advent-of-code/2020/src/grid/position.rs

415 lines
12 KiB
Rust

extern crate test;
use super::direction::*;
use impl_ops::*;
use itertools::iproduct;
use std::{
convert::TryInto, hash::Hash, ops::{self, Add, AddAssign, Mul, Sub}
};
pub trait Position
where Self: Sized + Hash + PartialEq + Eq + Clone + Copy
{
fn neighbors(&self) -> Vec<Self>;
}
#[derive(Hash, PartialEq, Eq, Debug, Clone, Copy)]
pub struct Position2D {
pub x: i64,
pub y: i64,
}
#[derive(Hash, PartialEq, Eq, Debug, Clone, Copy)]
pub struct Position3D {
pub x: i64,
pub y: i64,
pub z: i64,
}
#[derive(Hash, PartialEq, Eq, Debug, Clone, Copy)]
pub struct Position4D {
pub x: i64,
pub y: i64,
pub z: i64,
pub w: i64,
}
#[derive(Hash, PartialEq, Eq, Debug, Clone, Copy)]
pub struct PositionND<const DIMS: usize> {
pub points: [i64; DIMS],
}
impl<const D: usize, I> From<[I; D]> for PositionND<D>
where I: TryInto<i64> + Copy
{
fn from(s: [I; D]) -> Self {
let mut points = [0; D];
for i in 0..D {
points[i] = unwrap_number_result(s[i]);
}
Self { points }
}
}
pub const fn num_neighbors(d: usize) -> usize {
3usize.pow(d as u32) - 1
}
impl<const DIMS: usize> PositionND<DIMS> {
pub const fn zero() -> Self {
PositionND { points: [0; DIMS] }
}
pub fn from_padded(slice: &[i64]) -> PositionND<DIMS> {
let mut points = [0; DIMS];
for i in 0..(DIMS.min(slice.len())) {
points[i] = slice[i];
}
PositionND { points }
}
// until I can figure out how to properly do that, here’s a “good enough” solution :^)
pub fn neighbors(&self) -> [PositionND<DIMS>; num_neighbors(DIMS)]
where
[PositionND<DIMS>; num_neighbors(DIMS)]: Sized,
[(); num_neighbors(DIMS)]: Sized,
{
let mut out = [PositionND::zero(); num_neighbors(DIMS)];
match DIMS {
2 => {
for (i, n) in iproduct!((-1..=1), (-1..=1))
.filter(|t| t != &(0, 0))
.map(|(x, y)| PositionND::<DIMS>::from_padded(&[self.points[0] + x, self.points[1] + y]))
.enumerate()
{
out[i] = n;
}
}
3 => {
for (i, n) in iproduct!((-1..=1), (-1..=1), (-1..=1))
.filter(|t| t != &(0, 0, 0))
.map(|(x, y, z)| PositionND::<DIMS>::from_padded(&[self.points[0] + x, self.points[1] + y, self.points[2] + z]))
.enumerate()
{
out[i] = n;
}
}
4 => {
for (i, n) in iproduct!((-1..=1), (-1..=1), (-1..=1), (-1..=1))
.filter(|t| t != &(0, 0, 0, 0))
.map(|(x, y, z, w)| {
PositionND::<DIMS>::from_padded(&[self.points[0] + x, self.points[1] + y, self.points[2] + z, self.points[3] + w])
})
.enumerate()
{
out[i] = n;
}
}
_ => unimplemented!(),
}
out
}
// Maybe one day :(
/*
fn neighbors_inner<const D: usize>(existing: [i64; DIMS]) -> [[i64; DIMS]; (DIMS - D).pow(3)] {
let out = [[0; DIMS]; (DIMS - D).pow(3)];
let mut index = 0;
for i in -1..=1 {
existing[D] = i;
// I guess that means no recursion with const generics?
