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stupidsimcpp/util/grid/grid2.hpp
2025-11-09 17:43:30 -05:00

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