Overhaul algorithm, pt. 1
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parent
b9f646acf7
commit
25d9c6e29c
@ -8,7 +8,7 @@ use std::fs;
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use super::*;
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pub(crate) fn save_tri(filename: &str, tri: Triangle<f32>) {
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pub(crate) fn save_tri(filename: &str, tri: Triangle) {
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fs::write(filename, generate_svg(&[tri])).unwrap();
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}
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pub(crate) fn save_world(filename: &str, world: &World) {
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@ -25,7 +25,7 @@ pub(crate) fn save_world(filename: &str, world: &World) {
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.unwrap();
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}
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pub(crate) fn generate_svg(tris: &[Triangle<f32>]) -> String {
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pub(crate) fn generate_svg(tris: &[Triangle]) -> String {
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let mut document = Document::new()
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// view box at (x,y), (w,h)
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.set("viewBox", (-350.0, -150.0, 360.0, 150.0))
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@ -3,11 +3,11 @@ use super::*;
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use std::io;
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use std::io::prelude::*;
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pub(crate) fn read_input() -> Vec<Triangle<f32>> {
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pub(crate) fn read_input() -> Vec<Triangle> {
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read_stdin()
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}
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fn read_stdin() -> Vec<Triangle<f32>> {
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fn read_stdin() -> Vec<Triangle> {
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let stdin = io::stdin();
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let stdin = stdin.lock();
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@ -21,7 +21,7 @@ fn read_stdin() -> Vec<Triangle<f32>> {
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.trim()
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.split(' ')
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.skip(1)
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.map(|x| x.parse::<f32>().unwrap())
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.map(|x| x.parse().unwrap())
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.collect::<Vec<_>>();
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tris.push([[n[0], n[1]], [n[2], n[3]], [n[4], n[5]]].into());
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}
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296
src/main.rs
296
src/main.rs
@ -1,5 +1,4 @@
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use geo::prelude::*;
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use geo::{Coordinate, Triangle};
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use std::cmp;
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use std::collections::BinaryHeap;
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@ -9,10 +8,13 @@ use std::f32::consts::PI;
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mod display;
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mod input;
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type Coordinate = geo::Coordinate<f32>;
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type Triangle = geo::Triangle<f32>;
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#[derive(Debug, Clone)]
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struct World {
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/// Dreiecksgrundstücke
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tris: Vec<(usize, Triangle<f32>)>,
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tris: Vec<(usize, Triangle)>,
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/// Gesamtabstand
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width: f32,
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}
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@ -148,6 +150,258 @@ fn main() {
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let save_prefix = "start_";
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save_counter = 0;
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let mut worlds = BinaryHeap::new();
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for t in &left_tris {
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let mut world = World {
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tris: vec![*t],
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width: 0.0,
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};
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world.normalize();
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display::save_world(&format!("{}{}.svg", save_prefix, save_counter), &world);
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save_counter += 1;
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worlds.push(world);
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}
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let mut best = World {
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tris: vec![],
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width: f32::MAX,
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};
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let save_prefix = "world_";
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save_counter = 0;
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let mut counter = 0;
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while !worlds.is_empty() {
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counter += 1;
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if counter % 10000 == 0 {
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println!("{}/∞", counter);
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}
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let w = worlds.pop().unwrap();
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//println!("working");
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if w.width >= best.width {
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continue;
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}
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//println!("s: {:?}", w);
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/*
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if save_counter < 1000000 {
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display::save_world(&format!("{}a_{}.svg", save_prefix, save_counter), &w);
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}
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*/
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let save_iterations = false;
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let mut new = vec![];
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for (next_idx, next_tri) in left_tris
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.iter()
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.filter(|(idx1, _tri)| w.tris.iter().all(|(idx2, _tri)| idx1 != idx2))
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{
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let next_tri = *next_tri;
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//println!("trying {:?}", next_idx);
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let (last_idx, last_tri) = *w.tris.last().unwrap();
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let free_angle = right_of(last_tri);
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let next_angle = left_of(next_tri);
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//println!("{:?} -> {:?}: {:?} {:?}", last_idx, next_idx, free_angle.to_degrees(), next_angle.to_degrees());
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let target = (next_angle - PI + free_angle).to_degrees();
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for angle in [0.0] {
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//println!("angle {:?}", angle);
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let radians = angle.to_radians();
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let next_angle = next_angle - radians;
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let mut tri = rotate(next_tri, radians);
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// "binary search"-like optimization here
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for &delta in &[
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/*80.0, 30.0, 10.0, 5.0,*/ 1.0, 0.6, 0.32, 0.18, 0.1, 0.06, 0.03, 0.01,
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0.003,
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] {
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let initial_state = last_tri.intersects(&tri);
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let dx = if initial_state { delta } else { -delta };
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while last_tri.intersects(&tri) == initial_state {
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tri.0.x += dx;
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tri.1.x += dx;
