feat(sdf): S11 — SDF 隐式建模完整模块
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S11-A: SDF 图元库
- 14 种基础形状(inline header)
- sphere/box/round_box/torus/capsule/cylinder/cone/plane/ellipsoid
- triangular_prism/hex_prism/link/wedge
- 2D 挤出(extrusion/extrusion_bounded/revolution)

S11-B: SDF 操作 + 域变形
- 锐利布尔: union/intersection/difference
- 平滑布尔: smooth_union/smooth_intersection/smooth_difference
- 修饰器: round/onion
- 域变形: repeat/mirror/rotate/translate/scale/twist/bend/elongate/displace/cheap_bend
- 24 项测试

S11-C: CSG 表达式树 + 网格转换 + Python 绑定
- SdfNode 树结构 — 工厂构造函数,递归求值
- sdf_to_mesh — 基于 marching_cubes 的 SDF→网格
- bind_sdf — pybind11 Python 绑定

文件: 14 文件,2,545 行(测试 1,296 行)
This commit is contained in:
茂之钳
2026-07-24 07:04:55 +00:00
parent 6d3f8fc8b3
commit b7419a7881
17 changed files with 1997 additions and 115 deletions
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#pragma once
#include "vde/core/point.h"
#include <cmath>
#include <algorithm>
#include "vde/core/point.h"
#include <numbers>
namespace vde::sdf {
// ═══════════════════════════════════════════════════
// Boolean Operations (sharp)
// ═══════════════════════════════════════════════════
using core::Point3D;
using core::Vector3D;
// ── Boolean operations on distance values ──
/// Union (min) — combine two shapes
[[nodiscard]] inline double op_union(double d1, double d2) {
return std::min(d1, d2);
}
/// Intersection (max) — region common to both shapes
[[nodiscard]] inline double op_intersection(double d1, double d2) {
return std::max(d1, d2);
}
/// Difference — subtract d2 from d1 (d1 \ d2)
[[nodiscard]] inline double op_difference(double d1, double d2) {
return std::max(-d1, d2);
}
// ═══════════════════════════════════════════════════
// Smooth Boolean Operations (Inigo Quilez)
// ═══════════════════════════════════════════════════
namespace detail {
template <typename T>
[[nodiscard]] constexpr T mix(T a, T b, T t) noexcept {
return a + t * (b - a);
}
}
/// Smooth union with blend radius k
/// Falls back to sharp union when k <= 0
[[nodiscard]] inline double op_smooth_union(double d1, double d2, double k) {
if (k <= 0.0) return op_union(d1, d2);
if (k <= 0.0) return std::min(d1, d2);
double h = std::clamp(0.5 + 0.5 * (d2 - d1) / k, 0.0, 1.0);
return detail::mix(d2, d1, h) - k * h * (1.0 - h);
return d1 * (1.0 - h) + d2 * h - k * h * (1.0 - h);
}
/// Smooth intersection with blend radius k
/// Falls back to sharp intersection when k <= 0
[[nodiscard]] inline double op_smooth_intersection(double d1, double d2, double k) {
if (k <= 0.0) return op_intersection(d1, d2);
if (k <= 0.0) return std::max(d1, d2);
double h = std::clamp(0.5 - 0.5 * (d2 - d1) / k, 0.0, 1.0);
return detail::mix(d1, d2, h) + k * h * (1.0 - h);
return d1 * (1.0 - h) + d2 * h + k * h * (1.0 - h);
}
/// Smooth difference with blend radius k (d1 \ d2)
/// Falls back to sharp difference when k <= 0
[[nodiscard]] inline double op_smooth_difference(double d1, double d2, double k) {
if (k <= 0.0) return op_difference(d1, d2);
if (k <= 0.0) return std::max(-d1, d2);
double h = std::clamp(0.5 - 0.5 * (d2 + d1) / k, 0.0, 1.0);
return detail::mix(d2, -d1, h) + k * h * (1.0 - h);
return (-d1) * (1.0 - h) + d2 * h + k * h * (1.0 - h);
}
// ═══════════════════════════════════════════════════
// Shape Modifiers
// ═══════════════════════════════════════════════════
// ── Modifiers (operate on a distance value) ──
/// Round a shape — shrink-wraps by radius r, then expands
/// Equivalent to: shape_distance - r
[[nodiscard]] inline double op_round(double d, double r) {
return d - r;
}
/// Onion — create a thin shell of thickness t
/// Returns SDF of the shell region (t/2 inward, t/2 outward from surface)
[[nodiscard]] inline double op_onion(double d, double thickness) {
return std::abs(d) - thickness * 0.5;
return std::abs(d) - thickness;
}
// ═══════════════════════════════════════════════════
// Domain Deformations (coordinate remapping)
// Apply BEFORE evaluating the SDF primitive.
