#pragma once #include "vde/core/point.h" #include #include namespace vde::sdf { using core::Point3D; using core::Vector3D; // ── Boolean operations on distance values ── [[nodiscard]] inline double op_union(double d1, double d2) { return std::min(d1, d2); } [[nodiscard]] inline double op_intersection(double d1, double d2) { return std::max(d1, d2); } [[nodiscard]] inline double op_difference(double d1, double d2) { return std::max(d1, -d2); } [[nodiscard]] inline double op_smooth_union(double d1, double d2, double k) { if (k <= 0.0) return std::min(d1, d2); double h = std::clamp(0.5 + 0.5 * (d1 - d2) / k, 0.0, 1.0); return d1 * (1.0 - h) + d2 * h - k * h * (1.0 - h); } [[nodiscard]] inline double op_smooth_intersection(double d1, double d2, double k) { if (k <= 0.0) return std::max(d1, d2); double h = std::clamp(0.5 - 0.5 * (d1 - d2) / k, 0.0, 1.0); return d1 * (1.0 - h) + d2 * h + k * h * (1.0 - h); } [[nodiscard]] inline double op_smooth_difference(double d1, double d2, double k) { 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 d1 * (1.0 - h) + (-d2) * h + k * h * (1.0 - h); } // ── Modifiers (operate on a distance value) ── [[nodiscard]] inline double op_round(double d, double r) { return d - r; } [[nodiscard]] inline double op_onion(double d, double thickness) { return std::abs(d) - thickness * 0.5; } // ── Domain deformation operators (transform point space) ── /// 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, 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 [[nodiscard]] inline Point3D op_mirror_y(const Point3D& p) { return Point3D(p.x(), std::abs(p.y()), p.z()); } /// Mirror across Z=0 [[nodiscard]] inline Point3D op_mirror_z(const Point3D& p) { return Point3D(p.x(), p.y(), std::abs(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; } /// 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 (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 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 Point3D(p.x() * c - p.z() * s, p.y(), p.x() * s + p.z() * c); } /// 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 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