vector<size_t> ids;
ids.reserve(objects.size());
// Reserve space in maps to avoid rehashing
if (Positions.bucket_count() < Positions.size() + objects.size()) {
Positions.reserve(Positions.size() + objects.size());
Colors.reserve(Colors.size() + objects.size());
Sizes.reserve(Sizes.size() + objects.size());
}
// Batch insertion
#pragma omp parallel for
for (size_t i = 0; i < objects.size(); ++i) {
size_t id = next_id + i;
const auto& [pos, color, size] = objects[i];
Positions[id] = pos;
Colors[id] = color;
Sizes[id] = size;
}
// Update next_id atomically
next_id += objects.size();
return getAllIDs(); // Or generate ID range
}
std::vector<size_t> bulkAddObjects(const std::vector<Vec2> poses, std::vector<Vec4> colors, std::vector<float>& sizes) {
TIME_FUNCTION;
std::vector<size_t> ids;
ids.reserve(poses.size());
// Reserve space in maps to avoid rehashing
if (Positions.bucket_count() < Positions.size() + poses.size()) {
Positions.reserve(Positions.size() + poses.size());
Colors.reserve(Colors.size() + colors.size());
Sizes.reserve(Sizes.size() + sizes.size());
}
// Batch insertion
#pragma omp parallel for
for (size_t i = 0; i < poses.size(); ++i) {
size_t id = next_id + i;
Positions[id] = poses[i];
Colors[id] = colors[i];
Sizes[id] = sizes[i];
}
// Update next_id atomically
next_id += poses.size();
return getAllIDs(); // Or generate ID range
}
//get all ids
std::vector<size_t> getAllIDs() const {
TIME_FUNCTION;
std::vector<size_t> ids;
ids.reserve(Positions.size());
for (const auto& pair : Positions) {
ids.push_back(pair.first);
}
return ids;
}
// no return because it passes back a 1d vector of ints between 0 and 255 with a width and height
//get region as rgb
void getGridRegionAsRGB(const Vec2& minCorner, const Vec2& maxCorner,
int& width, int& height, std::vector<uint8_t>& rgbData) const {
TIME_FUNCTION;
// Calculate dimensions
width = static_cast<int>(maxCorner.x - minCorner.x);
height = static_cast<int>(maxCorner.y - minCorner.y);
if (width <= 0 || height <= 0) {
width = height = 0;
rgbData.clear();
return;
}
// Initialize RGB data (3 bytes per pixel: R, G, B)
rgbData.resize(width * height * 3, 0);
// For each position in the grid, find the corresponding pixel
for (const auto& [id, pos] : Positions) {
if (pos.x >= minCorner.x && pos.x < maxCorner.x &&
pos.y >= minCorner.y && pos.y < maxCorner.y) {
// Calculate pixel coordinates
int pixelX = static_cast<int>(pos.x - minCorner.x);
int pixelY = static_cast<int>(pos.y - minCorner.y);
// Ensure within bounds
if (pixelX >= 0 && pixelX < width && pixelY >= 0 && pixelY < height) {
// Get color and convert to RGB
const Vec4& color = Colors.at(id);
int index = (pixelY * width + pixelX) * 3;
// Convert from [0,1] to [0,255] and store as RGB
rgbData[index] = static_cast<unsigned char>(color.r * 255);
rgbData[index + 1] = static_cast<unsigned char>(color.g * 255);
rgbData[index + 2] = static_cast<unsigned char>(color.b * 255);
}
}
}
}
// Get region as BGR
void getGridRegionAsBGR(const Vec2& minCorner, const Vec2& maxCorner,
int& width, int& height, std::vector<uint8_t>& bgrData) const {
TIME_FUNCTION;
// Calculate dimensions
width = static_cast<int>(maxCorner.x - minCorner.x);
height = static_cast<int>(maxCorner.y - minCorner.y);
if (width <= 0 || height <= 0) {
width = height = 0;
bgrData.clear();
return;
}
// Initialize BGR data (3 bytes per pixel: B, G, R)
bgrData.resize(width * height * 3, 0);
// For each position in the grid, find the corresponding pixel
for (const auto& [id, pos] : Positions) {
if (pos.x >= minCorner.x && pos.x < maxCorner.x &&
pos.y >= minCorner.y && pos.y < maxCorner.y) {
// Calculate pixel coordinates
int pixelX = static_cast<int>(pos.x - minCorner.x);
int pixelY = static_cast<int>(pos.y - minCorner.y);
// Ensure within bounds
if (pixelX >= 0 && pixelX < width && pixelY >= 0 && pixelY < height) {
// Get color and convert to BGR
const Vec4& color = Colors.at(id);
int index = (pixelY * width + pixelX) * 3;
// Convert from [0,1] to [0,255] and store as BGR
bgrData[index] = static_cast<unsigned char>(color.b * 255); // Blue
bgrData[index + 1] = static_cast<unsigned char>(color.g * 255); // Green