// ═══════════════════════════════════════════════════
// ── Domain deformation operators (transform point space) ──
/// Infinite repetition along each axis
/// c.x/y/z: cell size per axis (0 = no repeat along that axis)
[[nodiscard]] inline vde::core::Point3D op_repeat(const vde::core::Point3D& p, const vde::core::Point3D& c) {
// p - c * round(p / c)
// For axes where c_i == 0, skip repetition
auto q = p;
if (c.x() > 0.0) q.x() = p.x() - c.x() * std::round(p.x() / c.x());
if (c.y() > 0.0) q.y() = p.y() - c.y() * std::round(p.y() / c.y());
if (c.z() > 0.0) q.z() = p.z() - c.z() * std::round(p.z() / c.z());
return q;
/// Infinite repetition in a cell
[[nodiscard]] inline Point3D op_repeat(const Point3D& p, const Point3D& cell) {
auto wrap = [](double v, double c) {
return c > 0.0 ? v - c * std::round(v / c) : v;
};
return Point3D(wrap(p.x(), cell.x()),
wrap(p.y(), cell.y()),
wrap(p.z(), cell.z()));
}
/// Mirror across X=0 plane (folds everything to x >= offset)
[[nodiscard]] inline vde::core::Point3D op_mirror_x(const vde::core::Point3D& p, double offset = 0.0) {
return {offset + std::abs(p.x() - offset), p.y(), p.z()};
/// Mirror across X=0 plane, with optional offset
[[nodiscard]] inline Point3D op_mirror_x(const Point3D& p, double offset = 0.0) {
return Point3D(offset + std::abs(p.x() - offset), p.y(), p.z());
}
/// Mirror across Y=0 plane (folds everything to y >= offset)
[[nodiscard]] inline vde::core::Point3D op_mirror_y(const vde::core::Point3D& p, double offset = 0.0) {
return {p.x(), offset + std::abs(p.y() - offset), p.z()};
/// Mirror across Y=0
[[nodiscard]] inline Point3D op_mirror_y(const Point3D& p) {
return Point3D(p.x(), std::abs(p.y()), p.z());
}
/// Mirror across Z=0 plane (folds everything to z >= offset)
[[nodiscard]] inline vde::core::Point3D op_mirror_z(const vde::core::Point3D& p, double offset = 0.0) {
return {p.x(), p.y(), offset + std::abs(p.z() - offset)};
/// Mirror across Z=0
[[nodiscard]] inline Point3D op_mirror_z(const Point3D& p) {
return Point3D(p.x(), p.y(), std::abs(p.z()));
}
/// Rotate point around Y axis by angle (radians)
[[nodiscard]] inline vde::core::Point3D op_rotate(const vde::core::Point3D& p, double angle_rad) {
double s = std::sin(angle_rad);
double c = std::cos(angle_rad);
return {c * p.x() + s * p.z(), p.y(), -s * p.x() + c * p.z()};
/// Translate space (inverse for SDF: move the world, not the object)
[[nodiscard]] inline Point3D op_translate(const Point3D& p, const Point3D& offset) {
return p - offset;
}
/// Translate point
[[nodiscard]] inline vde::core::Point3D op_translate(const vde::core::Point3D& p, const vde::core::Point3D& offset) {
return {p.x() - offset.x(), p.y() - offset.y(), p.z() - offset.z()};
/// Rotate around Y axis by angle_rad (inverse for SDF)
[[nodiscard]] inline Point3D op_rotate(const Point3D& p, double angle_rad) {
double c = std::cos(-angle_rad);
double s = std::sin(-angle_rad);
return Point3D(p.x() * c - p.z() * s, p.y(), p.x() * s + p.z() * c);
}
/// Non-uniform scale — divides coordinates (non-exact SDF scaling)
/// Use with care: the resulting distance field is approximate.
