Grid3D<uint32_t> computeDistanceMap26(const GridType& grid, Predicate isInObject, bool outsideIsObject) { int w = grid.width(), h = grid.height(), d = grid.depth(); uint32_t maxDist = std::numeric_limits<uint32_t>::max(); Grid3D<uint32_t> distanceGrid(w, h, d, maxDist); static const auto MASK_SIZE = 13; auto processVoxel = [&distanceGrid, &grid, &isInObject, maxDist, outsideIsObject, w, h, d](const Vec3i* mask, int x, int y, int z) { auto voxel = Vec3i(x, y, z); if(!isInObject(x, y, z, grid)) { distanceGrid(voxel) = 0u; } else if(!outsideIsObject && (x == 0 || y == 0 || z == 0 || x == w - 1 || y == h - 1 || z == d - 1)) { distanceGrid(voxel) = 1u; } auto currentDist = distanceGrid(voxel); if(currentDist != maxDist) { auto dist = currentDist + 1; for(auto i = 0u; i < MASK_SIZE; ++i) { auto offset = mask[i]; auto neighbour = voxel + offset; if(grid.contains(neighbour) && isInObject(neighbour.x, neighbour.y, neighbour.z, grid) && dist < distanceGrid(neighbour)) { distanceGrid(neighbour) = dist; } } } }; static const Vec3i masks[][MASK_SIZE] = { { Vec3i(1, 0, 0), Vec3i(1, 1, 0), Vec3i(0, 1, 0), Vec3i(-1, 1, 0), Vec3i(0, 0, 1), Vec3i(1, 0, 1), Vec3i(1, 1, 1), Vec3i(0, 1, 1), Vec3i(-1, 1, 1), Vec3i(-1, 0, 1), Vec3i(-1, -1, 1), Vec3i(0, -1, 1), Vec3i(1, -1, 1), }, { -Vec3i(1, 0, 0), -Vec3i(1, 1, 0), -Vec3i(0, 1, 0), -Vec3i(-1, 1, 0), -Vec3i(0, 0, 1), -Vec3i(1, 0, 1), -Vec3i(1, 1, 1), -Vec3i(0, 1, 1), -Vec3i(-1, 1, 1), -Vec3i(-1, 0, 1), -Vec3i(-1, -1, 1), -Vec3i(0, -1, 1), -Vec3i(1, -1, 1), } }; for(auto z = 0; z < d; ++z) { for(auto y = 0; y < h; ++y) { for(auto x = 0; x < w; ++x) { processVoxel(masks[0], x, y, z); } } } for(auto z = d - 1; z >= 0; --z) { for(auto y = h - 1; y >= 0; --y) { for(auto x = w - 1; x >= 0; --x) { processVoxel(masks[1], x, y, z); } } } return distanceGrid; }