Try to work on all triangle collection lengths at the same time
This commit is contained in:
parent
a63749c28b
commit
14cfe1db97
42
src/main.rs
42
src/main.rs
@ -167,12 +167,24 @@ fn main() {
|
||||
let save_prefix = "world_";
|
||||
save_counter = 0;
|
||||
let mut counter = 0;
|
||||
while worlds.peek().map(|x| x.width <= best.width) == Some(true) {
|
||||
let mut bins = Vec::new();
|
||||
bins.push(worlds);
|
||||
let mut progress = true;
|
||||
while progress {
|
||||
progress = false;
|
||||
for bin_idx in 0..bins.len() {
|
||||
counter += 1;
|
||||
if counter % 10000 == 0 {
|
||||
println!("{}/∞", counter);
|
||||
}
|
||||
let w = worlds.pop().unwrap();
|
||||
if bins[bin_idx].is_empty() {
|
||||
continue;
|
||||
}
|
||||
let w = bins[bin_idx].pop().unwrap();
|
||||
//println!("working");
|
||||
if w.width >= best.width {
|
||||
continue;
|
||||
}
|
||||
//println!("s: {:?}", w);
|
||||
|
||||
/*
|
||||
@ -198,8 +210,10 @@ fn main() {
|
||||
} else if vertex2.y > 0.001 && vertex1.y < 0.001 {
|
||||
PI - (vertex2.y / (vertex2.x - vertex1.x).abs()).atan()
|
||||
} else {
|
||||
let angle1 = 0.5 * PI - vertex1.x.signum() * (vertex1.x.abs() / vertex1.y).atan();
|
||||
let angle2 = 0.5 * PI - vertex2.x.signum() * (vertex2.x.abs() / vertex2.y).atan();
|
||||
let angle1 =
|
||||
0.5 * PI - vertex1.x.signum() * (vertex1.x.abs() / vertex1.y).atan();
|
||||
let angle2 =
|
||||
0.5 * PI - vertex2.x.signum() * (vertex2.x.abs() / vertex2.y).atan();
|
||||
min(angle1, angle2)
|
||||
};
|
||||
|
||||
@ -207,8 +221,10 @@ fn main() {
|
||||
let vertex2 = next_tri.2;
|
||||
|
||||
let next_angle = if vertex1.y > 0.001 && vertex2.y > 0.001 {
|
||||
let angle1 = 0.5 * PI + vertex1.x.signum() * (vertex1.x.abs() / vertex1.y).atan();
|
||||
let angle2 = 0.5 * PI + vertex2.x.signum() * (vertex2.x.abs() / vertex2.y).atan();
|
||||
let angle1 =
|
||||
0.5 * PI + vertex1.x.signum() * (vertex1.x.abs() / vertex1.y).atan();
|
||||
let angle2 =
|
||||
0.5 * PI + vertex2.x.signum() * (vertex2.x.abs() / vertex2.y).atan();
|
||||
min(angle1, angle2)
|
||||
} else if vertex1.y < 0.001 {
|
||||
0.5 * PI + vertex2.x.signum() * (vertex2.x.abs() / vertex2.y).atan()
|
||||
@ -230,13 +246,15 @@ fn main() {
|
||||
};
|
||||
|
||||
for angle in range {
|
||||
//println!("angle {:?}", angle);
|
||||
let radians = angle.to_radians();
|
||||
let next_angle = next_angle - radians;
|
||||
let mut tri = rotate(*next_tri, radians);
|
||||
|
||||
// "binary search"-like optimization here
|
||||
for &delta in &[
|
||||
80.0, 30.0, 10.0, 5.0, 1.0, 0.6, 0.32, 0.18, 0.1, 0.06, 0.03, 0.01, 0.003,
|
||||
/*80.0, 30.0, 10.0, 5.0,*/ 1.0, 0.6, 0.32, 0.18, 0.1, 0.06, 0.03,
|
||||
0.01, 0.003,
|
||||
] {
|
||||
let initial_state = last_tri.intersects(&tri);
|
||||
let dx = if initial_state { delta } else { -delta };
|
||||
@ -273,7 +291,15 @@ fn main() {
|
||||
save_counter += 1;
|
||||
}
|
||||
}
|
||||
worlds.extend(new);
|
||||
progress = true;
|
||||
if bin_idx + 1 == bins.len() {
|
||||
let mut new_bin = BinaryHeap::new();
|
||||
new_bin.extend(new);
|
||||
bins.push(new_bin);
|
||||
} else {
|
||||
bins[bin_idx + 1].extend(new);
|
||||
}
|
||||
}
|
||||
}
|
||||
println!("best width = {:?}", best.width);
|
||||
display::save_world("world_best.svg", &best);
|
||||
|
Loading…
Reference in New Issue
Block a user