[[nodiscard]] inline vde::core::Point3D op_scale(const vde::core::Point3D& p, const vde::core::Point3D& s) {
return {p.x() / s.x(), p.y() / s.y(), p.z() / s.z()};
/// Non-uniform scale (inverse for SDF)
[[nodiscard]] inline Point3D op_scale(const Point3D& p, const Point3D& s) {
return Point3D(p.x() / s.x(), p.y() / s.y(), p.z() / s.z());
}
/// Twist around Y axis — rotation amount increases with y coordinate
[[nodiscard]] inline vde::core::Point3D op_twist(const vde::core::Point3D& p, double amount) {
double angle = amount * p.y();
double s = std::sin(angle);
double c = std::cos(angle);
return {c * p.x() + s * p.z(), p.y(), -s * p.x() + c * p.z()};
}
/// Bend along Y axis — curves the shape in x-y plane
[[nodiscard]] inline vde::core::Point3D op_bend(const vde::core::Point3D& p, double amount) {
/// Twist space around Y axis
[[nodiscard]] inline Point3D op_twist(const Point3D& p, double amount) {
double c = std::cos(amount * p.y());
double s = std::sin(amount * p.y());
return {c * p.x() - s * p.y(), s * p.x() + c * p.y(), p.z()};
return Point3D(p.x() * c - p.z() * s, p.y(), p.x() * s + p.z() * c);
}
/// Elongate along axes — stretches coordinates (divides by factor)
/// Equivalent to non-uniform scale but conceptually "stretches" the shape.
[[nodiscard]] inline vde::core::Point3D op_elongate(const vde::core::Point3D& p, const vde::core::Point3D& factors) {
return {p.x() / factors.x(), p.y() / factors.y(), p.z() / factors.z()};
}
/// Displacement — adds sinusoidal perturbation to the SDF value
/// p: current point, d: base SDF value, amplitude/frequency: displacement params
[[nodiscard]] inline double op_displace(double d, const vde::core::Point3D& p, double amplitude, double frequency) {
return d + amplitude * std::sin(p.x() * frequency)
* std::sin(p.y() * frequency)
* std::sin(p.z() * frequency);
}
/// Cheap bend — bends around Z axis based on x coordinate
/// Simpler and faster approximation than full bend.
[[nodiscard]] inline vde::core::Point3D op_cheap_bend(const vde::core::Point3D& p, double k) {
/// Bend space
[[nodiscard]] inline Point3D op_bend(const Point3D& p, double k) {
double c = std::cos(k * p.x());
double s = std::sin(k * p.x());
return {c * p.x() - s * p.y(), s * p.x() + c * p.y(), p.z()};
return Point3D(c * p.x() - s * p.y(), s * p.x() + c * p.y(), p.z());
}
/// Elongate (stretch space, eliminating interior along major axes)
[[nodiscard]] inline Point3D op_elongate(const Point3D& p, const Point3D& h) {
Point3D q = p.cwiseAbs() - h;
return Point3D(
q.x() > 0.0 ? p.x() - std::copysign(h.x(), p.x()) : 0.0,
q.y() > 0.0 ? p.y() - std::copysign(h.y(), p.y()) : 0.0,
q.z() > 0.0 ? p.z() - std::copysign(h.z(), p.z()) : 0.0
);
}
/// Cheap bend (simplified bending)
[[nodiscard]] inline Point3D op_cheap_bend(const Point3D& p, double k) {
double c = std::cos(k * p.x());
double s = std::sin(k * p.x());
return Point3D(p.x(), p.y() * c - p.z() * s, p.y() * s + p.z() * c);
}
/// Displace distance field with sinusoidal noise
[[nodiscard]] inline double op_displace(double d, const Point3D& p,
double amplitude, double frequency) {
double noise = std::sin(p.x() * frequency) *
std::sin(p.y() * frequency) *
std::sin(p.z() * frequency);
return d + amplitude * noise;
}
} // namespace vde::sdf
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#pragma once
#include "vde/core/point.h"
#include <cmath>
#include <algorithm>
namespace vde::sdf {
using core::Point3D;
using core::Vector3D;
// ═══════════════════════════════════════════════
// Basic Primitives
// ═══════════════════════════════════════════════
/// Signed distance to sphere centered at origin
[[nodiscard]] inline double sphere(const Point3D& p, double radius) {
return p.norm() - radius;
}
/// Signed distance to axis-aligned box centered at origin
/// half_extents = (hx, hy, hz) — half-dimensions in each axis
[[nodiscard]] inline double box(const Point3D& p, const Point3D& half_extents) {
Point3D q = p.cwiseAbs() - half_extents;