bgrData[index + 2] = static_cast<unsigned char>(color.r * 255); // Red
}
}
}
}
//get full as rgb/bgr
void getGridAsRGB(int& width, int& height, std::vector<uint8_t>& rgbData) const {
Vec2 minCorner, maxCorner;
getBoundingBox(minCorner, maxCorner);
getGridRegionAsRGB(minCorner, maxCorner, width, height, rgbData);
}
void getGridAsBGR(int& width, int& height, std::vector<uint8_t>& bgrData) const {
Vec2 minCorner, maxCorner;
getBoundingBox(minCorner, maxCorner);
getGridRegionAsBGR(minCorner, maxCorner, width, height, bgrData);
}
//get bounding box
void getBoundingBox(Vec2& minCorner, Vec2& maxCorner) const {
TIME_FUNCTION;
if (Positions.empty()) {
minCorner = Vec2(0, 0);
maxCorner = Vec2(0, 0);
return;
}
// Initialize with first position
auto it = Positions.begin();
minCorner = it->second;
maxCorner = it->second;
// Find min and max coordinates
for (const auto& [id, pos] : Positions) {
minCorner.x = std::min(minCorner.x, pos.x);
minCorner.y = std::min(minCorner.y, pos.y);
maxCorner.x = std::max(maxCorner.x, pos.x);
maxCorner.y = std::max(maxCorner.y, pos.y);
}
// Add a small margin to avoid edge cases
float margin = 1.0f;
minCorner.x -= margin;
minCorner.y -= margin;
maxCorner.x += margin;
maxCorner.y += margin;
}
//clear
void clear() {
Positions.clear();
Colors.clear();
Sizes.clear();
next_id = 0;
}
// neighbor map
void updateNeighborMap() {
TIME_FUNCTION;
neighborMap.clear();
// For each object, find nearby neighbors
for (const auto& [id1, pos1] : Positions) {
std::vector<size_t> neighbors;
float radiusSq = neighborRadius * neighborRadius;
for (const auto& [id2, pos2] : Positions) {
if (id1 != id2 && pos1.distanceSquared(pos2) <= radiusSq) {
neighbors.push_back(id2);
}
}
neighborMap[id1] = std::move(neighbors);
}
}
// Update neighbor map for a single object (more efficient)
void updateNeighborForID(size_t id) {
TIME_FUNCTION;
auto pos_it = Positions.find(id);
if (pos_it == Positions.end()) return;
Vec2 pos1 = pos_it->second;
std::vector<size_t> neighbors;
float radiusSq = neighborRadius * neighborRadius;
for (const auto& [id2, pos2] : Positions) {
if (id != id2 && pos1.distanceSquared(pos2) <= radiusSq) {
neighbors.push_back(id2);
}
}
neighborMap[id] = std::move(neighbors);
}
// Get neighbors for an ID
const std::vector<size_t>& getNeighbors(size_t id) const {
static const std::vector<size_t> empty;
auto it = neighborMap.find(id);
return it != neighborMap.end() ? it->second : empty;
}
// Set neighbor search radius
void setNeighborRadius(float radius) {
neighborRadius = radius;
updateNeighborMap(); // Recompute all neighbors
}
// spatial map
};
#endif

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#ifndef FIXED_SPATIAL_GRID_2_HPP
#define FIXED_SPATIAL_GRID_2_HPP
#include "../vectorlogic/vec2.hpp"
#include <vector>
#include <unordered_map>
#include <array>
#include <algorithm>
#include <cmath>
class Grid2Fast {
private:
struct Cell {
std::vector<size_t> objectIds;
void add(size_t id) {
objectIds.push_back(id);
}
void remove(size_t id) {
auto it = std::find(objectIds.begin(), objectIds.end(), id);
if (it != objectIds.end()) {
objectIds.erase(it);
}
}
bool contains(size_t id) const {
return std::find(objectIds.begin(), objectIds.end(), id) != objectIds.end();
}
void clear() {
objectIds.clear();
}
size_t size() const {
return objectIds.size();
}
bool empty() const {
return objectIds.empty();
}
};
// Fixed grid dimensions
int gridWidth, gridHeight;
float cellSize;
Vec2 worldMin, worldMax;
// 2D grid storage
std::vector<Cell> grid;
std::unordered_map<size_t, std::pair<int, int>> objectToCell;
// Helper methods
inline int toIndex(int x, int y) const {
return y * gridWidth + x;
}
inline bool isValidCell(int x, int y) const {
return x >= 0 && x < gridWidth && y >= 0 && y < gridHeight;
}
public:
Grid2Fast(const Vec2& minCorner, const Vec2& maxCorner, float cellSize)
: cellSize(cellSize), worldMin(minCorner), worldMax(maxCorner) {
// Calculate grid dimensions
float worldWidth = maxCorner.x - minCorner.x;
float worldHeight = maxCorner.y - minCorner.y;
gridWidth = static_cast<int>(std::ceil(worldWidth / cellSize));
