UVa12171
题目要求根据雕塑的图纸制作铜铸的雕塑,但是为了节省材料,那些不可见的部分就不铸造了。成型后需要将雕塑放入化学试剂中,为了保证试剂不会溢出,还需要计算雕塑的体积。特别是如果雕塑形成了一个密闭空间,由于化学试剂不会进入该密闭空间,因此该密闭空间的体积也算为雕塑的体积。出于以上两个目的,需要计算雕塑的表面积和体积。
直接计算太困难了,不过题目已经给了提示了,雕塑的体积就是排出化学试剂的体积,因此可以将雕塑放入化学试剂中,用总体积减去化学试剂的体积就得到了雕塑的体积。抽象一点,可以假设雕塑在一个有界的立方体中,然后计算外部空气的体积,最后用有界立方体的体积减去空气的体积就是雕塑的体积。
由于坐标范围在[0, 1000]
,三维坐标空间要10^9
大小的存储空间,有点太大了。但是每个测试样例只有50
个盒子,100
个点,三维坐标空间就是10^6
,这个还可以接受,所以需要构建这个离散化的坐标空间,然后这个坐标空间中每一块的体积再放大到原始坐标空间中进行计算。
首先根据输入的所有盒子收集离散后的坐标点,然后构建离散化的坐标空间,最后深搜就可以计算空气的体积了。
雕塑的表面积也可以在深搜中进行计算,即如果在扩展的过程中遇到了雕塑,那么根据扩展的方向计算雕塑的表面积就可以了。
RTE了一次,估计是因为嵌套了3层的vector
太深了(虽然进行了离散化),所以改成了一维的Sculpture
对象。
#include <iostream>
#include <array>
#include <map>
#include <set>
#include <vector>
using namespace std;
#define AXIS_X 0
#define AXIS_Y 1
#define AXIS_Z 2
class Box
{
private:
int x0, y0, z0;
int x1, y1, z1;
public:
int coordinate(size_t AxisIndex, bool start) const
{
if (AxisIndex == 0) return start ? x0 : x1;
else if (AxisIndex == 1) return start ? y0 : y1;
else if (AxisIndex == 2) return start ? z0 : z1;
else return 0;
}
friend istream& operator >> (istream &is, Box &box)
{
is >> box.x0 >> box.y0 >> box.z0;
is >> box.x1 >> box.y1 >> box.z1;
box.x1 += box.x0;
box.y1 += box.y0;
box.z1 += box.z0;
return is;
}
};
class Axis
{
public:
void SetAxis(const set<int> &points)
{
Points2No[*points.begin() - 1] = No2Points.size();
No2Points.push_back(*points.begin() - 1);
for (int point : points)
{
Points2No[point] = No2Points.size();
No2Points.push_back(point);
}
Points2No[*points.rbegin() + 1] = No2Points.size();
No2Points.push_back(*points.rbegin() + 1);
}
size_t Point2No(int point)
{
return Points2No[point];
}
int No2Point(size_t index)
{
return No2Points[index];
}
int size()
{
return static_cast<int>(No2Points.size() & 0x7FFFFFFF);
}
int length()
{
return No2Points.back() - No2Points.front();
}
private:
vector<int> No2Points;
map<int, size_t> Points2No;
};
class Sculpture
{
private:
vector<bool> sculpture;
array<Axis, 3> axes;
int To3D(int x, int y, int z)
{
return x * axes.at(1).size() * axes.at(2).size() + y * axes.at(2).size() + z;
}
void SetSculpture(int x, int y, int z)
{
sculpture[To3D(x, y, z)] = true;
}
public:
Sculpture(const vector<Box> &boxes)
{
array<set<int>, 3> AllPoints;
for (const Box & box : boxes)
{
for (size_t AxisIndex = AXIS_X; AxisIndex <= AXIS_Z; AxisIndex++)
{
AllPoints.at(AxisIndex).insert(box.coordinate(AxisIndex, true));
AllPoints.at(AxisIndex).insert(box.coordinate(AxisIndex, false));
}
}
size_t TotalPoints = 1;
for (size_t AxisIndex = AXIS_X; AxisIndex <= AXIS_Z; AxisIndex++)
{
axes.at(AxisIndex).SetAxis(AllPoints.at(AxisIndex));
TotalPoints *= axes.at(AxisIndex).size();
}
sculpture.resize(TotalPoints, false);
for (const Box& box : boxes)
{
array<array<size_t, 2>, 3> endpoints;
for (size_t AxisIndex = AXIS_X; AxisIndex <= AXIS_Z; AxisIndex++)
{
endpoints.at(AxisIndex).at(0) = axes.at(AxisIndex).Point2No(box.coordinate(AxisIndex, true));
endpoints.at(AxisIndex).at(1) = axes.at(AxisIndex).Point2No(box.coordinate(AxisIndex, false));
}