for xs in neighbors_inner(existing.clone()) {
out[index] = xs;
index += 1;
}
}
out
}
*/
}
impl<const D: usize> Mul<i64> for PositionND<D> {
type Output = PositionND<D>;
fn mul(self, rhs: i64) -> Self::Output {
let mut points = [0; D];
for i in 0..D {
points[i] = self.points[i] * rhs;
}
PositionND { points }
}
}
impl<const D: usize> Add<PositionND<D>> for PositionND<D> {
type Output = PositionND<D>;
fn add(self, rhs: PositionND<D>) -> Self::Output {
let mut points = [0; D];
for i in 0..D {
points[i] = self.points[i] + rhs.points[i];
}
PositionND { points }
}
}
impl<const D: usize> Sub<PositionND<D>> for PositionND<D> {
type Output = PositionND<D>;
fn sub(self, rhs: PositionND<D>) -> Self::Output {
let mut points = [0; D];
for i in 0..D {
points[i] = self.points[i] - rhs.points[i];
}
PositionND { points }
}
}
impl From<Direction> for PositionND<2> {
fn from(d: Direction) -> Self {
match d {
Direction::Up => PositionND::from([0, 1]),
Direction::Right => PositionND::from([1, 0]),
Direction::Left => PositionND::from([-1, 0]),
Direction::Down => PositionND::from([0, -1]),
}
}
}
mod p2d {
use super::*;
impl From<Direction> for Position2D {
fn from(d: Direction) -> Self {
match d {
Direction::Up => Position2D::from((0, 1)),
Direction::Right => Position2D::from((1, 0)),
Direction::Left => Position2D::from((-1, 0)),
Direction::Down => Position2D::from((0, -1)),
}
}
}
impl Position for Position2D {
fn neighbors(&self) -> Vec<Position2D> {
vec![
*self + Direction::Up + Direction::Left,
*self + Direction::Up,
*self + Direction::Up + Direction::Right,
*self + Direction::Left,
*self + Direction::Right,
*self + Direction::Down + Direction::Left,
*self + Direction::Down,
*self + Direction::Down + Direction::Right,
]
}
}
impl<I: Into<i64>> From<(I, I)> for Position2D {
fn from((x, y): (I, I)) -> Position2D {
Position2D { x: x.into(), y: y.into() }
}
}
impl_op!(+|a: Position2D, b: Direction| -> Position2D { a + Position2D::from(b) });
impl_op!(-|a: Position2D, b: Direction| -> Position2D { a - Position2D::from(b) });
impl_op!(*|a: Position2D, b: i64| -> Position2D { Position2D { x: a.x * b, y: a.y * b } });
impl_op!(+|a: Position2D, b: Position2D| -> Position2D {
Position2D {
x: a.x + b.x,
y: a.y + b.y
}
});
impl_op!(-|a: Position2D, b: Position2D| -> Position2D {
Position2D {
x: a.x - b.x,
y: a.y - b.y,
}
});
impl AddAssign<Direction> for Position2D {
fn add_assign(&mut self, rhs: Direction) {
*self = *self + rhs;
}
}
impl AddAssign for Position2D {
fn add_assign(&mut self, rhs: Position2D) {
*self = *self + rhs;
}
}
}
mod p3d {
use super::*;
impl Position for Position3D {
fn neighbors(&self) -> Vec<Position3D> {
iproduct!((-1..=1), (-1..=1), (-1..=1))
.filter(|t| t != &(0, 0, 0))
.map(|(x, y, z)| *self + Position3D::from((x, y, z)))
.collect()
}
}
impl<I> From<(I, I, I)> for Position3D
where I: TryInto<i64>
{
fn from((x, y, z): (I, I, I)) -> Position3D {
Position3D {
x: unwrap_number_result(x),
y: unwrap_number_result(y),
z: unwrap_number_result(z),
}
}
}