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tri.2.x += dx;
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}
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}
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let mut w = w.clone();
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w.tris.push((*next_idx, tri));
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w.normalize();
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w.calc_width();
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if save_iterations {
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display::save_world(&format!("{}b_{}.svg", save_prefix, save_counter), &w);
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}
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if w.tris.len() == count_tris {
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if w.width < best.width {
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println!("[{}] new best: {}", save_counter, w.width);
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//println!("{:?}", w.tris);
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display::save_world(
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&format!("{}best_{}.svg", save_prefix, save_counter),
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&w,
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);
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best = w;
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}
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} else if w.width < best.width {
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w.width -= (2.0 * PI - free_angle - next_angle) * 0.01;
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//if (angle > 50 && angle < 55) || (angle > 88 && angle < 92) {
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//println!("{:?} -> {:?}", angle, w.width);
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//}
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new.push(w);
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}
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save_counter += 1;
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}
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}
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worlds.extend(new);
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}
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println!("best width = {:?}", best.width);
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display::save_world("world_best.svg", &best);
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}
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fn left_of(tri: Triangle) -> f32 {
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let vertex1 = tri.1;
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let vertex2 = tri.2;
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let next_angle = if vertex1.y > 0.001 && vertex2.y > 0.001 {
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let angle1 = 0.5 * PI + vertex1.x.signum() * (vertex1.x.abs() / vertex1.y).atan();
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let angle2 = 0.5 * PI + vertex2.x.signum() * (vertex2.x.abs() / vertex2.y).atan();
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min(angle1, angle2)
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} else if vertex1.y < 0.001 {
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0.5 * PI + vertex2.x.signum() * (vertex2.x.abs() / vertex2.y).atan()
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} else {
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0.5 * PI + vertex1.x.signum() * (vertex1.x.abs() / vertex1.y).atan()
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};
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next_angle
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}
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fn right_of(tri: Triangle) -> f32 {
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let vertex1 = tri.1;
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let vertex2 = tri.2;
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let free_angle = if vertex1.y > 0.001 && vertex2.y < 0.001 {
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PI - (vertex1.y / (vertex2.x - vertex1.x).abs()).atan()
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} else if vertex2.y > 0.001 && vertex1.y < 0.001 {
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PI - (vertex2.y / (vertex2.x - vertex1.x).abs()).atan()
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} else {
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let angle1 = 0.5 * PI - vertex1.x.signum() * (vertex1.x.abs() / vertex1.y).atan();
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let angle2 = 0.5 * PI - vertex2.x.signum() * (vertex2.x.abs() / vertex2.y).atan();
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min(angle1, angle2)
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};
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free_angle
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}
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fn main2() {
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let tris = input::read_input();
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let count_tris = tris.len();
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let tris = transformations(&tris);
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let save_prefix = "tri_";
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let mut save_counter = 0;
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let mut normalized_tris = Vec::with_capacity(tris.len() * 2);
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let mut left_tris = Vec::with_capacity(tris.len());
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for (mut idx, t) in tris.into_iter().enumerate() {
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idx /= 6;
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let prev_angle = angle_of(t, t.1);
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let mut added = false;
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let rotated = rotate(t, 0.5 * PI - prev_angle);
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if rotated.1.y >= -0.001
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&& rotated.2.y >= -0.001
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&& (rotated.1.y < 0.1 || rotated.2.y < 0.1)
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{
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normalized_tris.push((idx, rotated));
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if rotated.1.x > -0.001 && rotated.2.x > -0.001 {
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left_tris.push((idx, rotated));
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}
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added = true;
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}
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let rotated = rotate(rotated, PI);
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if !added
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&& rotated.1.y >= -0.001
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&& rotated.2.y >= -0.001
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&& (rotated.1.y < 0.1 || rotated.2.y < 0.1)
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{
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normalized_tris.push((idx, rotated));
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if rotated.1.x > -0.001 && rotated.2.x > -0.001 {
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left_tris.push((idx, rotated));
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}
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added = true;
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}
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let rotated = rotate(t, -0.5 * PI + prev_angle);
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if !added
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&& rotated.1.y >= -0.001
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&& rotated.2.y >= -0.001
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&& (rotated.1.y < 0.1 || rotated.2.y < 0.1)
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{
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normalized_tris.push((idx, rotated));
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if rotated.1.x > -0.001 && rotated.2.x > -0.001 {
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left_tris.push((idx, rotated));
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}
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added = true;
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}
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let rotated = rotate(rotated, PI);
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if !added
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&& rotated.1.y >= -0.001
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&& rotated.2.y >= -0.001
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&& (rotated.1.y < 0.1 || rotated.2.y < 0.1)
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{
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normalized_tris.push((idx, rotated));
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if rotated.1.x > -0.001 && rotated.2.x > -0.001 {
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left_tris.push((idx, rotated));