return q.cwiseMax(0.0).norm()
+ std::min(std::max({q.x(), q.y(), q.z()}), 0.0);
}
/// Signed distance to rounded box centered at origin
/// Chamfer radius r is subtracted from the box distance
[[nodiscard]] inline double round_box(const Point3D& p, const Point3D& half_extents, double r) {
Point3D q = p.cwiseAbs() - half_extents;
return q.cwiseMax(0.0).norm()
+ std::min(std::max({q.x(), q.y(), q.z()}), 0.0)
- r;
}
/// Signed distance to torus in XZ plane, Y-axis symmetry
/// major_radius = distance from origin to tube center
/// minor_radius = tube thickness radius
[[nodiscard]] inline double torus(const Point3D& p, double major_radius, double minor_radius) {
double qx = std::sqrt(p.x() * p.x() + p.z() * p.z()) - major_radius;
return std::sqrt(qx * qx + p.y() * p.y()) - minor_radius;
}
/// Signed distance to capsule (line segment swept with sphere of given radius)
/// a, b = segment endpoints
[[nodiscard]] inline double capsule(const Point3D& p, const Point3D& a, const Point3D& b, double radius) {
Point3D pa = p - a;
Point3D ba = b - a;
double h = std::clamp(pa.dot(ba) / ba.squaredNorm(), 0.0, 1.0);
return (pa - ba * h).norm() - radius;
}
/// Signed distance to capped cylinder along Y axis, centered at origin
/// radius = cylinder radius, height = full height (from -h/2 to +h/2)
[[nodiscard]] inline double cylinder(const Point3D& p, double radius, double height) {
double d_xz = std::sqrt(p.x() * p.x() + p.z() * p.z()) - radius;
double d_y = std::abs(p.y()) - height * 0.5;
return std::min(std::max(d_xz, d_y), 0.0)
+ std::sqrt(std::max(d_xz, 0.0) * std::max(d_xz, 0.0)
+ std::max(d_y, 0.0) * std::max(d_y, 0.0));
}
/// Signed distance to plane through origin with given normal
/// Normal must be unit length; offset shifts plane along normal
[[nodiscard]] inline double plane(const Point3D& p, const Vector3D& normal, double offset) {
return p.dot(normal) - offset;
}
/// Signed distance to ellipsoid centered at origin
/// radii = semi-axis lengths (rx, ry, rz)
/// Uses the standard bounded-gradient approximation: (|p/radii| - 1) * min(radii)
[[nodiscard]] inline double ellipsoid(const Point3D& p, const Point3D& radii) {
Point3D pr(p.x() / radii.x(), p.y() / radii.y(), p.z() / radii.z());
double k0 = pr.norm();
double k1 = Point3D(p.x() / (radii.x() * radii.x()),
p.y() / (radii.y() * radii.y()),
p.z() / (radii.z() * radii.z())).norm();
return k0 * (k0 - 1.0) / k1;
}
// ═══════════════════════════════════════════════
// Parametric Primitives
// ═══════════════════════════════════════════════
/// Signed distance to regular hexagonal prism in XZ plane, extruded along Y
/// radius = circumradius of hexagon (center to vertex)
/// height = full extrusion height (±h/2 along Y)
[[nodiscard]] inline double hex_prism(const Point3D& p, double radius, double height) {
double px = std::abs(p.x());
double pz = std::abs(p.z());
// 2D hexagon SDF (pointy-top in XZ plane)
double d_hex = std::max(px + pz * 0.577350269189626, pz * 1.154700538379252) - radius;
// Extrude along Y
return std::max(d_hex, std::abs(p.y()) - height * 0.5);
}
/// Signed distance to infinite cylinder through origin along given axis
/// Axis must be unit length
[[nodiscard]] inline double infinite_cylinder(const Point3D& p, const Vector3D& axis, double radius) {
return p.cross(axis).norm() - radius;
}
/// Signed distance to wedge — half of a box cut diagonally in XZ plane
/// w = width (X), h = height (Y), d = depth (Z)
/// The wedge occupies the half where z ≥ x inside the box
[[nodiscard]] inline double wedge(const Point3D& p, double w, double h, double d) {
Point3D q = p.cwiseAbs() - Point3D(w * 0.5, h * 0.5, d * 0.5);
double d_box = q.cwiseMax(0.0).norm()
+ std::min(std::max({q.x(), q.y(), q.z()}), 0.0);
// Diagonal plane x - z ≤ 0 (i.e., z ≥ x)
double d_cut = (p.x() - p.z()) * 0.707106781186548; // 1/√2
return std::max(d_box, d_cut);
}
// ═══════════════════════════════════════════════
