コード例 #1
0
    def test_edge(self):
        e = geometry.Edge(DIR_DOWN, 15, 4, 15, 32)
        self.assertEqual('%s' % e, '#<Edge facing=down y=15 x0=4 x1=32>')
        self.assertEqual(e.length, 28)
        self.assertEqual('%s' % e.get_endpoints(),
                         '[#<Point y=15 x=4>, #<Point y=15 x=32>]')
        self.assertEqual('%s' % e.dim_to_range(), '#<Range p0=4 p1=32>')

        f = geometry.Edge(DIR_RIGHT, 29, 58, 45, 58)
        self.assertEqual('%s' % f, '#<Edge facing=right y0=29 y1=45 x=58>')
        self.assertEqual(f.length, 16)
        self.assertEqual('%s' % f.get_endpoints(),
                         '[#<Point y=29 x=58>, #<Point y=45 x=58>]')
        self.assertEqual('%s' % f.dim_to_range(), '#<Range p0=29 p1=45>')

        self.assertEqual('%s' % e.calc_uncovered(),
                         '#<Edge facing=down y=15 x0=4 x1=32>')
        self.assertFalse(e.done)

        e.mark_done(num_range.NumRange(4, 10))
        self.assertEqual('%s' % e.calc_uncovered(),
                         '#<Edge facing=down y=15 x0=10 x1=32>')
        self.assertFalse(e.done)

        e.mark_done(num_range.NumRange(25, 32))
        self.assertEqual('%s' % e.calc_uncovered(),
                         '#<Edge facing=down y=15 x0=10 x1=25>')
        self.assertFalse(e.done)