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}
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}
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let prev_angle = angle_of(t, t.2);
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added = false;
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let rotated = rotate(t, 0.5 * PI - prev_angle);
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if rotated.1.y >= -0.001
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&& rotated.2.y >= -0.001
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&& (rotated.1.y < 0.1 || rotated.2.y < 0.1)
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{
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normalized_tris.push((idx, rotated));
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if rotated.1.x > -0.001 && rotated.2.x > -0.001 {
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left_tris.push((idx, rotated));
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}
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added = true;
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}
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let rotated = rotate(rotated, PI);
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if !added
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&& rotated.1.y >= -0.001
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&& rotated.2.y >= -0.001
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&& (rotated.1.y < 0.1 || rotated.2.y < 0.1)
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{
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normalized_tris.push((idx, rotated));
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if rotated.1.x > -0.001 && rotated.2.x > -0.001 {
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left_tris.push((idx, rotated));
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}
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added = true;
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}
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let rotated = rotate(t, -0.5 * PI + prev_angle);
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if !added
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&& rotated.1.y >= -0.001
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&& rotated.2.y >= -0.001
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&& (rotated.1.y < 0.1 || rotated.2.y < 0.1)
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{
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normalized_tris.push((idx, rotated));
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if rotated.1.x > -0.001 && rotated.2.x > -0.001 {
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left_tris.push((idx, rotated));
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}
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added = true;
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}
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let rotated = rotate(rotated, PI);
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if !added
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&& rotated.1.y >= -0.001
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&& rotated.2.y >= -0.001
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&& (rotated.1.y < 0.1 || rotated.2.y < 0.1)
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{
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normalized_tris.push((idx, rotated));
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if rotated.1.x > -0.001 && rotated.2.x > -0.001 {
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left_tris.push((idx, rotated));
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}
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}
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}
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for (_idx, t) in &normalized_tris {
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display::save_tri(&format!("{}{}.svg", save_prefix, save_counter), *t);
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save_counter += 1;
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}
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let save_prefix = "start_";
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save_counter = 0;
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let mut worlds = BinaryHeap::new();
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//let left_tris = vec![left_tris[1], left_tris[11], left_tris[17], left_tris[22], left_tris[28]];
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for t in &left_tris {
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let mut world = World {
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@ -361,7 +615,7 @@ impl World {
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}
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}
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fn rotate(mut tri: Triangle<f32>, angle: f32) -> Triangle<f32> {
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fn rotate(mut tri: Triangle, angle: f32) -> Triangle {
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let x1 = tri.1.x;
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let y1 = tri.1.y;
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tri.1.x = x1 * angle.cos() - y1 * angle.sin();
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@ -373,35 +627,35 @@ fn rotate(mut tri: Triangle<f32>, angle: f32) -> Triangle<f32> {
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tri
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}
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fn angle_of(_tri: Triangle<f32>, point: Coordinate<f32>) -> f32 {
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fn angle_of(_tri: Triangle, point: Coordinate) -> f32 {
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let d = (point.x.powi(2) + point.y.powi(2)).sqrt();
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(point.y / d).acos()
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}
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fn transformations(tris: &[Triangle<f32>]) -> Vec<Triangle<f32>> {
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let mut new = Vec::with_capacity(tris.len() * 6);
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fn transformations(tris: &[Triangle]) -> Vec<Triangle> {
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let mut new: Vec<Triangle> = Vec::with_capacity(tris.len() * 6);
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for t in tris {
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let n = Triangle(
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(0.0, 0.0).into(),
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(t.1.x - t.0.x, t.1.y - t.0.y).into(),
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(t.2.x - t.0.x, t.2.y - t.0.y).into(),
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);
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let n = [
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(0.0, 0.0),
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(t.1.x - t.0.x, t.1.y - t.0.y),
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(t.2.x - t.0.x, t.2.y - t.0.y),
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].into();
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new.push(n);
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let n = [[-n.0.x, n.0.y], [-n.1.x, n.1.y], [-n.2.x, n.2.y]].into();
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new.push(n);
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let n = Triangle(
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(0.0, 0.0).into(),
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(t.2.x - t.1.x, t.2.y - t.1.y).into(),
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(t.0.x - t.1.x, t.0.y - t.1.y).into(),
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);
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let n = [
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(0.0, 0.0),
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(t.2.x - t.1.x, t.2.y - t.1.y),
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(t.0.x - t.1.x, t.0.y - t.1.y),
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].into();
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new.push(n);
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let n = [[-n.0.x, n.0.y], [-n.1.x, n.1.y], [-n.2.x, n.2.y]].into();
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new.push(n);
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let n = Triangle(
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(0.0, 0.0).into(),
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(t.0.x - t.2.x, t.0.y - t.2.y).into(),
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(t.1.x - t.2.x, t.1.y - t.2.y).into(),
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);
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let n = [
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(0.0, 0.0),
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(t.0.x - t.2.x, t.0.y - t.2.y),
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(t.1.x - t.2.x, t.1.y - t.2.y),
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].into();
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new.push(n);
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let n = [[-n.0.x, n.0.y], [-n.1.x, n.1.y], [-n.2.x, n.2.y]].into();
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new.push(n);
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