gridHeight = static_cast<int>(std::ceil(worldHeight / cellSize));
// Initialize grid with empty cells
grid.resize(gridWidth * gridHeight);
}
Grid2Fast(float minX, float minY, float maxX, float maxY, float cellSize)
: Grid2Fast(Vec2(minX, minY), Vec2(maxX, maxY), cellSize) {}
// Convert world position to grid coordinates
std::pair<int, int> worldToGrid(const Vec2& pos) const {
int x = static_cast<int>((pos.x - worldMin.x) / cellSize);
int y = static_cast<int>((pos.y - worldMin.y) / cellSize);
// Clamp to grid boundaries
x = std::clamp(x, 0, gridWidth - 1);
y = std::clamp(y, 0, gridHeight - 1);
return {x, y};
}
// Convert grid coordinates to world position (center of cell)
Vec2 gridToWorld(int gridX, int gridY) const {
float x = worldMin.x + (gridX + 0.5f) * cellSize;
float y = worldMin.y + (gridY + 0.5f) * cellSize;
return Vec2(x, y);
}
// Add object to spatial grid
bool addObject(size_t id, const Vec2& position) {
auto [gridX, gridY] = worldToGrid(position);
if (!isValidCell(gridX, gridY)) {
return false; // Object outside grid bounds
}
int index = toIndex(gridX, gridY);
grid[index].add(id);
objectToCell[id] = {gridX, gridY};
return true;
}
// Remove object from spatial grid
bool removeObject(size_t id) {
auto it = objectToCell.find(id);
if (it == objectToCell.end()) {
return false;
}
auto [gridX, gridY] = it->second;
if (isValidCell(gridX, gridY)) {
int index = toIndex(gridX, gridY);
grid[index].remove(id);
}
objectToCell.erase(it);
return true;
}
// Update object position
bool updateObject(size_t id, const Vec2& oldPos, const Vec2& newPos) {
auto oldCell = worldToGrid(oldPos);
auto newCell = worldToGrid(newPos);
if (oldCell == newCell) {
// Same cell, no update needed
objectToCell[id] = newCell;
return true;
}
// Remove from old cell
auto [oldX, oldY] = oldCell;
if (isValidCell(oldX, oldY)) {
int oldIndex = toIndex(oldX, oldY);
grid[oldIndex].remove(id);
}
// Add to new cell
auto [newX, newY] = newCell;
if (!isValidCell(newX, newY)) {
// Object moved outside grid, remove completely
objectToCell.erase(id);
return false;
}
int newIndex = toIndex(newX, newY);
grid[newIndex].add(id);
objectToCell[id] = newCell;
return true;
}
// Get objects in radius (optimized using grid)
std::vector<size_t> getObjectsInRadius(const Vec2& position, float radius) const {
std::vector<size_t> result;
if (radius <= 0.0f) {
return getObjectsAt(position);
}
Vec2 minPos(position.x - radius, position.y - radius);
Vec2 maxPos(position.x + radius, position.y + radius);
auto minCell = worldToGrid(minPos);
auto maxCell = worldToGrid(maxPos);
float radiusSq = radius * radius;
// Check only relevant cells
for (int y = minCell.second; y <= maxCell.second; ++y) {
for (int x = minCell.first; x <= maxCell.first; ++x) {
if (!isValidCell(x, y)) continue;
int index = toIndex(x, y);
const Cell& cell = grid[index];
for (size_t id : cell.objectIds) {
// We need external position data for distance check
// This assumes the caller will filter results based on actual positions
result.push_back(id);
}
}
}
return result;
}
// Get objects at exact position
std::vector<size_t> getObjectsAt(const Vec2& position) const {
auto [gridX, gridY] = worldToGrid(position);
if (!isValidCell(gridX, gridY)) {
return {};
}
int index = toIndex(gridX, gridY);
return grid[index].objectIds; // Return copy
}
// Get objects in rectangular region
std::vector<size_t> getObjectsInRegion(const Vec2& minCorner, const Vec2& maxCorner) const {
std::vector<size_t> result;
auto minCell = worldToGrid(minCorner);
auto maxCell = worldToGrid(maxCorner);
for (int y = minCell.second; y <= maxCell.second; ++y) {
for (int x = minCell.first; x <= maxCell.first; ++x) {
if (!isValidCell(x, y)) continue;
int index = toIndex(x, y);
const Cell& cell = grid[index];
// Add all objects from these cells
// Note: This may include objects outside the exact region due to cell granularity
// Caller should filter based on actual positions if precise region is needed
result.insert(result.end(), cell.objectIds.begin(), cell.objectIds.end());
}
}
return result;
}
// Get all objects in the grid
std::vector<size_t> getAllObjects() const {
std::vector<size_t> result;