        e.mark_done(num_range.NumRange(10, 25))
        self.assertEqual('%s' % e.calc_uncovered(), 'None')
        self.assertTrue(e.done)
コード例 #2
0
 def find_overlapping_vertices(self, rect):
     overlaps = []
     # Top, facing down
     line = geometry.Edge(DIR_DOWN, rect.top, rect.left, rect.top,
                          rect.right)
     overlaps += self._find_vertices(line)
     # Right, facing left
     line = geometry.Edge(DIR_LEFT, rect.top, rect.right, rect.bot,
                          rect.right)
     overlaps += self._find_vertices(line)
     # Bottom, facing up
     line = geometry.Edge(DIR_UP, rect.bot, rect.left, rect.bot, rect.right)
     overlaps += self._find_vertices(line)
     # Left, facing right
     line = geometry.Edge(DIR_RIGHT, rect.top, rect.left, rect.bot,
                          rect.left)
     overlaps += self._find_vertices(line)
     return overlaps
コード例 #3
0
 def push_as_far_as_available(self, edge):
     # Get closet edge
     dir = edge.facing
     min_dist = INFINITY
     answer = None
     for e in self.edges:
         if e.facing != opposite_dir(dir):
             continue
         if e.not_in_range_of(edge):
             continue
         dist = e.distance_from(edge)
         if dist < 0:
             continue
         if dist < min_dist:
             min_dist = dist
             answer = e
     # Collect other rectangles
     accum = []
     for r in self.rects:
         side = r.get_side(opposite_dir(dir))
         dist = edge.distance_from(side)
         if dist < -7:  # rectangles that we're already inside of
             continue
         if side.partially_in_range_of(edge):
             accum.append([dist, side])
     # Sort them by distance
     accum.sort(key=lambda n: n[0])
     # Find when we reach coverage
     coverage = num_range.MultiRange()
     for dist, other in accum:
         coverage.add(other.dim_to_range())
         if coverage.fully_overlap(edge.dim_to_range()):
             if dist < min_dist:
                 min_dist = dist
                 answer = other
     if answer is None:
         return edge
     if edge.facing in [DIR_UP, DIR_DOWN]:
         answer = geometry.Edge(edge.facing, answer.y0, edge.x0, answer.y0,
                                edge.x1)
     else:
         answer = geometry.Edge(edge.facing, edge.y0, answer.x0, edge.y1,
                                answer.x0)
     return answer
コード例 #4
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 def shorted_path(self):
     # use Dijkstra
     current_node = self.initial
     while current_node != self.goal:
         successor_list = self.get_successor(current_node)
         successor_min_dist = self.get_min_dist(current_node,
                                                successor_list)
         self.path.append(geometry.Edge(current_node, successor_min_dist))
         self.close_list.append(current_node)
         current_node = successor_min_dist
コード例 #5
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 def side_between(self, first, second, rotate_clockwise):
   if first.facing != opposite_dir(second.facing):
     raise errors.AlgorithmError('Side direction mismatch!')
   if rotate_clockwise:
     dir = rotate_dir_cw(first.facing)
   else:
     dir = rotate_dir_counter_cw(first.facing)
   if first.facing in DIR_UP:
     #    +---+
     # cc |   | rc
     #    |   |
     #    |   |
     y0, y1 = first.y0, second.y0
     if rotate_clockwise:
       # right-hand side from the top and bottom
       x0 = x1 = first.x1
     else:
       # left-hand side from the top and bottom
       x0 = x1 = first.x0
   elif first.facing == DIR_RIGHT:
     x0, x1 = second.x0, first.x0
     if rotate_clockwise:
       # bottom side from the right and left
       y0 = y1 = first.y1
     else:
       # top side from the right and left
       y0 = y1 = first.y0
   elif first.facing == DIR_DOWN:
     #    |   |
     #    |   |
     # rc |   | cc
     #    +---+
     y0, y1 = second.y0, first.y0
     if rotate_clockwise:
       # left-hand side from the bottom and top
       x0 = x1 = first.x0
     else:
       # right-hand side from the bottom and top
       x0 = x1 = first.x1
   elif first.facing == DIR_LEFT:
     x0, x1 = first.x0, second.x0
     if rotate_clockwise:
       # bottom side from the right and left
       y0 = y1 = first.y0
     else:
       # top side from the right and left
       y0 = y1 = first.y1
   return geometry.Edge(dir, y0, x0, y1, x1)
コード例 #6
0
 def add(self, dir, point_y, point_x, next_dir):
     self.count += 1
     if self.count >= 128:
         raise errors.AlgorithmError('loop detected at y=%s, x=%s' %
                                     (point_y, point_x))
     # Adjust
     if dir == DIR_DOWN:
         point_x += 1
     if dir == DIR_LEFT:
         point_y += 1
     if next_dir == DIR_DOWN:
         point_x += 1
     elif next_dir == DIR_LEFT:
         point_y += 1
     # Edge
     edge = geometry.Edge(rotate_dir_cw(dir), self.curr_y, self.curr_x,
                          point_y, point_x)
     self.edges.append(edge)
     # Vertex
     kind = 'convex' if next_dir == rotate_dir_cw(dir) else 'reflex'
     self.vertices.append(
         geometry.Vertex(kind, point_y, point_x, len(self.vertices)))
     # Border
     if point_y < self.min_y:
         self.min_y = point_y
     if point_y > self.max_y:
         self.max_y = point_y
     if point_x < self.min_x:
         self.min_x = point_x
     if point_x > self.max_x:
         self.max_x = point_x
     # Done?
     self.curr_y = point_y
     self.curr_x = point_x
     if point_y == self.start_y and point_x == self.start_x:
         first = self.vertices[-1]
         self.vertices = [first] + self.vertices[:-1]
         return True
コード例 #7
0
 def expand_lower_dim(self, s, dist):
   if s.facing in [DIR_UP, DIR_DOWN]:
     return geometry.Edge(s.facing, s.y0, s.x0, s.y0, s.x1 + dist)
   else:
     return geometry.Edge(s.facing, s.y0, s.x0, s.y1 + dist, s.x0)
コード例 #8
0
                             random.uniform(-10.0, 10.0),
                             random.uniform(-10.0, 10.0))
    point.groupId = 1
    Smeshalist.addPoint3D(point)

counter = 0
while counter < 1000:
    counter = counter + 1
    point1 = geometry.Point3D(random.uniform(-10.0, 10.0),
                              random.uniform(-10.0, 10.0),
                              random.uniform(-10.0, 10.0))
    point2 = geometry.Point3D(random.uniform(-10.0, 10.0),
                              random.uniform(-10.0, 10.0),
                              random.uniform(-10.0, 10.0))

    edge = geometry.Edge(point1, point2)
    edge.groupId = 1
    Smeshalist.addEdge(edge)

counter = 0
while counter < 1000:
    counter = counter + 1
    point1 = geometry.Point3D(random.uniform(-10.0, 10.0),
                              random.uniform(-10.0, 10.0),
                              random.uniform(-10.0, 10.0))
    point2 = geometry.Point3D(random.uniform(-10.0, 10.0),
                              random.uniform(-10.0, 10.0),
                              random.uniform(-10.0, 10.0))
    point3 = geometry.Point3D(random.uniform(-10.0, 10.0),
                              random.uniform(-10.0, 10.0),
                              random.uniform(-10.0, 10.0))