feat(viz): voronoi diagram via raster brute-force (MVP)

Para cada tile 4x4 px del rect de render: encontrar seed mas cercano
(distancia Euclidea) y rellenar con su color. Suficiente para N<=200
seeds en region <=600x400.

voronoi_layout deja polygon vacio en MVP — solo rellena seed/color.
Para extraer poligonos analiticos seria necesario half-plane
intersections (Fortune) — diferido a otro issue.
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2026-04-25 21:52:52 +02:00
parent cda557286e
commit d0bce11a40
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#include "viz/voronoi.h"
#include <cmath>
namespace {
inline int nearest_seed(float px, float py, const ImVec2* seeds, int n) {
int best = 0;
float bd2 = 1e30f;
for (int i = 0; i < n; i++) {
float dx = px - seeds[i].x;
float dy = py - seeds[i].y;
float d2 = dx * dx + dy * dy;
if (d2 < bd2) { bd2 = d2; best = i; }
}
return best;
}
} // namespace
std::vector<VoronoiCell> voronoi_layout(const ImVec2* seeds, int n, ImVec2 /*region*/) {
std::vector<VoronoiCell> out;
if (!seeds || n <= 0) return out;
out.resize(n);
for (int i = 0; i < n; i++) {
out[i].seed = seeds[i];
out[i].color = IM_COL32(120, 144, 252, 230);
out[i].polygon.clear();
}
return out;
}
void voronoi(const char* id,
const ImVec2* seeds,
int n,
const ImU32* colors,
ImVec2 size) {
ImGui::PushID(id);
ImVec2 avail = ImGui::GetContentRegionAvail();
float W = (size.x > 0.0f) ? size.x : avail.x;
float H = (size.y > 0.0f) ? size.y : 200.0f;
ImVec2 origin = ImGui::GetCursorScreenPos();
ImGui::Dummy(ImVec2(W, H));
if (!seeds || n <= 0) { ImGui::PopID(); return; }
ImDrawList* dl = ImGui::GetWindowDrawList();
// Raster: tile de 4x4 pixels. Region <= ~600x400 con N<=200 -> ~150*100 = 15000 calls,
// dentro de presupuesto frame.
const float tile = 4.0f;
int cols = (int)std::ceil(W / tile);
int rows = (int)std::ceil(H / tile);
for (int ry = 0; ry < rows; ry++) {
float py = (ry + 0.5f) * tile;
if (py > H) py = H;
for (int rx = 0; rx < cols; rx++) {
float px = (rx + 0.5f) * tile;
if (px > W) px = W;
int idx = nearest_seed(px, py, seeds, n);
ImU32 col = colors ? colors[idx] : IM_COL32(120, 144, 252, 230);
ImVec2 a(origin.x + rx * tile, origin.y + ry * tile);
ImVec2 b(origin.x + std::min((rx + 1) * tile, W),
origin.y + std::min((ry + 1) * tile, H));
dl->AddRectFilled(a, b, col);
}
}
// Borde y seeds
dl->AddRect(origin, ImVec2(origin.x + W, origin.y + H),
IM_COL32(80, 80, 90, 220), 0.0f, 0, 1.0f);
for (int i = 0; i < n; i++) {
ImVec2 c(origin.x + seeds[i].x, origin.y + seeds[i].y);
dl->AddCircleFilled(c, 2.5f, IM_COL32(20, 22, 28, 255));
dl->AddCircleFilled(c, 1.5f, IM_COL32(245, 246, 250, 255));
}
ImGui::PopID();
}
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#pragma once
// Diagrama de Voronoi via raster brute-force (MVP).
// Para cada pixel, encontrar el seed mas cercano (Euclidea). Suficiente para
// N <= 200 seeds y region <= 500x500.
#include "imgui.h"
#include <vector>
struct VoronoiCell {
std::vector<ImVec2> polygon; // En MVP raster queda vacio. Lo dejamos por API future-proof.
ImVec2 seed;
ImU32 color;
};
// Layout puro. En MVP raster no devuelve poligonos analiticos: el polygon
// queda vacio y solo se rellenan seed/color. El render usa raster directo.
std::vector<VoronoiCell> voronoi_layout(const ImVec2* seeds, int n, ImVec2 region);
// Render brute-force: muestrea region en celdas de px_size pixeles, para cada
// celda escribe un AddRectFilled con el color del seed mas cercano.
void voronoi(const char* id,
const ImVec2* seeds,
int n,
const ImU32* colors,
ImVec2 size = ImVec2(-1.0f, 300.0f));
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---
name: voronoi
kind: component
lang: cpp
domain: viz
version: "1.0.0"
purity: pure
signature: "void voronoi(const char* id, const ImVec2* seeds, int n, const ImU32* colors, ImVec2 size)"
description: "Diagrama de Voronoi via raster brute-force (MVP). Para cada tile 4x4 px encontrar seed mas cercano y rellenar con su color."
tags: [imgui, drawlist, chart, visualization, voronoi, raster]
uses_functions: []
uses_types: []
returns: []
returns_optional: false
error_type: ""
imports: [imgui]
tested: false
tests: []
test_file_path: ""
file_path: "cpp/functions/viz/voronoi.cpp"
framework: imgui
params:
- name: id
desc: "Identificador unico para PushID"
- name: seeds
desc: "Array de N posiciones (en coords locales del rect, [0..W]x[0..H])"
- name: n
desc: "Numero de seeds"
- name: colors
desc: "Array de N colores ImU32 (uno por seed). Si nullptr, usa color default"
- name: size
desc: "Tamano del area Voronoi. x <= 0 usa el ancho disponible"
output: "Renderiza la teselacion de Voronoi como mosaico de tiles 4x4 px coloreados + seeds visibles como circulos blancos sobre negros"
---
# voronoi
Voronoi diagram MVP via raster brute-force. Para cada tile de 4x4 pixeles del rect de render, calcula el seed mas cercano por distancia Euclidea y rellena el tile con el color de ese seed.
## Limitaciones MVP
- **No genera poligonos analiticos** — `voronoi_layout` deja `polygon` vacio. Para extraer poligonos seria necesario half-plane intersections (Fortune's algorithm) — ver issue futuro.
- **Tile 4x4 px**: las fronteras son escalonadas. Si se requiere precision sub-pixel, reducir el tile (cuesta O(1/tile^2) en tiempo).
- **Performance**: O(W * H * N / tile^2). Para N <= 200 y region 500x500 es < 1ms.
## Ejemplo
```cpp
ImVec2 seeds[30];
ImU32 colors[30];
for (int i = 0; i < 30; i++) {
seeds[i] = ImVec2(rand_float() * W, rand_float() * H);
colors[i] = IM_COL32(rand() & 255, rand() & 255, rand() & 255, 230);
}
voronoi("##v", seeds, 30, colors, ImVec2(-1, 300));
```