Files
fn_registry/cpp/functions/viz/contour.cpp
T
egutierrez cda557286e feat(viz): contour plot via marching squares — layout puro + render
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).
2026-04-25 21:52:48 +02:00

133 lines
4.5 KiB
C++

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