for (const auto& pair : objectToCell) {
result.push_back(pair.first);
}
return result;
}
// Get cell information
const Cell& getCell(int x, int y) const {
static Cell emptyCell;
if (!isValidCell(x, y)) {
return emptyCell;
}
return grid[toIndex(x, y)];
}
const Cell& getCellAtWorldPos(const Vec2& pos) const {
auto [x, y] = worldToGrid(pos);
return getCell(x, y);
}
// Statistics
size_t getTotalObjectCount() const {
return objectToCell.size();
}
size_t getNonEmptyCellCount() const {
size_t count = 0;
for (const auto& cell : grid) {
if (!cell.empty()) {
++count;
}
}
return count;
}
size_t getMaxObjectsPerCell() const {
size_t maxCount = 0;
for (const auto& cell : grid) {
maxCount = std::max(maxCount, cell.size());
}
return maxCount;
}
float getAverageObjectsPerCell() const {
if (grid.empty()) return 0.0f;
return static_cast<float>(objectToCell.size()) / grid.size();
}
// Grid properties
int getGridWidth() const { return gridWidth; }
int getGridHeight() const { return gridHeight; }
float getCellSize() const { return cellSize; }
Vec2 getWorldMin() const { return worldMin; }
Vec2 getWorldMax() const { return worldMax; }
// Clear all objects
void clear() {
for (auto& cell : grid) {
cell.clear();
}
objectToCell.clear();
}
// Check if object exists in grid
bool contains(size_t id) const {
return objectToCell.find(id) != objectToCell.end();
}
// Get cell coordinates for object
std::pair<int, int> getObjectCell(size_t id) const {
auto it = objectToCell.find(id);
if (it != objectToCell.end()) {
return it->second;
}
return {-1, -1};
}
};
#endif

View File

@@ -1,486 +0,0 @@
#ifndef GRID3_HPP
#define GRID3_HPP
#include "../vectorlogic/vec3.hpp"
#include "../vectorlogic/vec4.hpp"
#include "grid2.hpp"
#include <vector>
#include <unordered_map>
#include <string>
#include <algorithm>
#include <map>
#include <unordered_set>
#include <cmath>
class Grid3 {
private:
std::multimap<size_t, Vec3> positions;
std::multimap<size_t, Vec4> colors;
std::multimap<size_t, float> sizes;
size_t next_id;
std::unordered_map<size_t, std::tuple<int, int, int>> cellIndices;
std::unordered_map<std::tuple<int, int, int>, std::unordered_set<size_t>> spatialGrid;
float cellSize;
public:
Grid3() : next_id(0), cellSize(1.0f) {}
Grid3(float cellSize) : next_id(0), cellSize(cellSize) {}
size_t addObject(const Vec3& position, const Vec4& color, float size = 1.0f) {
size_t id = next_id++;
positions.insert({id, position});
colors.insert({id, color});
sizes.insert({id, size});
auto cell = worldToGrid(position);
spatialGrid[cell].insert(id);
cellIndices[id] = cell;
return id;
}
// Get operations
Vec3 getPosition(size_t id) const {
auto it = positions.find(id);
if (it != positions.end()) return it->second;
return Vec3();
}
Vec4 getColor(size_t id) const {
auto it = colors.find(id);
if (it != colors.end()) return it->second;
return Vec4();
}
float getSize(size_t id) const {
auto it = sizes.find(id);
if (it != sizes.end()) return it->second;
return 1.0f;
}
// Set operations
void setPosition(size_t id, const Vec3& position) {
if (!hasObject(id)) return;
Vec3 oldPos = getPosition(id);
positions.erase(id);
positions.insert({id, position});
updateSpatialIndex(id, oldPos, position);
}
void setColor(size_t id, const Vec4& color) {
colors.erase(id);
colors.insert({id, color});
}
void setSize(size_t id, float size) {
sizes.erase(id);
sizes.insert({id, size});
}
// Batch operations
void addObjects(const std::vector<std::tuple<Vec3, Vec4, float>>& objects) {
for (const auto& obj : objects) {
addObject(std::get<0>(obj), std::get<1>(obj), std::get<2>(obj));
}
}
void removeObjects(const std::vector<size_t>& ids) {
for (size_t id : ids) {
removeObject(id);
}
}
void updatePositions(const std::unordered_map<size_t, Vec3>& newPositions) {
std::vector<std::tuple<size_t, Vec3, Vec3>> spatialUpdates;
for (const auto& pair : newPositions) {
if (hasObject(pair.first)) {
Vec3 oldPos = getPosition(pair.first);
positions.erase(pair.first);
positions.insert({pair.first, pair.second});
spatialUpdates.emplace_back(pair.first, oldPos, pair.second);
}
}
for (const auto& update : spatialUpdates) {
