295 lines
9.3 KiB
C++
295 lines
9.3 KiB
C++
#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 |