for (size_t x = endpoints.at(AXIS_X).at(0); x < endpoints.at(AXIS_X).at(1); x++)
{
for (size_t y = endpoints.at(AXIS_Y).at(0); y < endpoints.at(AXIS_Y).at(1); y++)
{
for (size_t z = endpoints.at(AXIS_Z).at(0); z < endpoints.at(AXIS_Z).at(1); z++)
{
SetSculpture(x, y, z);
}
}
}
}
}
int AirVolumn(int x, int y, int z)
{
int volumn = 1;
array<int, 3> position{ x, y, z };
for (size_t AxisIndex = AXIS_X; AxisIndex <= AXIS_Z; AxisIndex++)
{
volumn *= axes.at(AxisIndex).No2Point(position.at(AxisIndex) + 1) - axes.at(AxisIndex).No2Point(position.at(AxisIndex));
}
return volumn;
}
bool InsideSculpture(int x, int y, int z)
{
return x >= 0 && x < axes.at(0).size() - 1
&& y >= 0 && y < axes.at(1).size() - 1
&& z >= 0 && z < axes.at(2).size() - 1;
}
bool IsAir(int x, int y, int z)
{
return !sculpture[To3D(x, y, z)];
}
int BoxArea(size_t NormalVectorIndex, int after, int before)
{
int AfterIndex = (NormalVectorIndex + 1) % 3, BeforeIndex = (NormalVectorIndex + 2) % 3;
return (axes.at(AfterIndex).No2Point(after + 1) - axes.at(AfterIndex).No2Point(after))
* (axes.at(BeforeIndex).No2Point(before + 1) - axes.at(BeforeIndex).No2Point(before));
}
array<int, 3> size()
{
return{ axes.at(AXIS_X).size(), axes.at(AXIS_Y).size(), axes.at(AXIS_Z).size() };
}
int TotalVolumn()
{
int total = 1;
for (size_t AxisIndex = AXIS_X; AxisIndex <= AXIS_Z; AxisIndex++)
{
total *= axes.at(AxisIndex).length();
}
return total;
}
};
class Solution
{
public:
Solution(const vector<Box> &boxes) : sculpture(boxes), AirVolumn(0), InnerArea(0)
{
array<int, 3> Size3D = sculpture.size();
visited.resize(Size3D.at(AXIS_X), vector<vector<bool>>(Size3D.at(AXIS_Y), vector<bool>(Size3D.at(AXIS_Z), false)));
FillAir(0, 0, 0);
}
int GetVolumn()
{
return sculpture.TotalVolumn() - AirVolumn;
}
int GetArea()
{
return InnerArea;
}
private:
Sculpture sculpture;
vector<vector<vector<bool>>> visited;
int AirVolumn, InnerArea;
const vector<array<int, 3>> DirectVectors{ { 1, 0, 0 },{ -1, 0, 0 },{ 0, 1, 0 },{ 0, -1, 0 },{ 0, 0, 1 },{ 0, 0, -1 } };
void FillAir(int currx, int curry, int currz)
{
visited[currx][curry][currz] = true;
AirVolumn += sculpture.AirVolumn(currx, curry, currz);
for (auto dv : DirectVectors)
{
int newx = currx + dv[0], newy = curry + dv[1], newz = currz + dv[2];
if (sculpture.InsideSculpture(newx, newy, newz)) {
if (sculpture.IsAir(newx, newy, newz)) {
if (!visited[newx][newy][newz]) {
FillAir(newx, newy, newz);
}
}
else {
if (dv[0] != 0) {
InnerArea += sculpture.BoxArea(AXIS_X, curry, currz);
}
else if (dv[1] != 0) {
InnerArea += sculpture.BoxArea(AXIS_Y, currz, currx);
}
else {
InnerArea += sculpture.BoxArea(AXIS_Z, currx, curry);
}
}
}
}
}
};
int main()
{
int cases = 0;
cin >> cases;
for (int c = 0; c < cases; c++)
{
size_t n;
vector<Box> boxes;
Box box;
cin >> n;
for (size_t i = 0; i < n; i++)
{
cin >> box;
boxes.push_back(box);
}
Solution solution(boxes);
cout << solution.GetArea() << ' ' << solution.GetVolumn() << endl;
}
return 0;
}
/*
2
2
1 2 3 3 4 5
6 2 3 3 4 5
7
1 1 1 5 5 1
1 1 10 5 5 1
1 1 2 1 4 8
2 1 2 4 1 8
5 2 2 1 4 8
1 5 2 4 1 8
3 3 4 1 1 1
*/