updateSpatialIndex(std::get<0>(update), std::get<1>(update), std::get<2>(update));
}
}
// Object management
bool hasObject(size_t id) const {
return positions.find(id) != positions.end();
}
void removeObject(size_t id) {
// Remove from spatial grid
auto cellIt = cellIndices.find(id);
if (cellIt != cellIndices.end()) {
auto& cellObjects = spatialGrid[cellIt->second];
cellObjects.erase(id);
if (cellObjects.empty()) {
spatialGrid.erase(cellIt->second);
}
cellIndices.erase(id);
}
// Remove from data maps
positions.erase(id);
colors.erase(id);
sizes.erase(id);
}
// Spatial queries
std::vector<size_t> getIndicesAt(float x, float y, float z, float radius = 0.0f) const {
return getIndicesAt(Vec3(x, y, z), radius);
}
std::vector<size_t> getIndicesAt(const Vec3& position, float radius = 0.0f) const {
std::vector<size_t> result;
if (radius <= 0.0f) {
// Exact position match
for (const auto& pair : positions) {
if (pair.second == position) {
result.push_back(pair.first);
}
}
} else {
// Radius-based search
float radius_sq = radius * radius;
for (const auto& pair : positions) {
float dx = pair.second.x - position.x;
float dy = pair.second.y - position.y;
float dz = pair.second.z - position.z;
if (dx * dx + dy * dy + dz * dz <= radius_sq) {
result.push_back(pair.first);
}
}
}
return result;
}
// Bounding box
void getBoundingBox(Vec3& minCorner, Vec3& maxCorner) const {
if (positions.empty()) {
minCorner = Vec3(0.0f, 0.0f, 0.0f);
maxCorner = Vec3(0.0f, 0.0f, 0.0f);
return;
}
auto it = positions.begin();
minCorner = it->second;
maxCorner = it->second;
for (const auto& pair : positions) {
const Vec3& pos = pair.second;
float size = getSize(pair.first);
float halfSize = size * 0.5f;
minCorner.x = std::min(minCorner.x, pos.x - halfSize);
minCorner.y = std::min(minCorner.y, pos.y - halfSize);
minCorner.z = std::min(minCorner.z, pos.z - halfSize);
maxCorner.x = std::max(maxCorner.x, pos.x + halfSize);
maxCorner.y = std::max(maxCorner.y, pos.y + halfSize);
maxCorner.z = std::max(maxCorner.z, pos.z + halfSize);
}
}
// Grid2 slice generation
Grid2 getSliceXY(float z, float thickness = 0.1f) const {
Grid2 slice;
Vec3 minCorner, maxCorner;
getBoundingBox(minCorner, maxCorner);
float halfThickness = thickness * 0.5f;
float minZ = z - halfThickness;
float maxZ = z + halfThickness;
for (const auto& posPair : positions) {
size_t id = posPair.first;
const Vec3& pos = posPair.second;
if (pos.z >= minZ && pos.z <= maxZ) {
// Project to XY plane
Vec2 slicePos(pos.x, pos.y);
slice.addObject(slicePos, getColor(id), getSize(id));
}
}
return slice;
}
Grid2 getSliceXZ(float y, float thickness = 0.1f) const {
Grid2 slice;
Vec3 minCorner, maxCorner;
getBoundingBox(minCorner, maxCorner);
float halfThickness = thickness * 0.5f;
float minY = y - halfThickness;
float maxY = y + halfThickness;
for (const auto& posPair : positions) {
size_t id = posPair.first;
const Vec3& pos = posPair.second;
if (pos.y >= minY && pos.y <= maxY) {
// Project to XZ plane
Vec2 slicePos(pos.x, pos.z);
slice.addObject(slicePos, getColor(id), getSize(id));
}
}
return slice;
}
Grid2 getSliceYZ(float x, float thickness = 0.1f) const {
Grid2 slice;
Vec3 minCorner, maxCorner;
getBoundingBox(minCorner, maxCorner);
float halfThickness = thickness * 0.5f;
float minX = x - halfThickness;
float maxX = x + halfThickness;
for (const auto& posPair : positions) {
size_t id = posPair.first;
const Vec3& pos = posPair.second;
if (pos.x >= minX && pos.x <= maxX) {
// Project to YZ plane
Vec2 slicePos(pos.y, pos.z);
slice.addObject(slicePos, getColor(id), getSize(id));
}
}
return slice;
}
// Amanatides and Woo ray-grid intersection
struct RayHit {
size_t objectId;
Vec3 position;
Vec3 normal;
float distance;
Vec4 color;
RayHit() : objectId(-1), distance(std::numeric_limits<float>::max()) {}
};
RayHit amanatidesWooRaycast(const Vec3& rayOrigin, const Vec3& rayDirection, float maxDistance = 1000.0f) const {
RayHit hit;
if (positions.empty()) return hit;
// Normalize direction
Vec3 dir = rayDirection.normalized();
// Initialize grid traversal
auto startCell = worldToGrid(rayOrigin);
int cellX = std::get<0>(startCell);
int cellY = std::get<1>(startCell);
