Files
stupidsimcpp/util/grid/grid3.hpp
2025-12-02 12:11:25 -05:00

865 lines
31 KiB
C++

#ifndef GRID3_HPP
#define GRID3_HPP
#include <unordered_map>
#include "../vectorlogic/vec3.hpp"
#include "../vectorlogic/vec4.hpp"
#include "../timing_decorator.hpp"
#include "../output/frame.hpp"
#include "../noise/pnoise2.hpp"
#include <vector>
#include <unordered_set>
#include <execution>
#include <algorithm>
#include "../ray3.hpp"
constexpr float EPSILON = 0.0000000000000000000000001;
/// @brief A bidirectional lookup helper to map internal IDs to 2D positions and vice-versa.
/// @details Maintains two hashmaps to allow O(1) lookup in either direction.
class reverselookupassistant3 {
private:
std::unordered_map<size_t, Vec3> Positions;
/// "Positions" reversed - stores the reverse mapping from Vec3 to ID.
std::unordered_map<Vec3, size_t, Vec3::Hash> ƨnoiƚiƨoꟼ;
size_t next_id;
public:
/// @brief Get the Position associated with a specific ID.
/// @throws std::out_of_range if the ID does not exist.
Vec3 at(size_t id) const {
auto it = Positions.at(id);
return it;
}
/// @brief Get the ID associated with a specific Position.
/// @throws std::out_of_range if the Position does not exist.
size_t at(const Vec3& pos) const {
size_t id = ƨnoiƚiƨoꟼ.at(pos);
return id;
}
/// @brief Finds a position by ID (Wrapper for at).
Vec3 find(size_t id) {
return Positions.at(id);
}
/// @brief Registers a new position and assigns it a unique ID.
/// @return The newly generated ID.
size_t set(const Vec3& pos) {
size_t id = next_id++;
Positions[id] = pos;
ƨnoiƚiƨoꟼ[pos] = id;
return id;
}
/// @brief Removes an entry by ID.
size_t remove(size_t id) {
Vec3& pos = Positions[id];
Positions.erase(id);
ƨnoiƚiƨoꟼ.erase(pos);
return id;
}
/// @brief Removes an entry by Position.
size_t remove(const Vec3& pos) {
size_t id = ƨnoiƚiƨoꟼ[pos];
Positions.erase(id);
ƨnoiƚiƨoꟼ.erase(pos);
return id;
}
void reserve(size_t size) {
Positions.reserve(size);
ƨnoiƚiƨoꟼ.reserve(size);
}
size_t size() const {
return Positions.size();
}
size_t getNext_id() {
return next_id + 1;
}
size_t bucket_count() {
return Positions.bucket_count();
}
bool empty() const {
return Positions.empty();
}
void clear() {
Positions.clear();
Positions.rehash(0);
ƨnoiƚiƨoꟼ.clear();
ƨnoiƚiƨoꟼ.rehash(0);
next_id = 0;
}
using iterator = typename std::unordered_map<size_t, Vec3>::iterator;
using const_iterator = typename std::unordered_map<size_t, Vec3>::const_iterator;
iterator begin() {
return Positions.begin();
}
iterator end() {
return Positions.end();
}
const_iterator begin() const {
return Positions.begin();
}
const_iterator end() const {
return Positions.end();
}
const_iterator cbegin() const {
return Positions.cbegin();
}
const_iterator cend() const {
return Positions.cend();
}
bool contains(size_t id) const {
return (Positions.find(id) != Positions.end());
}
bool contains(const Vec3& pos) const {
return (ƨnoiƚiƨoꟼ.find(pos) != ƨnoiƚiƨoꟼ.end());
}
};
/// @brief Accelerates spatial queries by bucketizing positions into a grid.
class SpatialGrid3 {
private:
float cellSize;
public:
std::unordered_map<Vec3, std::unordered_set<size_t>, Vec3::Hash> grid;
/// @brief Initializes the spatial grid.
