deal with shapes (like squares and cubes)

This commit is contained in:
Stefan Harmuth 2021-12-29 12:26:17 +01:00
parent c4cfd0b298
commit 5e3bf28e7e

View File

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