int cellZ = std::get<2>(startCell);
// Step directions
int stepX = (dir.x > 0) ? 1 : -1;
int stepY = (dir.y > 0) ? 1 : -1;
int stepZ = (dir.z > 0) ? 1 : -1;
// Calculate cell boundaries
float cellMinX = cellX * cellSize;
float cellMinY = cellY * cellSize;
float cellMinZ = cellZ * cellSize;
float cellMaxX = cellMinX + cellSize;
float cellMaxY = cellMinY + cellSize;
float cellMaxZ = cellMinZ + cellSize;
// Calculate t values for cell boundaries
float tMaxX, tMaxY, tMaxZ;
if (dir.x != 0) {
tMaxX = ((dir.x > 0 ? cellMaxX : cellMinX) - rayOrigin.x) / dir.x;
} else {
tMaxX = std::numeric_limits<float>::max();
}
if (dir.y != 0) {
tMaxY = ((dir.y > 0 ? cellMaxY : cellMinY) - rayOrigin.y) / dir.y;
} else {
tMaxY = std::numeric_limits<float>::max();
}
if (dir.z != 0) {
tMaxZ = ((dir.z > 0 ? cellMaxZ : cellMinZ) - rayOrigin.z) / dir.z;
} else {
tMaxZ = std::numeric_limits<float>::max();
}
// Calculate t delta
float tDeltaX = (cellSize / std::abs(dir.x)) * (dir.x != 0 ? 1 : 0);
float tDeltaY = (cellSize / std::abs(dir.y)) * (dir.y != 0 ? 1 : 0);
float tDeltaZ = (cellSize / std::abs(dir.z)) * (dir.z != 0 ? 1 : 0);
// Traverse grid
float t = 0.0f;
while (t < maxDistance) {
// Check current cell for intersections
auto cell = std::make_tuple(cellX, cellY, cellZ);
auto cellIt = spatialGrid.find(cell);
if (cellIt != spatialGrid.end()) {
// Check all objects in this cell
for (size_t id : cellIt->second) {
const Vec3& objPos = getPosition(id);
float objSize = getSize(id);
// Simple sphere intersection test
Vec3 toObj = objPos - rayOrigin;
float b = toObj.dot(dir);
float c = toObj.dot(toObj) - objSize * objSize;
float discriminant = b * b - c;
if (discriminant >= 0) {
float sqrtDisc = std::sqrt(discriminant);
float t1 = b - sqrtDisc;
float t2 = b + sqrtDisc;
if (t1 >= 0 && t1 < hit.distance) {
hit.objectId = id;
hit.position = rayOrigin + dir * t1;
hit.normal = (hit.position - objPos).normalized();
hit.distance = t1;
hit.color = getColor(id);
} else if (t2 >= 0 && t2 < hit.distance) {
hit.objectId = id;
hit.position = rayOrigin + dir * t2;
hit.normal = (hit.position - objPos).normalized();
hit.distance = t2;
hit.color = getColor(id);
}
}
}
// If we found a hit, return it
if (hit.objectId != static_cast<size_t>(-1)) {
return hit;
}
}
// Move to next cell
if (tMaxX < tMaxY && tMaxX < tMaxZ) {
cellX += stepX;
t = tMaxX;
tMaxX += tDeltaX;
} else if (tMaxY < tMaxZ) {
cellY += stepY;
t = tMaxY;
tMaxY += tDeltaY;
} else {
cellZ += stepZ;
t = tMaxZ;
tMaxZ += tDeltaZ;
}
}
return hit;
}
// Spatial indexing
std::tuple<int, int, int> worldToGrid(const Vec3& pos) const {
return {
static_cast<int>(std::floor(pos.x / cellSize)),
static_cast<int>(std::floor(pos.y / cellSize)),
static_cast<int>(std::floor(pos.z / cellSize))
};
}
void updateSpatialIndex(size_t id, const Vec3& oldPos, const Vec3& newPos) {
auto oldCell = worldToGrid(oldPos);
auto newCell = worldToGrid(newPos);
if (oldCell != newCell) {
// Remove from old cell
auto oldIt = spatialGrid.find(oldCell);
if (oldIt != spatialGrid.end()) {
oldIt->second.erase(id);
if (oldIt->second.empty()) {
spatialGrid.erase(oldIt);
}
}
// Add to new cell
spatialGrid[newCell].insert(id);
cellIndices[id] = newCell;
}
}
std::vector<size_t> getIndicesInRadius(const Vec3& position, float radius) const {
std::vector<size_t> result;
Vec3 minPos(position.x - radius, position.y - radius, position.z - radius);
Vec3 maxPos(position.x + radius, position.y + radius, position.z + radius);
auto minCell = worldToGrid(minPos);
auto maxCell = worldToGrid(maxPos);
float radiusSq = radius * radius;
// Check relevant cells
for (int x = std::get<0>(minCell); x <= std::get<0>(maxCell); ++x) {
for (int y = std::get<1>(minCell); y <= std::get<1>(maxCell); ++y) {
for (int z = std::get<2>(minCell); z <= std::get<2>(maxCell); ++z) {
auto cell = std::make_tuple(x, y, z);
auto it = spatialGrid.find(cell);
if (it != spatialGrid.end()) {
for (size_t id : it->second) {
const Vec3& objPos = getPosition(id);
float dx = objPos.x - position.x;
float dy = objPos.y - position.y;
float dz = objPos.z - position.z;
if (dx * dx + dy * dy + dz * dz <= radiusSq) {
