386 lines
14 KiB
C++
386 lines
14 KiB
C++
#ifndef GRID3_HPP
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#define GRID3_HPP
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#include "../vec3.hpp"
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#include "../vec4.hpp"
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#include <vector>
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#include <unordered_map>
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#include <string>
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#include <algorithm>
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#include <functional>
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class Grid3 {
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public:
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// Constructors
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Grid3() : width(0), height(0), depth(0) {}
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Grid3(int size) : width(size), height(size), depth(size) {
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positions.reserve(size * size * size);
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colors.reserve(size * size * size);
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sizes.reserve(size * size * size);
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}
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Grid3(int width, int height, int depth) : width(width), height(height), depth(depth) {
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positions.reserve(width * height * depth);
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colors.reserve(width * height * depth);
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sizes.reserve(width * height * depth);
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}
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// Add a voxel at specific position
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int addVoxel(const Vec3& position, const Vec4& color, float size = 1.0f) {
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int index = positions.size();
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positions.push_back(position);
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colors.push_back(color);
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sizes.push_back(size);
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positionToIndex[position] = index;
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return index;
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}
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// Add a voxel with integer coordinates
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int addVoxel(int x, int y, int z, const Vec4& color, float size = 1.0f) {
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return addVoxel(Vec3(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z)), color, size);
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}
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// Check if position is occupied
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bool isOccupied(const Vec3& position) const {
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return positionToIndex.find(position) != positionToIndex.end();
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}
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bool isOccupied(int x, int y, int z) const {
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return isOccupied(Vec3(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z)));
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}
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// Get voxel index at position, returns -1 if not found
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int getVoxelIndex(const Vec3& position) const {
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auto it = positionToIndex.find(position);
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return (it != positionToIndex.end()) ? it->second : -1;
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}
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int getVoxelIndex(int x, int y, int z) const {
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return getVoxelIndex(Vec3(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z)));
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}
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// Remove voxel at position
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bool removeVoxel(const Vec3& position) {
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int index = getVoxelIndex(position);
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if (index == -1) return false;
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// Swap with last element and update map
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if (index != positions.size() - 1) {
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positions[index] = positions.back();
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colors[index] = colors.back();
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sizes[index] = sizes.back();
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// Update mapping for the moved element
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positionToIndex[positions[index]] = index;
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}
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// Remove last element
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positions.pop_back();
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colors.pop_back();
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sizes.pop_back();
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positionToIndex.erase(position);
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return true;
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}
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bool removeVoxel(int x, int y, int z) {
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return removeVoxel(Vec3(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z)));
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}
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// Clear all voxels
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void clear() {
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positions.clear();
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colors.clear();
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sizes.clear();
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positionToIndex.clear();
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}
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// Get voxel count
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size_t getVoxelCount() const {
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return positions.size();
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}
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// Check if grid is empty
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bool isEmpty() const {
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return positions.empty();
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}
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// Get bounding box of occupied voxels
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void getBoundingBox(Vec3& minCorner, Vec3& maxCorner) const {
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if (positions.empty()) {
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minCorner = Vec3(0, 0, 0);
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maxCorner = Vec3(0, 0, 0);
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return;
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}
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minCorner = positions[0];
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maxCorner = positions[0];
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for (const auto& pos : positions) {
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minCorner = minCorner.min(pos);
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maxCorner = maxCorner.max(pos);
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}
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}
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// Fill a rectangular prism region
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void fillCuboid(const Vec3& start, const Vec3& end, const Vec4& color, float size = 1.0f) {
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int startX = static_cast<int>(std::min(start.x, end.x));
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int endX = static_cast<int>(std::max(start.x, end.x));
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int startY = static_cast<int>(std::min(start.y, end.y));
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int endY = static_cast<int>(std::max(start.y, end.y));
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int startZ = static_cast<int>(std::min(start.z, end.z));
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int endZ = static_cast<int>(std::max(start.z, end.z));