/// @param cellSize The dimension of the spatial buckets. Larger cells mean more items per bucket but fewer buckets.
SpatialGrid3(float cellSize = 2.0f) : cellSize(cellSize) {}
/// @brief Converts world coordinates to spatial grid coordinates.
Vec3 worldToGrid(const Vec3& worldPos) const {
return (worldPos / cellSize).floor();
}
/// @brief Adds an object ID to the spatial index at the given position.
void insert(size_t id, const Vec3& pos) {
Vec3 gridPos = worldToGrid(pos);
grid[gridPos].insert(id);
}
/// @brief Removes an object ID from the spatial index.
void remove(size_t id, const Vec3& pos) {
Vec3 gridPos = worldToGrid(pos);
auto cellIt = grid.find(gridPos);
if (cellIt != grid.end()) {
cellIt->second.erase(id);
if (cellIt->second.empty()) {
grid.erase(cellIt);
}
}
}
/// @brief Moves an object within the spatial index (removes from old cell, adds to new if changed).
void update(size_t id, const Vec3& oldPos, const Vec3& newPos) {
Vec3 oldGridPos = worldToGrid(oldPos);
Vec3 newGridPos = worldToGrid(newPos);
if (oldGridPos != newGridPos) {
remove(id, oldPos);
insert(id, newPos);
}
}
/// @brief Returns all IDs located in the specific grid cell containing 'center'.
std::unordered_set<size_t> find(const Vec3& center) const {
auto cellIt = grid.find(worldToGrid(center));
if (cellIt != grid.end()) {
return cellIt->second;
}
return std::unordered_set<size_t>();
}
/// @brief Finds all object IDs within a square area around the center.
/// @param center The world position center.
/// @param radius The search radius (defines the bounds of grid cells to check).
/// @return A vector of candidate IDs (Note: this returns objects in valid grid cells, further distance checks may be required).
std::vector<size_t> queryRange(const Vec3& center, float radius) const {
std::vector<size_t> results;
float radiusSq = radius * radius;
// Calculate grid bounds for the query
Vec3 minGrid = worldToGrid(center - Vec3(radius, radius, radius));
Vec3 maxGrid = worldToGrid(center + Vec3(radius, radius, radius));
size_t estimatedSize = (maxGrid.x - minGrid.x + 1) * (maxGrid.y - minGrid.y + 1) * (maxGrid.z - minGrid.z + 1) * 10;
results.reserve(estimatedSize);
// Check all relevant grid cells
for (int x = minGrid.x; x <= maxGrid.x; ++x) {
for (int y = minGrid.y; y <= maxGrid.y; ++y) {
for (int z = minGrid.z; z <= minGrid.z; ++z) {
auto cellIt = grid.find(Vec3(x, y, z));
if (cellIt != grid.end()) {
results.insert(results.end(), cellIt->second.begin(), cellIt->second.end());
}
}
}
}
return results;
}
void clear() {
grid.clear();
grid.rehash(0);
}
};
/// @brief Represents a single point in the grid with an ID, color, and position.
