feat(sdf): S11 — SDF 隐式建模完整模块
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)
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#pragma once
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#include "vde/core/point.h"
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#include <cmath>
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#include <algorithm>
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#include "vde/core/point.h"
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#include <numbers>
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namespace vde::sdf {
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// ═══════════════════════════════════════════════════
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// Boolean Operations (sharp)
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// ═══════════════════════════════════════════════════
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using core::Point3D;
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using core::Vector3D;
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// ── Boolean operations on distance values ──
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/// Union (min) — combine two shapes
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[[nodiscard]] inline double op_union(double d1, double d2) {
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return std::min(d1, d2);
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}
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/// Intersection (max) — region common to both shapes
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[[nodiscard]] inline double op_intersection(double d1, double d2) {
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return std::max(d1, d2);
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}
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/// Difference — subtract d2 from d1 (d1 \ d2)
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[[nodiscard]] inline double op_difference(double d1, double d2) {
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return std::max(-d1, d2);
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}
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// ═══════════════════════════════════════════════════
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// Smooth Boolean Operations (Inigo Quilez)
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// ═══════════════════════════════════════════════════
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namespace detail {
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template <typename T>
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[[nodiscard]] constexpr T mix(T a, T b, T t) noexcept {
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return a + t * (b - a);
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}
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}
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/// Smooth union with blend radius k
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/// Falls back to sharp union when k <= 0
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[[nodiscard]] inline double op_smooth_union(double d1, double d2, double k) {
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if (k <= 0.0) return op_union(d1, d2);
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if (k <= 0.0) return std::min(d1, d2);
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double h = std::clamp(0.5 + 0.5 * (d2 - d1) / k, 0.0, 1.0);
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return detail::mix(d2, d1, h) - k * h * (1.0 - h);
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return d1 * (1.0 - h) + d2 * h - k * h * (1.0 - h);
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}
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/// Smooth intersection with blend radius k
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/// Falls back to sharp intersection when k <= 0
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[[nodiscard]] inline double op_smooth_intersection(double d1, double d2, double k) {
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if (k <= 0.0) return op_intersection(d1, d2);
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if (k <= 0.0) return std::max(d1, d2);
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double h = std::clamp(0.5 - 0.5 * (d2 - d1) / k, 0.0, 1.0);
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return detail::mix(d1, d2, h) + k * h * (1.0 - h);
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return d1 * (1.0 - h) + d2 * h + k * h * (1.0 - h);
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}
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/// Smooth difference with blend radius k (d1 \ d2)
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/// Falls back to sharp difference when k <= 0
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[[nodiscard]] inline double op_smooth_difference(double d1, double d2, double k) {
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if (k <= 0.0) return op_difference(d1, d2);
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if (k <= 0.0) return std::max(-d1, d2);
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double h = std::clamp(0.5 - 0.5 * (d2 + d1) / k, 0.0, 1.0);
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return detail::mix(d2, -d1, h) + k * h * (1.0 - h);
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return (-d1) * (1.0 - h) + d2 * h + k * h * (1.0 - h);
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}
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// ═══════════════════════════════════════════════════
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// Shape Modifiers
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// ═══════════════════════════════════════════════════
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// ── Modifiers (operate on a distance value) ──
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/// Round a shape — shrink-wraps by radius r, then expands
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/// Equivalent to: shape_distance - r
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[[nodiscard]] inline double op_round(double d, double r) {
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return d - r;
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}
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/// Onion — create a thin shell of thickness t
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/// Returns SDF of the shell region (t/2 inward, t/2 outward from surface)
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[[nodiscard]] inline double op_onion(double d, double thickness) {
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return std::abs(d) - thickness * 0.5;
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return std::abs(d) - thickness;
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}
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// ═══════════════════════════════════════════════════
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// Domain Deformations (coordinate remapping)
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// Apply BEFORE evaluating the SDF primitive.