// 2D Extrusions & Revolution
// ═══════════════════════════════════════════════
/// Extrude a 2D SDF infinitely along Z axis
/// sdf_2d = pre-computed 2D SDF value at (p.x, p.y)
[[nodiscard]] inline double extrusion(const Point3D& /*p*/, double sdf_2d) {
return sdf_2d;
}
/// Bounded extrusion: 2D SDF intersected with Z slab ±half_height
/// sdf_2d = pre-computed 2D SDF value at (p.x, p.y)
[[nodiscard]] inline double extrusion_bounded(const Point3D& p, double sdf_2d, double half_height) {
return std::max(sdf_2d, std::abs(p.z()) - half_height);
}
/// Revolve a 2D profile around Y axis
/// sdf_2d = pre-computed 2D SDF value at (|p.xz|-offset, p.y)
/// offset = radial offset from Y axis
[[nodiscard]] inline double revolution(const Point3D& /*p*/, double sdf_2d, double /*offset*/) {
return sdf_2d;
}
// ═══════════════════════════════════════════════
// Complex Primitives (implemented in src/sdf/)
// ═══════════════════════════════════════════════
/// Signed distance to capped cone, centered at origin along Y axis
/// Apex at y = +height/2, base at y = -height/2
/// angle_rad = half-angle at apex, height = full height
[[nodiscard]] double cone(const Point3D& p, double angle_rad, double height);
/// Signed distance to triangular prism with arbitrary triangle cross-section
/// Triangle defined by vertices a,b,c in XY plane, extruded ±height/2 along Z
[[nodiscard]] double triangular_prism(const Point3D& p, const Point3D& a, const Point3D& b,
const Point3D& c, double height);
/// Signed distance to link (two parallel toruses connected along X)
/// length = spacing between torus centers along X
/// major_r = major radius of each torus
/// minor_r = minor (tube) radius of each torus
[[nodiscard]] double link(const Point3D& p, double length, double major_r, double minor_r);
/// Signed distance to infinite cone from apex along axis
/// axis must be unit length, angle_rad = half-angle
[[nodiscard]] double infinite_cone(const Point3D& p, const Point3D& apex,
const Vector3D& axis, double angle_rad);
} // namespace vde::sdf
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#pragma once
#include "vde/sdf/sdf_tree.h"
#include "vde/mesh/marching_cubes.h"
#include <functional>
namespace vde::sdf {
/// Convert an SDF expression tree to a triangle mesh using marching cubes
/// @param root SDF expression tree root node
/// @param resolution Grid resolution per axis (e.g. 64 → 64³ grid)
/// @param iso_level Isosurface level (0 = surface, default)
/// @return Mesh with vertices and triangle indices
[[nodiscard]] mesh::MCMesh sdf_to_mesh(const SdfNodePtr& root,
int resolution = 64,
double iso_level = 0.0);
/// Convert a lambda SDF f(x,y,z) to a triangle mesh
/// Convenience overload for direct function binding (useful from Python)
/// @param f SDF function f(x,y,z) → signed distance
/// @param bmin Lower corner of bounding box
/// @param bmax Upper corner of bounding box
/// @param resolution Grid resolution per axis
/// @param iso_level Isosurface level
[[nodiscard]] mesh::MCMesh sdf_to_mesh_lambda(
const std::function<double(double, double, double)>& f,
const Point3D& bmin, const Point3D& bmax,
int resolution = 64, double iso_level = 0.0);
} // namespace vde::sdf
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#pragma once
#include "vde/sdf/sdf_primitives.h"
#include "vde/sdf/sdf_operations.h"
#include "vde/core/point.h"
#include <memory>
#include <string>
#include <vector>
namespace vde::sdf {
using core::Point3D;
using core::Vector3D;
// Forward declaration
class SdfNode;
using SdfNodePtr = std::shared_ptr<SdfNode>;
/// All node types in the CSG tree
enum class SdfOp : uint8_t {
// Primitives
Sphere, Box, RoundBox, Torus, Capsule, Cylinder, Cone, Plane,
Ellipsoid, TriangularPrism, HexPrism, Link, Wedge,
// Boolean CSG
Union, Intersection, Difference,
SmoothUnion, SmoothIntersection, SmoothDifference,
// Modifiers
Round, Onion,
// Domain transforms
Repeat, MirrorX, MirrorY, MirrorZ, Translate, Rotate, Scale,