class GenericVoxel {
protected:
size_t id;
Vec4 color;
Vec3 pos;
public:
//constructors
GenericVoxel(size_t id, Vec4 color, Vec3 pos) : id(id), color(color), pos(pos) {};
//getters
Vec4 getColor() const {
return color;
}
//setters
void setColor(Vec4 newColor) {
color = newColor;
}
void move(Vec3 newPos) {
pos = newPos;
}
void recolor(Vec4 newColor) {
color.recolor(newColor);
}
};
class Grid3 {
protected:
//all positions
reverselookupassistant3 Positions;
std::unordered_map<size_t, GenericVoxel> Pixels;
std::vector<size_t> unassignedIDs;
float neighborRadius = 1.0f;
SpatialGrid3 spatialGrid;
float spatialCellSize = neighborRadius * 1.5f;
// Default background color for empty spaces
Vec4 defaultBackgroundColor = Vec4(0.0f, 0.0f, 0.0f, 0.0f);
PNoise2 noisegen;
bool regenpreventer = false;
public:
Grid3 noiseGenGrid(Vec3 min, Vec3 max, float minChance = 0.1f
, float maxChance = 1.0f, bool color = true, int noisemod = 42) {
TIME_FUNCTION;
noisegen = PNoise2(noisemod);
std::cout << "generating a noise grid with the following: "<< min << " by " << max << "chance min: " << minChance
<< " max: " << maxChance << " gen colors: " << color << std::endl;
std::vector<Vec3> poses;
std::vector<Vec4> colors;
for (int x = min.x; x < max.x; x++) {
for (int y = min.y; y < max.y; y++) {
for (int z = min.z; z < max.z; z++) {
float nx = (x+noisemod)/(max.x+EPSILON)/0.1;
float ny = (y+noisemod)/(max.y+EPSILON)/0.1;
float nz = (z+noisemod)/(max.z+EPSILON)/0.1;
Vec3 pos = Vec3(nx,ny,nz);
float alpha = noisegen.permute(pos);
if (alpha > minChance && alpha < maxChance) {
if (color) {
float red = noisegen.permute(Vec3(nx, ny, nz)*0.3);
float green = noisegen.permute(Vec3(nx, ny, nz)*0.6);
float blue = noisegen.permute(Vec3(nx, ny, nz)*0.9);
Vec4 newc = Vec4(red,green,blue,1.0);
colors.push_back(newc);
poses.push_back(Vec3(x,y,z));
} else {
Vec4 newc = Vec4(alpha,alpha,alpha,1.0);
colors.push_back(newc);
poses.push_back(Vec3(x,y,z));
}
}
}
}
}
std::cout << "noise generated" << std::endl;
bulkAddObjects(poses,colors);
return *this;
}
size_t addObject(const Vec3& pos, const Vec4& color, float size = 1.0f) {
size_t id = Positions.set(pos);
Pixels.emplace(id, GenericVoxel(id, color, pos));
spatialGrid.insert(id, pos);
return id;
}
/// @brief Sets the default background color.
void setDefault(const Vec4& color) {
defaultBackgroundColor = color;
}
/// @brief Moves an object to a new position and updates spatial indexing.
void setPosition(size_t id, const Vec3& newPosition) {
Vec3 oldPosition = Positions.at(id);
Pixels.at(id).move(newPosition);
spatialGrid.update(id, oldPosition, newPosition);
Positions.at(id).move(newPosition);
}
void setColor(size_t id, const Vec4 color) {
Pixels.at(id).recolor(color);
}
void setNeighborRadius(float radius) {
neighborRadius = radius;
//optimizeSpatialGrid();
}
Vec4 getDefaultBackgroundColor() const {
return defaultBackgroundColor;
}
Vec3 getPositionID(size_t id) const {
Vec3 it = Positions.at(id);
return it;
}
size_t getPositionVec(const Vec3& pos, float radius = 0.0f) const {
TIME_FUNCTION;
if (radius == 0.0f) {
// Exact match - use spatial grid to find the cell
Vec3 gridPos = spatialGrid.worldToGrid(pos);
auto cellIt = spatialGrid.grid.find(gridPos);
if (cellIt != spatialGrid.grid.end()) {
for (size_t id : cellIt->second) {
if (Positions.at(id) == pos) {
return id;
}
}
}
throw std::out_of_range("Position not found");
} else {
auto results = getPositionVecRegion(pos, radius);
if (!results.empty()) {
return results[0]; // Return first found
}
throw std::out_of_range("No positions found in radius");
}
}
size_t getOrCreatePositionVec(const Vec3& pos, float radius = 0.0f, bool create = true) {
//TIME_FUNCTION; //called too many times and average time is less than 0.0000001 so ignore it.