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// ═══════════════════════════════════════════════════
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// ── Domain deformation operators (transform point space) ──
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/// Infinite repetition along each axis
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/// c.x/y/z: cell size per axis (0 = no repeat along that axis)
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[[nodiscard]] inline vde::core::Point3D op_repeat(const vde::core::Point3D& p, const vde::core::Point3D& c) {
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// p - c * round(p / c)
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// For axes where c_i == 0, skip repetition
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auto q = p;
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if (c.x() > 0.0) q.x() = p.x() - c.x() * std::round(p.x() / c.x());
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if (c.y() > 0.0) q.y() = p.y() - c.y() * std::round(p.y() / c.y());
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if (c.z() > 0.0) q.z() = p.z() - c.z() * std::round(p.z() / c.z());
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return q;
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/// Infinite repetition in a cell
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[[nodiscard]] inline Point3D op_repeat(const Point3D& p, const Point3D& cell) {
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auto wrap = [](double v, double c) {
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return c > 0.0 ? v - c * std::round(v / c) : v;
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};
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return Point3D(wrap(p.x(), cell.x()),
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wrap(p.y(), cell.y()),
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wrap(p.z(), cell.z()));
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}
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/// Mirror across X=0 plane (folds everything to x >= offset)
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[[nodiscard]] inline vde::core::Point3D op_mirror_x(const vde::core::Point3D& p, double offset = 0.0) {
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return {offset + std::abs(p.x() - offset), p.y(), p.z()};
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/// Mirror across X=0 plane, with optional offset
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[[nodiscard]] inline Point3D op_mirror_x(const Point3D& p, double offset = 0.0) {
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return Point3D(offset + std::abs(p.x() - offset), p.y(), p.z());
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}
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/// Mirror across Y=0 plane (folds everything to y >= offset)
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[[nodiscard]] inline vde::core::Point3D op_mirror_y(const vde::core::Point3D& p, double offset = 0.0) {
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return {p.x(), offset + std::abs(p.y() - offset), p.z()};
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/// Mirror across Y=0
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[[nodiscard]] inline Point3D op_mirror_y(const Point3D& p) {
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return Point3D(p.x(), std::abs(p.y()), p.z());
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}
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/// Mirror across Z=0 plane (folds everything to z >= offset)
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[[nodiscard]] inline vde::core::Point3D op_mirror_z(const vde::core::Point3D& p, double offset = 0.0) {
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return {p.x(), p.y(), offset + std::abs(p.z() - offset)};
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/// Mirror across Z=0
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[[nodiscard]] inline Point3D op_mirror_z(const Point3D& p) {
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return Point3D(p.x(), p.y(), std::abs(p.z()));
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}
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/// Rotate point around Y axis by angle (radians)
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[[nodiscard]] inline vde::core::Point3D op_rotate(const vde::core::Point3D& p, double angle_rad) {
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double s = std::sin(angle_rad);
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double c = std::cos(angle_rad);
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return {c * p.x() + s * p.z(), p.y(), -s * p.x() + c * p.z()};
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/// Translate space (inverse for SDF: move the world, not the object)
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[[nodiscard]] inline Point3D op_translate(const Point3D& p, const Point3D& offset) {
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return p - offset;
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}
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/// Translate point
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[[nodiscard]] inline vde::core::Point3D op_translate(const vde::core::Point3D& p, const vde::core::Point3D& offset) {
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return {p.x() - offset.x(), p.y() - offset.y(), p.z() - offset.z()};
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/// Rotate around Y axis by angle_rad (inverse for SDF)
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[[nodiscard]] inline Point3D op_rotate(const Point3D& p, double angle_rad) {
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double c = std::cos(-angle_rad);
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double s = std::sin(-angle_rad);
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return Point3D(p.x() * c - p.z() * s, p.y(), p.x() * s + p.z() * c);
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}
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/// Non-uniform scale — divides coordinates (non-exact SDF scaling)
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/// Use with care: the resulting distance field is approximate.