impl_op!(-|a: Position3D, b: Position3D| -> Position3D {
Position3D {
x: a.x - b.x,
y: a.y - b.y,
z: a.z - b.z,
}
});
impl_op!(+|a: Position3D, b: Position3D| -> Position3D {
Position3D {
x: a.x + b.x,
y: a.y + b.y,
z: a.z + b.z,
}
});
}
mod p4d {
use super::*;
impl Position for Position4D {
fn neighbors(&self) -> Vec<Position4D> {
iproduct!((-1..=1), (-1..=1), (-1..=1), (-1..=1))
.filter(|t| t != &(0, 0, 0, 0))
.map(|(x, y, z, w)| *self + Position4D::from((x, y, z, w)))
.collect()
}
}
impl<I> From<(I, I, I, I)> for Position4D
where I: TryInto<i64>
{
fn from((x, y, z, w): (I, I, I, I)) -> Position4D {
Position4D {
x: unwrap_number_result(x),
y: unwrap_number_result(y),
z: unwrap_number_result(z),
w: unwrap_number_result(w),
}
}
}
impl_op!(-|a: Position4D, b: Position4D| -> Position4D {
Position4D {
x: a.x - b.x,
y: a.y - b.y,
z: a.z - b.z,
w: a.w - b.w,
}
});
impl_op!(+|a: Position4D, b: Position4D| -> Position4D {
Position4D {
x: a.x + b.x,
y: a.y + b.y,
z: a.z + b.z,
w: a.w + b.w,
}
});
}
// because calling .unwrap() on a TryInto result isn’t possible without trait bounds on the
// associated Error type.
fn unwrap_number_result<I: TryInto<i64>>(i: I) -> i64 {
match i.try_into() {
Ok(i) => i,
_ => panic!("Bad coordinate"),
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_neighbors_2d() {
let p = PositionND { points: [0, 0] };
let n = p.neighbors();
assert_eq!(
n,
[
PositionND { points: [-1, -1] },
PositionND { points: [-1, 0] },
PositionND { points: [-1, 1] },
PositionND { points: [0, -1] },
PositionND { points: [0, 1] },
PositionND { points: [1, -1] },
PositionND { points: [1, 0] },
PositionND { points: [1, 1] },
]
);
let p = PositionND { points: [1, 1] };
let n = p.neighbors();
assert_eq!(
n,
[
PositionND { points: [0, 0] },
PositionND { points: [0, 1] },
PositionND { points: [0, 2] },
PositionND { points: [1, 0] },
PositionND { points: [1, 2] },
PositionND { points: [2, 0] },
PositionND { points: [2, 1] },
PositionND { points: [2, 2] },
]
)
}
#[test]
fn test_neighbors_3d() {
let p = PositionND { points: [0, 0, 0] };
let n = p.neighbors();
assert_eq!(
n,
[
PositionND { points: [-1, -1, -1] },
PositionND { points: [-1, -1, 0] },
PositionND { points: [-1, -1, 1] },
PositionND { points: [-1, 0, -1] },
PositionND { points: [-1, 0, 0] },
PositionND { points: [-1, 0, 1] },
PositionND { points: [-1, 1, -1] },
PositionND { points: [-1, 1, 0] },
PositionND { points: [-1, 1, 1] },
PositionND { points: [0, -1, -1] },
PositionND { points: [0, -1, 0] },
PositionND { points: [0, -1, 1] },
PositionND { points: [0, 0, -1] },
PositionND { points: [0, 0, 1] },
PositionND { points: [0, 1, -1] },
PositionND { points: [0, 1, 0] },
PositionND { points: [0, 1, 1] },
PositionND { points: [1, -1, -1] },
PositionND { points: [1, -1, 0] },
PositionND { points: [1, -1, 1] },
PositionND { points: [1, 0, -1] },
PositionND { points: [1, 0, 0] },
PositionND { points: [1, 0, 1] },
PositionND { points: [1, 1, -1] },
PositionND { points: [1, 1, 0] },
PositionND { points: [1, 1, 1] },
]
);
}
}