if (radius == 0.0f) {
Vec3 gridPos = spatialGrid.worldToGrid(pos);
auto cellIt = spatialGrid.grid.find(gridPos);
if (cellIt != spatialGrid.grid.end()) {
for (size_t id : cellIt->second) {
if (Positions.at(id) == pos) {
return id;
}
}
}
if (create) {
return addObject(pos, defaultBackgroundColor, 1.0f);
}
throw std::out_of_range("Position not found");
} else {
auto results = getPositionVecRegion(pos, radius);
if (!results.empty()) {
return results[0];
}
if (create) {
return addObject(pos, defaultBackgroundColor, 1.0f);
}
throw std::out_of_range("No positions found in radius");
}
}
std::vector<size_t> getPositionVecRegion(const Vec3& pos, float radius = 1.0f) const {
//TIME_FUNCTION;
float searchRadius = (radius == 0.0f) ? std::numeric_limits<float>::epsilon() : radius;
// Get candidates from spatial grid
std::vector<size_t> candidates = spatialGrid.queryRange(pos, searchRadius);
// Fine-filter by exact distance
std::vector<size_t> results;
float radiusSq = searchRadius * searchRadius;
for (size_t id : candidates) {
if (Positions.at(id).distanceSquared(pos) <= radiusSq) {
results.push_back(id);
}
}
return results;
}
Vec4 getColor(size_t id) {
return Pixels.at(id).getColor();
}
std::pair<Vec3,Vec3> getBoundingBox(Vec3& minCorner, Vec3& maxCorner) const {
TIME_FUNCTION;
if (Positions.empty()) {
std::cout << "empty" << std::endl;
minCorner = Vec3(0, 0, 0);
maxCorner = Vec3(0, 0, 0);
}
// 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);
minCorner.z = std::min(minCorner.z, pos.z);
maxCorner.x = std::max(maxCorner.x, pos.x);
maxCorner.y = std::max(maxCorner.y, pos.y);
maxCorner.z = std::max(maxCorner.z, pos.z);
}
std::cout << "bounding box: " << minCorner << ", " << maxCorner << std::endl;
return std::make_pair(minCorner, maxCorner);
}
frame getGridRegionAsFrame(const Vec3& minCorner, const Vec3& maxCorner, const Vec2& res,
const Ray3& View, frame::colormap outChannels = frame::colormap::RGB) const {
TIME_FUNCTION;
// Calculate volume dimensions
float width = maxCorner.x - minCorner.x;
float height = maxCorner.y - minCorner.y;
float depth = maxCorner.z - minCorner.z;
size_t outputWidth = static_cast<int>(res.x);
size_t outputHeight = static_cast<int>(res.y);
// Validate dimensions
if (width <= 0 || height <= 0 || depth <= 0 || outputWidth <= 0 || outputHeight <= 0) {
frame outframe = frame();
outframe.colorFormat = outChannels;
return outframe;
}
// if (regenpreventer) {
// frame outframe = frame();
// outframe.colorFormat = outChannels;
// return outframe;
// }
// regenpreventer = true;
std::cout << "Rendering 3D region: " << minCorner << " to " << maxCorner
<< " at resolution: " << res << " with view: " << View.origin << std::endl;
// Create output frame
frame outframe(outputWidth, outputHeight, outChannels);
// Create buffers for accumulation
std::unordered_map<Vec2, Vec4> colorBuffer; // Final blended colors per pixel
std::unordered_map<Vec2, Vec4> colorAccumBuffer; // Accumulated colors per pixel
std::unordered_map<Vec2, int> countBuffer; // Count of voxels per pixel
std::unordered_map<Vec2, float> depthBuffer; // Depth buffer for visibility
// Reserve memory for better performance
size_t bufferSize = outputWidth * outputHeight;
colorBuffer.reserve(bufferSize);
colorAccumBuffer.reserve(bufferSize);
countBuffer.reserve(bufferSize);
depthBuffer.reserve(bufferSize);
std::cout << "Built buffers for " << bufferSize << " pixels" << std::endl;