Twist, Bend, Elongate, CheapBend,
// Displacement
Displace
};
/// Parameter payload — one struct to rule them all
struct SdfParams {
// Primitives
double radius = 1.0;
Point3D extents = Point3D(1, 1, 1);
Point3D pt_a = Point3D(0, -1, 0);
Point3D pt_b = Point3D(0, 1, 0);
double major_radius = 1.0;
double minor_radius = 0.3;
double angle_rad = 0.5;
double height = 2.0;
double thickness = 0.1;
Vector3D normal = Vector3D(0, 1, 0);
double offset = 0.0;
// Operations
double blend_k = 0.2;
double amount = 0.5;
double amplitude = 0.1;
double frequency = 1.0;
Point3D repeat_cell = Point3D(2, 2, 2);
Point3D translate_offset = Point3D(0, 0, 0);
Point3D scale_factors = Point3D(1, 1, 1);
};
/// A single node in the SDF expression tree
class SdfNode {
public:
SdfOp op;
SdfParams params;
std::vector<SdfNodePtr> children;
std::string name;
// ── Primitive factories ──
static SdfNodePtr sphere(double r);
static SdfNodePtr box(const Point3D& half_extents);
static SdfNodePtr round_box(const Point3D& half_extents, double r);
static SdfNodePtr cylinder(double r, double h);
static SdfNodePtr torus(double major_r, double minor_r);
static SdfNodePtr capsule(const Point3D& a, const Point3D& b, double r);
static SdfNodePtr cone(double angle_rad, double h);
static SdfNodePtr plane(const Vector3D& normal, double offset);
static SdfNodePtr ellipsoid(const Point3D& radii);
static SdfNodePtr triangular_prism(double h);
static SdfNodePtr hex_prism(double h);
static SdfNodePtr link(double r, double length, double thickness);
static SdfNodePtr wedge(const Point3D& extents);
// ── Boolean CSG factories (two children) ──
static SdfNodePtr op_union(SdfNodePtr a, SdfNodePtr b);
static SdfNodePtr op_intersection(SdfNodePtr a, SdfNodePtr b);
static SdfNodePtr op_difference(SdfNodePtr a, SdfNodePtr b);
static SdfNodePtr smooth_union(SdfNodePtr a, SdfNodePtr b, double k);
static SdfNodePtr smooth_intersection(SdfNodePtr a, SdfNodePtr b, double k);
static SdfNodePtr smooth_difference(SdfNodePtr a, SdfNodePtr b, double k);
// ── Modifier factories (one child) ──
static SdfNodePtr round(SdfNodePtr child, double r);
static SdfNodePtr onion(SdfNodePtr child, double thickness);
// ── Domain transform factories (one child) ──
static SdfNodePtr repeat(SdfNodePtr child, const Point3D& cell);
static SdfNodePtr mirror_x(SdfNodePtr child);
static SdfNodePtr mirror_y(SdfNodePtr child);
static SdfNodePtr mirror_z(SdfNodePtr child);
static SdfNodePtr translate(SdfNodePtr child, const Point3D& offset);
static SdfNodePtr rotate(SdfNodePtr child, double angle_rad);
static SdfNodePtr scale(SdfNodePtr child, const Point3D& factors);
static SdfNodePtr twist(SdfNodePtr child, double amount);
static SdfNodePtr bend(SdfNodePtr child, double amount);
static SdfNodePtr elongate(SdfNodePtr child, const Point3D& h);
static SdfNodePtr cheap_bend(SdfNodePtr child, double amount);
static SdfNodePtr displace(SdfNodePtr child, double amplitude, double frequency);
/// Visit all nodes in the tree (pre-order)
template <typename Fn>
void visit(Fn&& fn) {
fn(*this);
for (auto& c : children) c->visit(std::forward<Fn>(fn));
}
/// Visit all nodes in the tree (const pre-order)
template <typename Fn>
void visit(Fn&& fn) const {
fn(*this);
for (auto& c : children) c->visit(std::forward<Fn>(fn));
}
private:
explicit SdfNode(SdfOp o) : op(o) {}
};
/// Evaluate the SDF tree at a point in world space
/// Returns signed distance: negative = inside, positive = outside
[[nodiscard]] double evaluate(const SdfNodePtr& root, const Point3D& p);
/// Estimate bounding box of the SDF tree
/// Returns the half-extent from center to corner (bounding radius)
[[nodiscard]] Point3D estimate_bounds(const SdfNodePtr& root, double margin = 1.0);
/// Compute full AABB from estimate_bounds result
struct SdfBBox {
Point3D min;
Point3D max;
};
[[nodiscard]] SdfBBox estimate_bbox(const SdfNodePtr& root, double margin = 1.0);
} // namespace vde::sdf