WIP Hack pt. 2
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src/main.rs
48
src/main.rs
@ -39,30 +39,41 @@ impl cmp::PartialOrd for World {
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fn random_world(rng: &mut SmallRng, tris: &mut Vec<Triangle>, angles: &mut [f32], flips: &mut Vec<bool>) -> World {
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fn random_world(rng: &mut SmallRng, tris: &mut Vec<Triangle>, angles: &mut [f32], flips: &mut Vec<bool>) -> World {
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//tris.shuffle(rng);
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//tris.shuffle(rng);
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*tris = vec![tris[5], tris[10], tris[3], tris[0], tris[2], tris[7], tris[9], tris[11], tris[4], tris[6], tris[1], tris[8]];
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*tris = vec![tris[0], tris[9], tris[12], tris[6], tris[1], tris[4], tris[5], tris[13], tris[7], tris[15], tris[12], tris[2], tris[22], tris[18], tris[20], tris[17], tris[19], tris[3], tris[21], tris[16], tris[14], tris[8], tris[10]];
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*flips = vec![false, false, false, true, true, false, false, true, true, false, false, true];
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*flips = vec![true, false, true, true, false, false, false, true, false, true, false, true, false, true, true, false, true, false, false, true, false, false, false];
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angles[0] = 0.8 * PI;
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angles[0] = 0.9 * PI;
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angles[1] = 2.0 * PI - (130.0/360.0) * 2.0 * PI;
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angles[1] = 1.4 * PI;
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angles[2] = 2.0 * PI - (300.0/360.0) * 2.0 * PI;
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angles[2] = 1.3 * PI;
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angles[3] = 1.2 * PI;
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angles[3] = 1.4 * PI;
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angles[4] = 2.0 * PI - 0.0;
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angles[4] = 0.5 * PI;
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angles[5] = 2.0 * PI - 1.8 * PI;
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angles[5] = PI;
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angles[6] = 2.0 * PI - 0.7 * PI;
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angles[6] = 0.0;
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angles[7] = 2.0 * PI - 0.0;
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angles[7] = PI;
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angles[8] = 0.8 * PI;
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angles[8] = 0.8 * PI;
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angles[9] = 2.0 * PI - (26.0/36.0) * 2.0 * PI;
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angles[9] = 0.1 * PI;
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angles[10] = 2.0 * PI - (1.0/3.6) * 2.0 * PI;
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angles[10] = 0.05 * PI;
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angles[11] = 0.77 * 2.0 * PI;
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angles[11] = 0.0;
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angles[12] = 1.7 * PI;
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angles[13] = 0.5 * PI;
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angles[14] = 0.0;
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angles[15] = PI;
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angles[16] = 1.5 * PI;
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angles[17] = 1.1 * PI;
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angles[18] = PI;
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angles[19] = PI;
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angles[20] = 0.0;
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angles[21] = 2.0 * PI;
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angles[22] = PI;
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let mut world = World { tris: Vec::with_capacity(tris.len()), width: 0.0 };
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let mut world = World { tris: Vec::with_capacity(tris.len()), width: 0.0 };
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for (idx, tri) in tris.iter().enumerate() {
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for (idx, tri) in tris.iter().enumerate() {
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let mut tri = *tri;
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let mut tri = *tri;
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//flips[idx] = rng.gen();
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flips[idx] = rng.gen();
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if flips[idx] {
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if flips[idx] {
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tri.0.x *= -1.0;
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tri.0.x *= -1.0;
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tri.1.x *= -1.0;
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tri.1.x *= -1.0;
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tri.2.x *= -1.0;
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tri.2.x *= -1.0;
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}
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}
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//angles[idx] = rng.gen_range(0.0, 2.0*PI);
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angles[idx] = rng.gen_range(0.0, 2.0*PI);
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tri = rotate(tri, angles[idx]);
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tri = rotate(tri, angles[idx]);
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let minx = min(min(tri.0.x, tri.1.x), tri.2.x);
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let minx = min(min(tri.0.x, tri.1.x), tri.2.x);
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tri.0.x -= minx;
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tri.0.x -= minx;
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@ -178,12 +189,12 @@ fn main() {
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let new_best = one_main(&mut tris.clone());
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let new_best = one_main(&mut tris.clone());
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if new_best.width < best {
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if new_best.width < best {
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best = new_best.width;
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best = new_best.width;
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//eprint!("\r");
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eprint!("\r");
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println!("[{}] BEST {:.3} ", i, best);
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println!("[{}] BEST {:.3} ", i, best);
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display::save_world(&format!("{}{}.svg", save_prefix, i), &new_best);
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display::save_world(&format!("{}{}.svg", save_prefix, i), &new_best);
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display::save_info(&format!("{}{}.txt", save_prefix, i), &new_best, &tris, &original_tris);
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display::save_info(&format!("{}{}.txt", save_prefix, i), &new_best, &tris, &original_tris);
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} else {
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} else {
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//eprint!("\r");
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eprint!("\r");
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println!("[{}] best {:.3} / prev. {:.3} ", i, new_best.width, best);
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println!("[{}] best {:.3} / prev. {:.3} ", i, new_best.width, best);
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}
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}
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}
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}
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@ -195,10 +206,7 @@ fn one_main(tris: &mut Vec<Triangle>) -> World {
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let mut rng = SmallRng::from_entropy();
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let mut rng = SmallRng::from_entropy();
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let mut best_width = f32::MAX;
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let mut best_width = f32::MAX;
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let mut best_all = f32::MAX;
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let mut best_all = f32::MAX;
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display::save_world("/tmp/initial4.svg", &construct_world(&*tris, &angles, &flips));
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panic!();
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let _random = random_world(&mut rng, tris, &mut angles, &mut flips);
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let _random = random_world(&mut rng, tris, &mut angles, &mut flips);
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display::save_world("/tmp/random.svg", &_random);
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optimize(69999, &mut best_all, &mut best_width, &tris, &mut angles, &mut flips, &mut rng, "rand_", 0)
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optimize(69999, &mut best_all, &mut best_width, &tris, &mut angles, &mut flips, &mut rng, "rand_", 0)
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}
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}
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