result.push_back(id);
}
}
}
}
}
}
return result;
}
std::vector<size_t> getIndicesInRegion(const Vec3& minCorner, const Vec3& maxCorner) const {
std::vector<size_t> result;
auto minCell = worldToGrid(minCorner);
auto maxCell = worldToGrid(maxCorner);
for (int x = std::get<0>(minCell); x <= std::get<0>(maxCell); ++x) {
for (int y = std::get<1>(minCell); y <= std::get<1>(maxCell); ++y) {
for (int z = std::get<2>(minCell); z <= std::get<2>(maxCell); ++z) {
auto cell = std::make_tuple(x, y, z);
auto it = spatialGrid.find(cell);
if (it != spatialGrid.end()) {
for (size_t id : it->second) {
const Vec3& pos = getPosition(id);
if (pos.x >= minCorner.x && pos.x <= maxCorner.x &&
pos.y >= minCorner.y && pos.y <= maxCorner.y &&
pos.z >= minCorner.z && pos.z <= maxCorner.z) {
result.push_back(id);
}
}
}
}
}
}
return result;
}
// Statistics
size_t getObjectCount() const { return positions.size(); }
size_t getSpatialGridCellCount() const { return spatialGrid.size(); }
size_t getSpatialGridObjectCount() const { return cellIndices.size(); }
float getCellSize() const { return cellSize; }
};
#endif

View File

@@ -1,233 +0,0 @@
#ifndef SPATIAL_CELL_16X16_HPP
#define SPATIAL_CELL_16X16_HPP
#include "../vectorlogic/vec2.hpp"
#include "../vectorlogic/vec4.hpp"
#include <vector>
#include <unordered_map>
#include <unordered_set>
#include <algorithm>
#include <memory>
class SpatialCell16x16 {
private:
static constexpr int CELL_SIZE = 16;
static constexpr int TOTAL_CELLS = CELL_SIZE * CELL_SIZE;
// Store objects in the cell
std::unordered_map<size_t, Vec2> positions;
std::unordered_map<size_t, Vec4> colors;
std::unordered_map<size_t, float> sizes;
// Bounds of this cell in world coordinates
Vec2 worldMin, worldMax;
float worldCellSize; // Size of each pixel in world coordinates
public:
SpatialCell16x16(const Vec2& minCorner, const Vec2& maxCorner)
: worldMin(minCorner), worldMax(maxCorner) {
// Calculate world size per cell pixel
worldCellSize = std::max(
(worldMax.x - worldMin.x) / CELL_SIZE,
(worldMax.y - worldMin.y) / CELL_SIZE
);
}
// Convert world position to cell coordinates [0,15]
std::pair<int, int> worldToCell(const Vec2& worldPos) const {
float localX = (worldPos.x - worldMin.x) / (worldMax.x - worldMin.x);
float localY = (worldPos.y - worldMin.y) / (worldMax.y - worldMin.y);
int cellX = static_cast<int>(localX * CELL_SIZE);
int cellY = static_cast<int>(localY * CELL_SIZE);
// Clamp to valid range
cellX = std::clamp(cellX, 0, CELL_SIZE - 1);
cellY = std::clamp(cellY, 0, CELL_SIZE - 1);
return {cellX, cellY};
}
// Convert cell coordinates to linear index
int cellToIndex(int x, int y) const {
return y * CELL_SIZE + x;
}
// Convert linear index to cell coordinates
std::pair<int, int> indexToCell(int index) const {
return {index % CELL_SIZE, index / CELL_SIZE};
}
// Convert cell coordinates to world position (center of cell)
Vec2 cellToWorld(int x, int y) const {
float worldX = worldMin.x + (x + 0.5f) * worldCellSize;
float worldY = worldMin.y + (y + 0.5f) * worldCellSize;
return Vec2(worldX, worldY);
}
// Add object to the spatial cell
bool addObject(size_t id, const Vec2& position, const Vec4& color, float size = 1.0f) {
if (!contains(position)) {
return false;
}
positions[id] = position;
colors[id] = color;
sizes[id] = size;
return true;
}
// Check if world position is within this cell's bounds
bool contains(const Vec2& worldPos) const {
return worldPos.x >= worldMin.x && worldPos.x <= worldMax.x &&
worldPos.y >= worldMin.y && worldPos.y <= worldMax.y;
}
// Update object position
void updateObject(size_t id, const Vec2& oldPos, const Vec2& newPos) {
if (!hasObject(id)) return;
positions[id] = newPos;
}
// Remove object
void removeObject(size_t id) {
if (!hasObject(id)) return;
positions.erase(id);
colors.erase(id);
sizes.erase(id);
}
// Check if object exists
bool hasObject(size_t id) const {
return positions.find(id) != positions.end();
}
// Get object data
Vec2 getPosition(size_t id) const {
auto it = positions.find(id);
return it != positions.end() ? it->second : Vec2();
}
Vec4 getColor(size_t id) const {
auto it = colors.find(id);