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for (int z = startZ; z <= endZ; ++z) {
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for (int y = startY; y <= endY; ++y) {
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for (int x = startX; x <= endX; ++x) {
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if (!isOccupied(x, y, z)) {
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addVoxel(x, y, z, color, size);
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}
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}
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}
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}
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}
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// Create a sphere
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void fillSphere(const Vec3& center, float radius, const Vec4& color, float size = 1.0f) {
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int centerX = static_cast<int>(center.x);
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int centerY = static_cast<int>(center.y);
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int centerZ = static_cast<int>(center.z);
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int radiusInt = static_cast<int>(radius);
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for (int z = centerZ - radiusInt; z <= centerZ + radiusInt; ++z) {
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for (int y = centerY - radiusInt; y <= centerY + radiusInt; ++y) {
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for (int x = centerX - radiusInt; x <= centerX + radiusInt; ++x) {
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float dx = x - center.x;
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float dy = y - center.y;
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float dz = z - center.z;
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if (dx * dx + dy * dy + dz * dz <= radius * radius) {
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if (!isOccupied(x, y, z)) {
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addVoxel(x, y, z, color, size);
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}
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}
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}
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}
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}
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}
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// Create a hollow sphere (just the surface)
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void fillHollowSphere(const Vec3& center, float radius, const Vec4& color, float thickness = 1.0f, float size = 1.0f) {
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int centerX = static_cast<int>(center.x);
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int centerY = static_cast<int>(center.y);
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int centerZ = static_cast<int>(center.z);
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int radiusInt = static_cast<int>(radius);
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for (int z = centerZ - radiusInt; z <= centerZ + radiusInt; ++z) {
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for (int y = centerY - radiusInt; y <= centerY + radiusInt; ++y) {
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for (int x = centerX - radiusInt; x <= centerX + radiusInt; ++x) {
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float dx = x - center.x;
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float dy = y - center.y;
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float dz = z - center.z;
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float distance = std::sqrt(dx * dx + dy * dy + dz * dz);
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if (std::abs(distance - radius) <= thickness) {
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if (!isOccupied(x, y, z)) {
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addVoxel(x, y, z, color, size);
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}
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}
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}
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}
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}
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}
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// Create a cylinder
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void fillCylinder(const Vec3& baseCenter, const Vec3& axis, float radius, float height,
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const Vec4& color, float size = 1.0f) {
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// Simplified cylinder aligned with Y-axis
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Vec3 normalizedAxis = axis.normalized();
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for (int h = 0; h < static_cast<int>(height); ++h) {
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Vec3 center = baseCenter + normalizedAxis * static_cast<float>(h);
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for (int y = -static_cast<int>(radius); y <= static_cast<int>(radius); ++y) {
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for (int x = -static_cast<int>(radius); x <= static_cast<int>(radius); ++x) {
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if (x * x + y * y <= radius * radius) {
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Vec3 pos = center + Vec3(x, y, 0);
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if (!isOccupied(pos)) {
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addVoxel(pos, color, size);
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}
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}
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}
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}
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}
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}
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// Get neighbors of a voxel (6-connected)
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std::vector<int> getNeighbors6(const Vec3& position) const {
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std::vector<int> neighbors;
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Vec3 offsets[] = {
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Vec3(1, 0, 0), Vec3(-1, 0, 0),
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Vec3(0, 1, 0), Vec3(0, -1, 0),
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Vec3(0, 0, 1), Vec3(0, 0, -1)
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};
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for (const auto& offset : offsets) {
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Vec3 neighborPos = position + offset;
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int index = getVoxelIndex(neighborPos);
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if (index != -1) {
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neighbors.push_back(index);
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}
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}
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return neighbors;
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}
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// Get neighbors of a voxel (26-connected)
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std::vector<int> getNeighbors26(const Vec3& position) const {
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std::vector<int> neighbors;
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for (int dz = -1; dz <= 1; ++dz) {
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for (int dy = -1; dy <= 1; ++dy) {
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for (int dx = -1; dx <= 1; ++dx) {
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if (dx == 0 && dy == 0 && dz == 0) continue;
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Vec3 neighborPos = position + Vec3(dx, dy, dz);
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int index = getVoxelIndex(neighborPos);
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if (index != -1) {
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neighbors.push_back(index);
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}
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}
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}
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}
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return neighbors;
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}
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// Create a simple teapot model (simplified)
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void createTeapot(const Vec3& position, float scale, const Vec4& color, float size = 1.0f) {
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// This is a very simplified teapot representation
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// In practice, you'd load a proper voxel model
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// Teapot body (ellipsoid)
