deal with shapes (like squares and cubes)
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@ -174,7 +174,7 @@ class Coordinate:
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@staticmethod
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def generate(from_x: int, to_x: int, from_y: int, to_y: int,
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from_z: int = None, to_z: int = None) -> List[Coordinate]:
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if from_z is None and to_z is None:
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if from_z is None or to_z is None:
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return [Coordinate(x, y) for x in range(from_x, to_x + 1) for y in range(from_y, to_y + 1)]
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else:
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return [
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@ -183,3 +183,84 @@ class Coordinate:
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for y in range(from_y, to_y + 1)
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for z in range(from_z, to_z + 1)
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]
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class Shape:
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top_left: Coordinate
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bottom_right: Coordinate
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mode_3d: bool
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def __init__(self, top_left: Coordinate, bottom_right: Coordinate):
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"""
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in 2D mode: top_left is the upper left corner and bottom_right the lower right
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(top_left.x <= bottom_right.x and top_left.y <= bottom_right.y)
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in 3D mode: same logic applied, just for 3D Coordinates
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top_left is the upper left rear corner and bottom_right the lower right front
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(top_left.x <= bottom_right.x and top_left.y <= bottom_right.y and top_left.z <= bottom_right.z)
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"""
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self.top_left = top_left
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self.bottom_right = bottom_right
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self.mode_3d = top_left.z is not None and bottom_right.z is not None
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def size(self):
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if not self.mode_3d:
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return (self.bottom_right.x - self.top_left.x + 1) * (self.bottom_right.y - self.top_left.y + 1)
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else:
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return (
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(self.bottom_right.x - self.top_left.x + 1)
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* (self.bottom_right.y - self.top_left.y + 1)
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* (self.bottom_right.z - self.top_left.z + 1)
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)
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def intersection(self, other: Shape) -> Union[Shape, None]:
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"""
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returns a Shape of the intersecting part, or None if the Shapes don't intersect
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"""
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if self.mode_3d != other.mode_3d:
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raise ValueError("Cannot calculate intersection between 2d and 3d shape")
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if not self.mode_3d:
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intersect_top_left = Coordinate(
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self.top_left.x if self.top_left.x > other.top_left.x else other.top_left.x,
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self.top_left.y if self.top_left.y > other.top_left.y else other.top_left.y,
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)
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intersect_bottom_right = Coordinate(
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self.bottom_right.x if self.bottom_right.x < other.bottom_right.x else other.bottom_right.x,
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self.bottom_right.y if self.bottom_right.y < other.bottom_right.y else other.bottom_right.y,
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)
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else:
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intersect_top_left = Coordinate(
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self.top_left.x if self.top_left.x > other.top_left.x else other.top_left.x,
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self.top_left.y if self.top_left.y > other.top_left.y else other.top_left.y,
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self.top_left.z if self.top_left.z > other.top_left.z else other.top_left.z,
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)
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intersect_bottom_right = Coordinate(
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self.bottom_right.x if self.bottom_right.x < other.bottom_right.x else other.bottom_right.x,
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self.bottom_right.y if self.bottom_right.y < other.bottom_right.y else other.bottom_right.y,
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self.bottom_right.z if self.bottom_right.z < other.bottom_right.z else other.bottom_right.z,
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)
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if intersect_top_left <= intersect_bottom_right:
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return self.__class__(intersect_top_left, intersect_bottom_right)
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def __and__(self, other):
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return self.intersection(other)
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def __rand__(self, other):
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return self.intersection(other)
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def __str__(self):
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return "%s(%s, %s)" % (self.__class__.__name__, self.top_left, self.bottom_right)
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class Square(Shape):
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def __init__(self, top_left, bottom_right):
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super().__init__(top_left, bottom_right)
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self.mode_3d = False
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class Cube(Shape):
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def __init__(self, top_left, bottom_right):
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if top_left.z is None or bottom_right.z is None:
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raise ValueError("Both Coordinates need to be 3D")
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super().__init__(top_left, bottom_right)
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