Ejemplo n.º 1
0
        public static HashSet <GridPoint3D> GetNextState3D(HashSet <GridPoint3D> initialState)
        {
            var result = new HashSet <GridPoint3D>();

            // Collect all the points to consider:
            // All currently active points, plus all points adjacent to those
            var pointsToConsider = new HashSet <GridPoint3D>();

            foreach (var point in initialState)
            {
                if (!pointsToConsider.Contains(point))
                {
                    pointsToConsider.Add(point);
                }
                var adjacentPoints = GridHelper3D.GetAdjacentPoints(point);
                foreach (var adjacentPoint in adjacentPoints)
                {
                    if (!pointsToConsider.Contains(adjacentPoint))
                    {
                        pointsToConsider.Add(adjacentPoint);
                    }
                }
            }

            // Process each point, add it to the next state if it should be active
            foreach (var point in pointsToConsider)
            {
                var isCurrentlyActive = initialState.Contains(point);

                // Count # of adjacent active points
                int numberOfActiveAdjacentPoints = GridHelper3D.GetAdjacentPoints(point)
                                                   .Where(a => initialState.Contains(a))
                                                   .Count();

                var isNextCubeStateActive = GetIsNextCubeStateActive(isCurrentlyActive, numberOfActiveAdjacentPoints);
                if (isNextCubeStateActive)
                {
                    result.Add(point);
                }
            }

            return(result);
        }
Ejemplo n.º 2
0
        public IList <GridPoint3D> GetNeighbors(GridPoint3D point)
        {
            var result     = new List <GridPoint3D>();
            var directions = new List <MovementDirection>()
            {
                MovementDirection.Left,
                MovementDirection.Right,
                MovementDirection.Up,
                MovementDirection.Down
            };

            foreach (var direction in directions)
            {
                var neighbor = point.Move(direction, 1);
                if (!IsRecursive)
                {
                    result.Add(neighbor);
                }
                else // Recursive map
                {
                    // Check if the neighbor is the middle point
                    if (neighbor.XYPoint.Equals(CenterPointXY))
                    {
                        // Get the outer cells adjacent to this one in the
                        // inner layer
                        // Handle y is inverted (up actually decreases y),
                        // the inner layer side is actually the same as the
                        // vertical movement direction
                        var innerLayerSide = direction;
                        if (MovementDirection.Left.Equals(direction) ||
                            MovementDirection.Right.Equals(direction))
                        {
                            innerLayerSide = MovementDirectionHelper.GetOppositeDirection(direction);
                        }
                        int[] edgeValues;
                        var   coordinateOrder = string.Empty;
                        switch (innerLayerSide)
                        {
                        case MovementDirection.Left:
                            edgeValues = new int[4] {
                                0, point.Z + 1, 0, Height - 1
                            };
                            coordinateOrder = "XZY";
                            break;

                        case MovementDirection.Right:
                            edgeValues = new int[4] {
                                Width - 1, point.Z + 1, 0, Height - 1
                            };
                            coordinateOrder = "XZY";
                            break;

                        case MovementDirection.Up:
                            edgeValues = new int[4] {
                                0, point.Z + 1, 0, Width - 1
                            };
                            coordinateOrder = "YZX";
                            break;

                        case MovementDirection.Down:
                            edgeValues = new int[4] {
                                Height - 1, point.Z + 1, 0, Width - 1
                            };
                            coordinateOrder = "YZX";
                            break;

                        default:
                            throw new Exception($"Invalid side {direction}");
                        }

                        var neighborsOnInnerLayer = GridHelper3D.GetPointsAlongEdge(
                            edgeValues: edgeValues,
                            coordinateOrder: coordinateOrder);
                        result.AddRange(neighborsOnInnerLayer);
                    }
                    // Check if the neighbor is off the map
                    else if (GetIsPointOffMap(neighbor))
                    {
                        // Get the adjacent cell to the center in the outer layer
                        var outerLayerCenterCell = new GridPoint3D(CenterPointXY, point.Z - 1);
                        neighbor = outerLayerCenterCell.Move(direction, 1);
                        result.Add(neighbor);
                    }
                    else
                    {
                        result.Add(neighbor);
                    }
                }
            }
            return(result);
        }