cda557286e
contour_compute implementa marching squares clasico (16 casos, casos
ambiguos 5 y 10 partidos en 2 segmentos). Para cada level devuelve un
ContourLine{pts, level} con segmentos en coords [0..nx-1]x[0..ny-1].
Verificado con gaussiana 32x32 + 4 niveles: todos los endpoints aparecen
>=2 veces (curvas cerradas, ningun endpoint huerfano).
133 lines
4.5 KiB
C++
133 lines
4.5 KiB
C++
#include "viz/contour.h"
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#include <cmath>
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namespace {
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// Devuelve la coordenada interpolada [0..1] entre v1 y v2 donde se cruza level.
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float interp(float v1, float v2, float level) {
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float d = v2 - v1;
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if (std::fabs(d) < 1e-9f) return 0.5f;
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float t = (level - v1) / d;
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if (t < 0.0f) t = 0.0f;
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if (t > 1.0f) t = 1.0f;
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return t;
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}
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inline float at(const float* g, int nx, int x, int y) {
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return g[y * nx + x];
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}
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} // namespace
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std::vector<ContourLine> contour_compute(const float* grid,
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int nx,
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int ny,
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const float* levels,
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int n_levels) {
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std::vector<ContourLine> out;
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if (!grid || nx < 2 || ny < 2 || !levels || n_levels <= 0) return out;
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out.resize(n_levels);
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for (int li = 0; li < n_levels; li++) out[li].level = levels[li];
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for (int li = 0; li < n_levels; li++) {
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float L = levels[li];
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auto& line = out[li];
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for (int y = 0; y < ny - 1; y++) {
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for (int x = 0; x < nx - 1; x++) {
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float v00 = at(grid, nx, x, y);
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float v10 = at(grid, nx, x + 1, y);
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float v11 = at(grid, nx, x + 1, y + 1);
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float v01 = at(grid, nx, x, y + 1);
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int code = 0;
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if (v00 >= L) code |= 1;
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if (v10 >= L) code |= 2;
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if (v11 >= L) code |= 4;
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if (v01 >= L) code |= 8;
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if (code == 0 || code == 15) continue;
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// Puntos en cada arista (top=between v00 y v10, etc.)
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ImVec2 pT(x + interp(v00, v10, L), (float)y);
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ImVec2 pR((float)(x + 1), y + interp(v10, v11, L));
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ImVec2 pB(x + interp(v01, v11, L), (float)(y + 1));
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ImVec2 pL((float)x, y + interp(v00, v01, L));
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auto seg = [&](ImVec2 a, ImVec2 b) {
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line.pts.push_back(a);
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line.pts.push_back(b);
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};
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switch (code) {
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case 1: case 14: seg(pL, pT); break;
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case 2: case 13: seg(pT, pR); break;
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case 4: case 11: seg(pR, pB); break;
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case 8: case 7: seg(pB, pL); break;
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case 3: case 12: seg(pL, pR); break;
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case 6: case 9: seg(pT, pB); break;
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// ambiguos: 5 y 10 — partir en dos segmentos.
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case 5: seg(pL, pT); seg(pR, pB); break;
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case 10: seg(pT, pR); seg(pB, pL); break;
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default: break;
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}
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}
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}
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}
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return out;
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}
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void contour(const char* id,
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const float* grid,
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int nx,
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int ny,
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const float* levels,
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int n_levels,
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ImVec2 size) {
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ImGui::PushID(id);
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ImVec2 avail = ImGui::GetContentRegionAvail();
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float W = (size.x > 0.0f) ? size.x : avail.x;
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float H = (size.y > 0.0f) ? size.y : 200.0f;
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ImVec2 origin = ImGui::GetCursorScreenPos();
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ImGui::Dummy(ImVec2(W, H));
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if (!grid || nx < 2 || ny < 2 || n_levels <= 0) {
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ImGui::PopID();
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return;
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}
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auto lines = contour_compute(grid, nx, ny, levels, n_levels);
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ImDrawList* dl = ImGui::GetWindowDrawList();
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// Borde
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dl->AddRect(origin, ImVec2(origin.x + W, origin.y + H),
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IM_COL32(80, 80, 90, 200), 0.0f, 0, 1.0f);
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float sx = W / (float)(nx - 1);
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float sy = H / (float)(ny - 1);
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// Color por nivel: gradiente azul -> amarillo
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auto level_color = [&](int idx) {
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float t = (n_levels > 1) ? (float)idx / (float)(n_levels - 1) : 0.5f;
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// (76,140,230) -> (250,200,90)
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int r = (int)(76 + (250 - 76) * t);
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int g = (int)(140 + (200 - 140) * t);
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int b = (int)(230 + (90 - 230) * t);
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return IM_COL32(r, g, b, 230);
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};
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for (int li = 0; li < (int)lines.size(); li++) {
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ImU32 col = level_color(li);
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const auto& seg = lines[li].pts;
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for (size_t k = 0; k + 1 < seg.size(); k += 2) {
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ImVec2 a(origin.x + seg[k].x * sx, origin.y + seg[k].y * sy);
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ImVec2 b(origin.x + seg[k + 1].x * sx, origin.y + seg[k + 1].y * sy);
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dl->AddLine(a, b, col, 1.5f);
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}
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}
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ImGui::PopID();
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}
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