Grid3D<uint32_t> computeDistanceMap26_WithQueue(const GridType& grid, Predicate isInObject, bool outsideIsObject) { auto 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); std::queue<Vec4i> queue; for(auto z = 0u; z < d; ++z) { for(auto y = 0u; y < h; ++y) { for(auto x = 0u; x < w; ++x) { auto voxel = Vec3i(x, y, z); if(!isInObject(x, y, z, grid)) { queue.push(Vec4i(voxel, 0u)); } else if(!outsideIsObject && (x == 0 || y == 0 || z == 0 || x == w - 1 || y == h - 1 || z == d - 1)) { queue.push(Vec4i(voxel, 1u)); } } } } while(!queue.empty()) { auto voxel = Vec3i(queue.front()); auto dist = queue.front().w; queue.pop(); if(dist < distanceGrid(voxel)) { distanceGrid(voxel) = dist; foreach26Neighbour(grid.resolution(), voxel, [&](const Vec3i& neighbour) { auto newDist = dist + 1; if(newDist < distanceGrid(neighbour)) { queue.push(Vec4i(neighbour, newDist)); } }); } } return distanceGrid; }