// Pre-calculate view parameters
Vec3 viewDirection = View.direction;
Vec3 viewOrigin = View.origin;
// Define view plane axes (simplified orthographic projection)
Vec3 viewRight = Vec3(1, 0, 0);
Vec3 viewUp = Vec3(0, 1, 0);
// If we want perspective projection, we can use the ray direction
// For now, using orthographic projection aligned with view direction
// Calculate scaling factors for projection
float xScale = outputWidth / width;
float yScale = outputHeight / height;
std::cout << "Processing voxels..." << std::endl;
size_t voxelCount = 0;
// Process all voxels in the region
for (const auto& [id, pos] : Positions) {
// Check if voxel is within the region
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) {
voxelCount++;
// Project 3D position to 2D screen coordinates
// Simple orthographic projection: ignore Z for position, use Z for depth sorting
// Calculate relative position within region
float relX = pos.x - minCorner.x;
float relY = pos.y - minCorner.y;
float relZ = pos.z - minCorner.z;
// Project to 2D pixel coordinates
// Using perspective projection based on view direction
Vec3 toVoxel = pos - viewOrigin;
float distance = toVoxel.length();
// Simple projection: parallel to view direction
// For proper perspective, we'd need to calculate intersection with view plane
// Here's a simplified approach:
Vec3 viewPlanePos = pos - (toVoxel.dot(viewDirection)) * viewDirection;
// Transform to screen coordinates
float screenX = viewPlanePos.dot(viewRight);
float screenY = viewPlanePos.dot(viewUp);
// Convert to pixel coordinates
int pixX = static_cast<int>((screenX - minCorner.x) * xScale);
int pixY = static_cast<int>((screenY - minCorner.y) * yScale);
// Clamp to output bounds
pixX = std::max(0, std::min(pixX, static_cast<int>(outputWidth) - 1));
pixY = std::max(0, std::min(pixY, static_cast<int>(outputHeight) - 1));
Vec2 pixelPos(pixX, pixY);
// Get voxel color and opacity
Vec4 voxelColor = Pixels.at(id).getColor();
// Use depth for visibility (simplified: use Z coordinate)
float depth = relZ; // Or use distance for perspective
// Check if this voxel is closer than previous ones at this pixel
bool shouldRender = true;
auto depthIt = depthBuffer.find(pixelPos);
if (depthIt != depthBuffer.end()) {
// Existing voxel at this pixel - check if new one is closer
if (depth > depthIt->second) {
// New voxel is behind existing one
shouldRender = false;
} else {
// New voxel is in front, update depth
depthBuffer[pixelPos] = depth;
}
} else {
// First voxel at this pixel
depthBuffer[pixelPos] = depth;
}
if (shouldRender) {
// Accumulate color (we'll average later)
colorAccumBuffer[pixelPos] += voxelColor;
countBuffer[pixelPos]++;
// For depth-based rendering, we could store the closest color
colorBuffer[pixelPos] = voxelColor; // Simple: overwrite with closest
}
}
}
std::cout << "Processed " << voxelCount << " voxels" << std::endl;
std::cout << "Blending colors..." << std::endl;
// Prepare output buffer based on color format
switch (outChannels) {
case frame::colormap::RGBA: {
std::vector<uint8_t> pixelBuffer(outputWidth * outputHeight * 4, 0);
// Fill buffer with blended colors or background
for (size_t y = 0; y < outputHeight; ++y) {
for (size_t x = 0; x < outputWidth; ++x) {
Vec2 pixelPos(x, y);
size_t index = (y * outputWidth + x) * 4;
Vec4 finalColor;
auto countIt = countBuffer.find(pixelPos);