return it != colors.end() ? it->second : Vec4();
}
float getSize(size_t id) const {
auto it = sizes.find(id);
return it != sizes.end() ? it->second : 1.0f;
}
// Set object data
void setPosition(size_t id, const Vec2& position) {
if (hasObject(id)) {
positions[id] = position;
}
}
void setColor(size_t id, const Vec4& color) {
colors[id] = color;
}
void setSize(size_t id, float size) {
if (hasObject(id)) {
sizes[id] = size;
}
}
// Spatial queries
std::vector<size_t> getObjectsAt(const Vec2& position) const {
std::vector<size_t> result;
// Check all objects since we don't have spatial indexing
for (const auto& pair : positions) {
size_t id = pair.first;
const Vec2& objPos = pair.second;
float size = sizes.at(id);
// Check if position is within object bounds
if (position.x >= objPos.x - size * 0.5f && position.x <= objPos.x + size * 0.5f &&
position.y >= objPos.y - size * 0.5f && position.y <= objPos.y + size * 0.5f) {
result.push_back(id);
}
}
return result;
}
std::vector<size_t> getObjectsInRadius(const Vec2& center, float radius) const {
std::vector<size_t> result;
float radius_sq = radius * radius;
// Check all objects since we don't have spatial indexing
for (const auto& pair : positions) {
size_t id = pair.first;
const Vec2& pos = pair.second;
float dx = pos.x - center.x;
float dy = pos.y - center.y;
if (dx * dx + dy * dy <= radius_sq) {
result.push_back(id);
}
}
return result;
}
std::vector<size_t> getObjectsInRegion(const Vec2& minCorner, const Vec2& maxCorner) const {
std::vector<size_t> result;
// Check all objects since we don't have spatial indexing
for (const auto& pair : positions) {
size_t id = pair.first;
const Vec2& pos = pair.second;
if (pos.x >= minCorner.x && pos.x <= maxCorner.x &&
pos.y >= minCorner.y && pos.y <= maxCorner.y) {
result.push_back(id);
}
}
return result;
}
// Get all object IDs
std::vector<size_t> getAllObjectIds() const {
std::vector<size_t> ids;
ids.reserve(positions.size());
for (const auto& pair : positions) {
ids.push_back(pair.first);
}
return ids;
}
// Get cell statistics
size_t getObjectCount() const { return positions.size(); }
size_t getNonEmptyCellCount() const {
// Since we removed cellBuckets, return 1 if there are objects, 0 otherwise
return positions.empty() ? 0 : 1;
}
// Get bounds
Vec2 getMinCorner() const { return worldMin; }
Vec2 getMaxCorner() const { return worldMax; }
// Clear all objects
void clear() {
positions.clear();
colors.clear();
sizes.clear();
}
private:
// Spatial indexing is no longer used
void updateSpatialIndex(size_t id, const Vec2& oldPos, const Vec2& newPos) {
// Empty implementation since we removed spatial indexing
}
};
#endif

View File

@@ -11,6 +11,12 @@ class Vec2 {
Vec2() : x(0), y(0) {} Vec2() : x(0), y(0) {}
Vec2(float x, float y) : x(x), y(y) {} Vec2(float x, float y) : x(x), y(y) {}
Vec2& move(const Vec2 newpos) {
x = newpos.x;
y = newpos.y;
return *this;
}
Vec2 operator+(const Vec2& other) const { Vec2 operator+(const Vec2& other) const {
return Vec2(x + other.x, y + other.y); return Vec2(x + other.x, y + other.y);
} }
@@ -266,7 +272,6 @@ class Vec2 {
std::string toString() const { std::string toString() const {
return "(" + std::to_string(x) + ", " + std::to_string(y) + ")"; return "(" + std::to_string(x) + ", " + std::to_string(y) + ")";
} }
}; };
inline std::ostream& operator<<(std::ostream& os, const Vec2& vec) { inline std::ostream& operator<<(std::ostream& os, const Vec2& vec) {

View File

@@ -25,6 +25,13 @@ public:
static Vec4 RGB(float r, float g, float b, float a = 1.0f) { return Vec4(r, g, b, a); } static Vec4 RGB(float r, float g, float b, float a = 1.0f) { return Vec4(r, g, b, a); }
static Vec4 RGBA(float r, float g, float b, float a) { return Vec4(r, g, b, a); } static Vec4 RGBA(float r, float g, float b, float a) { return Vec4(r, g, b, a); }
Vec4& recolor(const Vec4 newColor) {
r = newColor.r;
g = newColor.g;
b = newColor.b;
a = newColor.a;
return *this;
}
Vec4 operator+(const Vec4& other) const { Vec4 operator+(const Vec4& other) const {
return Vec4(x + other.x, y + other.y, z + other.z, w + other.w); return Vec4(x + other.x, y + other.y, z + other.z, w + other.w);