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fillEllipsoid(position + Vec3(0, scale * 0.3f, 0),
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Vec3(scale * 0.4f, scale * 0.3f, scale * 0.4f), color, size);
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// Teapot lid (smaller ellipsoid on top)
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fillEllipsoid(position + Vec3(0, scale * 0.6f, 0),
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Vec3(scale * 0.3f, scale * 0.1f, scale * 0.3f), color, size);
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// Teapot spout (cylinder)
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fillCylinder(position + Vec3(scale * 0.3f, scale * 0.2f, 0),
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Vec3(1, 0.2f, 0), scale * 0.05f, scale * 0.3f, color, size);
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// Teapot handle (torus segment)
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fillTorusSegment(position + Vec3(-scale * 0.3f, scale * 0.3f, 0),
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Vec3(0, 1, 0), scale * 0.1f, scale * 0.2f, color, size);
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}
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// Fill an ellipsoid
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void fillEllipsoid(const Vec3& center, const Vec3& radii, const Vec4& color, float size = 1.0f) {
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int radiusX = static_cast<int>(radii.x);
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int radiusY = static_cast<int>(radii.y);
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int radiusZ = static_cast<int>(radii.z);
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for (int z = -radiusZ; z <= radiusZ; ++z) {
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for (int y = -radiusY; y <= radiusY; ++y) {
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for (int x = -radiusX; x <= radiusX; ++x) {
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float normalizedX = static_cast<float>(x) / radii.x;
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float normalizedY = static_cast<float>(y) / radii.y;
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float normalizedZ = static_cast<float>(z) / radii.z;
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if (normalizedX * normalizedX + normalizedY * normalizedY + normalizedZ * normalizedZ <= 1.0f) {
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Vec3 pos = center + Vec3(x, y, z);
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if (!isOccupied(pos)) {
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addVoxel(pos, color, size);
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}
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}
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}
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}
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}
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}
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// Fill a torus segment
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void fillTorusSegment(const Vec3& center, const Vec3& axis, float majorRadius, float minorRadius,
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const Vec4& color, float size = 1.0f) {
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Vec3 normalizedAxis = axis.normalized();
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// Simplified torus - in practice you'd use proper torus equation
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for (float angle = 0; angle < 2 * M_PI; angle += 0.2f) {
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Vec3 circleCenter = center + Vec3(std::cos(angle) * majorRadius, 0, std::sin(angle) * majorRadius);
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fillSphere(circleCenter, minorRadius, color, size);
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}
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}
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// Find connected components in 3D
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std::vector<std::vector<int>> findConnectedComponents() const {
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std::vector<std::vector<int>> components;
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std::unordered_map<Vec3, bool, std::hash<Vec3>> visited;
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for (size_t i = 0; i < positions.size(); ++i) {
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const Vec3& pos = positions[i];
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if (visited.find(pos) == visited.end()) {
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std::vector<int> component;
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floodFill3D(pos, visited, component);
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components.push_back(component);
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}
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}
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return components;
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}
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// Getters
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const std::vector<Vec3>& getPositions() const { return positions; }
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const std::vector<Vec4>& getColors() const { return colors; }
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const std::vector<float>& getSizes() const { return sizes; }
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Vec3 getPosition(int index) const { return positions[index]; }
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Vec4 getColor(int index) const { return colors[index]; }
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float getSize(int index) const { return sizes[index]; }
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void setColor(int index, const Vec4& color) { colors[index] = color; }
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void setSize(int index, float size) { sizes[index] = size; }
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int getWidth() const { return width; }
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int getHeight() const { return height; }
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int getDepth() const { return depth; }
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private:
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std::vector<Vec3> positions;
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std::vector<Vec4> colors;
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std::vector<float> sizes;
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std::unordered_map<Vec3, int, std::hash<Vec3>> positionToIndex;
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int width, height, depth;
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void floodFill3D(const Vec3& start, std::unordered_map<Vec3, bool, std::hash<Vec3>>& visited,
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std::vector<int>& component) const {
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std::vector<Vec3> stack;
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stack.push_back(start);
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while (!stack.empty()) {
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Vec3 current = stack.back();
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stack.pop_back();
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if (visited.find(current) != visited.end()) continue;
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visited[current] = true;
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int index = getVoxelIndex(current);
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if (index != -1) {
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component.push_back(index);
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// Add 6-connected neighbors
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Vec3 neighbors[] = {
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current + Vec3(1, 0, 0), current + Vec3(-1, 0, 0),
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current + Vec3(0, 1, 0), current + Vec3(0, -1, 0),
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current + Vec3(0, 0, 1), current + Vec3(0, 0, -1)
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};
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for (const auto& neighbor : neighbors) {
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if (isOccupied(neighbor) && visited.find(neighbor) == visited.end()) {
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stack.push_back(neighbor);
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}
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}
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}
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}
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}
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};
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#endif |