if (countIt != countBuffer.end() && countIt->second > 0) {
// Average accumulated colors
finalColor = colorAccumBuffer[pixelPos] / static_cast<float>(countIt->second);
// Apply gamma correction and clamp
finalColor = finalColor.clamp(0.0f, 1.0f);
finalColor = finalColor * 255.0f;
} else {
// Use background color
finalColor = defaultBackgroundColor * 255.0f;
}
pixelBuffer[index + 0] = static_cast<uint8_t>(finalColor.r);
pixelBuffer[index + 1] = static_cast<uint8_t>(finalColor.g);
pixelBuffer[index + 2] = static_cast<uint8_t>(finalColor.b);
pixelBuffer[index + 3] = static_cast<uint8_t>(finalColor.a);
}
}
outframe.setData(pixelBuffer);
break;
}
case frame::colormap::BGR: {
std::vector<uint8_t> pixelBuffer(outputWidth * outputHeight * 3, 0);
for (size_t y = 0; y < outputHeight; ++y) {
for (size_t x = 0; x < outputWidth; ++x) {
Vec2 pixelPos(x, y);
size_t index = (y * outputWidth + x) * 3;
Vec4 finalColor;
auto countIt = countBuffer.find(pixelPos);
if (countIt != countBuffer.end() && countIt->second > 0) {
finalColor = colorAccumBuffer[pixelPos] / static_cast<float>(countIt->second);
finalColor = finalColor.clamp(0.0f, 1.0f);
finalColor = finalColor * 255.0f;
} else {
finalColor = defaultBackgroundColor * 255.0f;
}
pixelBuffer[index + 2] = static_cast<uint8_t>(finalColor.r); // BGR swap
pixelBuffer[index + 1] = static_cast<uint8_t>(finalColor.g);
pixelBuffer[index + 0] = static_cast<uint8_t>(finalColor.b);
}
}
outframe.setData(pixelBuffer);
break;
}
case frame::colormap::RGB:
default: {
std::vector<uint8_t> pixelBuffer(outputWidth * outputHeight * 3, 0);
for (size_t y = 0; y < outputHeight; ++y) {
for (size_t x = 0; x < outputWidth; ++x) {
Vec2 pixelPos(x, y);
size_t index = (y * outputWidth + x) * 3;
Vec4 finalColor;
auto countIt = countBuffer.find(pixelPos);
if (countIt != countBuffer.end() && countIt->second > 0) {
finalColor = colorAccumBuffer[pixelPos] / static_cast<float>(countIt->second);
finalColor = finalColor.clamp(0.0f, 1.0f);
finalColor = finalColor * 255.0f;
} else {
finalColor = defaultBackgroundColor * 255.0f;
}
pixelBuffer[index + 0] = static_cast<uint8_t>(finalColor.r);
pixelBuffer[index + 1] = static_cast<uint8_t>(finalColor.g);
pixelBuffer[index + 2] = static_cast<uint8_t>(finalColor.b);
}
}
outframe.setData(pixelBuffer);
break;
}
}
std::cout << "Rendering complete" << std::endl;
// regenpreventer = false;
return outframe;
}
frame getGridAsFrame(const Vec2& res, const Ray3& View, frame::colormap outChannels = frame::colormap::RGB) const {
Vec3 Min;
Vec3 Max;
auto a = getBoundingBox(Min, Max);
return getGridRegionAsFrame(a.first, a.second, res, View, outChannels);
}
size_t removeID(size_t id) {
Vec3 oldPosition = Positions.at(id);
Positions.remove(id);
Pixels.erase(id);
unassignedIDs.push_back(id);
spatialGrid.remove(id, oldPosition);
return id;
}
void bulkUpdatePositions(const std::unordered_map<size_t, Vec3>& newPositions) {
TIME_FUNCTION;
for (const auto& [id, newPos] : newPositions) {
Vec3 oldPosition = Positions.at(id);
Positions.at(id).move(newPos);
Pixels.at(id).move(newPos);
spatialGrid.update(id, oldPosition, newPos);
}
}
std::vector<size_t> bulkAddObjects(const std::vector<Vec3> poses, std::vector<Vec4> colors) {
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());
Pixels.reserve(Positions.size() + poses.size());
}
// Batch insertion
std::vector<size_t> newids;
for (size_t i = 0; i < poses.size(); ++i) {