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[[nodiscard]] inline vde::core::Point3D op_scale(const vde::core::Point3D& p, const vde::core::Point3D& s) {
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return {p.x() / s.x(), p.y() / s.y(), p.z() / s.z()};
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/// Non-uniform scale (inverse for SDF)
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[[nodiscard]] inline Point3D op_scale(const Point3D& p, const Point3D& s) {
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return Point3D(p.x() / s.x(), p.y() / s.y(), p.z() / s.z());
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}
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/// Twist around Y axis — rotation amount increases with y coordinate
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[[nodiscard]] inline vde::core::Point3D op_twist(const vde::core::Point3D& p, double amount) {
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double angle = amount * p.y();
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double s = std::sin(angle);
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double c = std::cos(angle);
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return {c * p.x() + s * p.z(), p.y(), -s * p.x() + c * p.z()};
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}
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/// Bend along Y axis — curves the shape in x-y plane
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[[nodiscard]] inline vde::core::Point3D op_bend(const vde::core::Point3D& p, double amount) {
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/// Twist space around Y axis
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[[nodiscard]] inline Point3D op_twist(const Point3D& p, double amount) {
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double c = std::cos(amount * p.y());
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double s = std::sin(amount * p.y());
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return {c * p.x() - s * p.y(), s * p.x() + c * p.y(), p.z()};
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return Point3D(p.x() * c - p.z() * s, p.y(), p.x() * s + p.z() * c);
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}
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/// Elongate along axes — stretches coordinates (divides by factor)
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/// Equivalent to non-uniform scale but conceptually "stretches" the shape.
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[[nodiscard]] inline vde::core::Point3D op_elongate(const vde::core::Point3D& p, const vde::core::Point3D& factors) {
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return {p.x() / factors.x(), p.y() / factors.y(), p.z() / factors.z()};
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}
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/// Displacement — adds sinusoidal perturbation to the SDF value
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/// p: current point, d: base SDF value, amplitude/frequency: displacement params
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[[nodiscard]] inline double op_displace(double d, const vde::core::Point3D& p, double amplitude, double frequency) {
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return d + amplitude * std::sin(p.x() * frequency)
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* std::sin(p.y() * frequency)
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* std::sin(p.z() * frequency);
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}
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/// Cheap bend — bends around Z axis based on x coordinate
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/// Simpler and faster approximation than full bend.
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[[nodiscard]] inline vde::core::Point3D op_cheap_bend(const vde::core::Point3D& p, double k) {
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/// Bend space
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[[nodiscard]] inline Point3D op_bend(const Point3D& p, double k) {
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double c = std::cos(k * p.x());
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double s = std::sin(k * p.x());
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return {c * p.x() - s * p.y(), s * p.x() + c * p.y(), p.z()};
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return Point3D(c * p.x() - s * p.y(), s * p.x() + c * p.y(), p.z());
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}
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/// Elongate (stretch space, eliminating interior along major axes)
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[[nodiscard]] inline Point3D op_elongate(const Point3D& p, const Point3D& h) {
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Point3D q = p.cwiseAbs() - h;
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return Point3D(
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q.x() > 0.0 ? p.x() - std::copysign(h.x(), p.x()) : 0.0,
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q.y() > 0.0 ? p.y() - std::copysign(h.y(), p.y()) : 0.0,
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q.z() > 0.0 ? p.z() - std::copysign(h.z(), p.z()) : 0.0
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);
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}
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/// Cheap bend (simplified bending)
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[[nodiscard]] inline Point3D op_cheap_bend(const Point3D& p, double k) {
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double c = std::cos(k * p.x());
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double s = std::sin(k * p.x());
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return Point3D(p.x(), p.y() * c - p.z() * s, p.y() * s + p.z() * c);
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}
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/// Displace distance field with sinusoidal noise
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[[nodiscard]] inline double op_displace(double d, const Point3D& p,
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double amplitude, double frequency) {
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double noise = std::sin(p.x() * frequency) *
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std::sin(p.y() * frequency) *
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std::sin(p.z() * frequency);
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return d + amplitude * noise;
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}
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} // namespace vde::sdf
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