size_t id = Positions.set(poses[i]);
Pixels.emplace(id, GenericVoxel(id, colors[i], poses[i]));
spatialGrid.insert(id,poses[i]);
newids.push_back(id);
}
shrinkIfNeeded();
return newids;
}
void shrinkIfNeeded() {
//TODO: garbage collector
}
void clear() {
Positions.clear();
Pixels.clear();
spatialGrid.clear();
Pixels.rehash(0);
defaultBackgroundColor = Vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
void optimizeSpatialGrid() {
TIME_FUNCTION;
//std::cout << "optimizeSpatialGrid()" << std::endl;
spatialCellSize = neighborRadius * neighborRadius;
spatialGrid = SpatialGrid3(spatialCellSize);
// Rebuild spatial grid
spatialGrid.clear();
for (const auto& [id, pos] : Positions) {
spatialGrid.insert(id, pos);
}
}
std::vector<size_t> getNeighbors(size_t id) const {
Vec3 pos = Positions.at(id);
// std::cout << "something something neighbors blah blah" << std::endl;
std::vector<size_t> candidates = spatialGrid.queryRange(pos, neighborRadius);
// std::cout << "something something neighbors blah blah got em" << std::endl;
std::vector<size_t> neighbors;
float radiusSq = neighborRadius * neighborRadius;
for (size_t candidateId : candidates) {
if (candidateId == id) continue;
if (!Positions.contains(candidateId)) continue;
// std::cout << "something something neighbors blah blah validating" << std::endl;
if (pos.distanceSquared(Positions.at(candidateId)) <= radiusSq) {
if (Pixels.find(candidateId) != Pixels.end()) {
std::cerr << "NOT IN PIXELS! ERROR! ERROR!" <<std::endl;
continue;
}
neighbors.push_back(candidateId);
}
}
// std::cout << "something something neighbors blah blah done" << std::endl;
return neighbors;
}
std::vector<size_t> getNeighborsRange(size_t id, float dist) const {
Vec3 pos = Positions.at(id);
std::vector<size_t> candidates = spatialGrid.queryRange(pos, neighborRadius);
std::vector<size_t> neighbors;
float radiusSq = dist * dist;
for (size_t candidateId : candidates) {
if (candidateId != id &&
pos.distanceSquared(Positions.at(candidateId)) <= radiusSq) {
neighbors.push_back(candidateId);
}
}
return neighbors;
}
Grid3 backfillGrid() {
TIME_FUNCTION;
Vec3 Min;
Vec3 Max;
getBoundingBox(Min, Max);
std::vector<Vec3> newPos;
std::vector<Vec4> newColors;
for (size_t x = Min.x; x < Max.x; x++) {
for (size_t y = Min.y; y < Max.y; y++) {
for (size_t z = Min.z; z < Max.z; z++) {
Vec3 pos = Vec3(x,y,z);
if (Positions.contains(pos)) continue;
Vec4 color = defaultBackgroundColor;
float size = 0.1;
newPos.push_back(pos);
newColors.push_back(color);
}
}
}
bulkAddObjects(newPos, newColors);
return *this;
}
bool checkConsistency() const {
std::cout << "=== Consistency Check ===" << std::endl;
std::cout << "Positions size: " << Positions.size() << std::endl;
std::cout << "Pixels size: " << Pixels.size() << std::endl;
// Check 1: All Pixels should have corresponding Positions
for (const auto& [id, voxel] : Pixels) {
if (!Positions.contains(id)) {
std::cout << "ERROR: Pixel ID " << id << " not in Positions!" << std::endl;
return false;
}
}
// Check 2: All Positions should have corresponding Pixels (maybe not always true?)
for (const auto& [id, pos] : Positions) {
if (Pixels.find(id) == Pixels.end()) {
std::cout << "ERROR: Position ID " << id << " not in Pixels!" << std::endl;
std::cout << " Position: " << pos << std::endl;
return false;
}
}
std::cout << "Consistency check passed!" << std::endl;
return true;
}
};
#endif