问题
What's the fewest number of steps needed to draw all of the cube's vertices, without picking up the pen from the paper?
So far I have reduced it to 16 steps:
0, 0, 0
0, 0, 1
0, 1, 1
1, 1, 1
1, 1, 0
0, 1, 0
0, 0, 0
1, 0, 0
1, 0, 1
0, 0, 1
0, 1, 1
0, 1, 0
1, 1, 0
1, 0, 0
1, 0, 1
1, 1, 1
I presume it can be reduced less than 16 steps as there are only 12 vertices to be drawn
You can view a working example in three.js javascript here: http://jsfiddle.net/kmturley/5aeucehf/show/
回答1:
Well I encoded a small brute force solver for this
- the best solution is with 16 vertexes
- took about 11.6 sec to compute
- all is in C++ (visualization by OpenGL)
First the cube representation:
//---------------------------------------------------------------------------
#define a 0.5
double pnt[]=
{
-a,-a,-a, // point 0
-a,-a,+a,
-a,+a,-a,
-a,+a,+a,
+a,-a,-a,
+a,-a,+a,
+a,+a,-a,
+a,+a,+a, // point 7
1e101,1e101,1e101, // end tag
};
#undef a
int lin[]=
{
0,1,
0,2,
0,4,
1,3,
1,5,
2,3,
2,6,
3,7,
4,5,
4,6,
5,7,
6,7,
-1,-1, // end tag
};
// int solution[]={ 0, 1, 3, 1, 5, 4, 0, 2, 3, 7, 5, 4, 6, 2, 6, 7, -1 }; // found polyline solution
//---------------------------------------------------------------------------
void draw_lin(double *pnt,int *lin)
{
glBegin(GL_LINES);
for (int i=0;lin[i]>=0;)
{
glVertex3dv(pnt+(lin[i]*3)); i++;
glVertex3dv(pnt+(lin[i]*3)); i++;
}
glEnd();
}
//---------------------------------------------------------------------------
void draw_pol(double *pnt,int *pol)
{
glBegin(GL_LINE_STRIP);
for (int i=0;pol[i]>=0;i++) glVertex3dv(pnt+(pol[i]*3));
glEnd();
}
//---------------------------------------------------------------------------
Now the solver:
//---------------------------------------------------------------------------
struct _vtx // vertex
{
List<int> i; // connected to (vertexes...)
_vtx(){}; _vtx(_vtx& a){ *this=a; }; ~_vtx(){}; _vtx* operator = (const _vtx *a) { *this=*a; return this; }; /*_vtx* operator = (const _vtx &a) { ...copy... return this; };*/
};
const int _max=16; // know solution size (do not bother to find longer solutions)
int use[_max],uses=0; // temp line usage flag
int pol[_max],pols=0; // temp solution
int sol[_max+2],sols=0; // best found solution
List<_vtx> vtx; // model vertexes + connection info
//---------------------------------------------------------------------------
void _solve(int a)
{
_vtx *v; int i,j,k,l,a0,a1,b0,b1;
// add point to actual polyline
pol[pols]=a; pols++; v=&vtx[a];
// test for solution
for (l=0,i=0;i<uses;i++) use[i]=0;
for (a0=pol[0],a1=pol[1],i=1;i<pols;i++,a0=a1,a1=pol[i])
for (j=0,k=0;k<uses;k++)
{
b0=lin[j]; j++;
b1=lin[j]; j++;
if (!use[k]) if (((a0==b0)&&(a1==b1))||((a0==b1)&&(a1==b0))) { use[k]=1; l++; }
}
if (l==uses) // better solution found
if ((pols<sols)||(sol[0]==-1))
for (sols=0;sols<pols;sols++) sol[sols]=pol[sols];
// recursion only if pol not too big
if (pols+1<sols) for (i=0;i<v->i.num;i++) _solve(v->i.dat[i]);
// back to previous state
pols--; pol[pols]=-1;
}
//---------------------------------------------------------------------------
void solve(double *pnt,int *lin)
{
int i,j,a0,a1;
// init sizes
for (i=0;i<_max;i++) { use[i]=0; pol[i]=-1; sol[i]=-1; }
for(i=0,j=0;pnt[i]<1e100;i+=3,j++); vtx.allocate(j); vtx.num=j;
for(i=0;i<vtx.num;i++) vtx[i].i.num=0;
// init connections
for(uses=0,i=0;lin[i]>=0;uses++)
{
a0=lin[i]; i++;
a1=lin[i]; i++;
vtx[a0].i.add(a1);
vtx[a1].i.add(a0);
}
// start actual solution (does not matter which vertex on cube is first)
pols=0; sols=_max+1; _solve(0);
sol[sols]=-1; if (sol[0]<0) sols=0;
}
//---------------------------------------------------------------------------
Usage:
solve(pnt,lin); // call once to compute the solution
glColor3f(0.2,0.2,0.2); draw_lin(pnt,lin); // draw gray outline
glColor3f(1.0,1.0,1.0); draw_pol(pnt,sol); // overwrite by solution to visually check correctness (Z-buffer must pass also on equal values!!!)
List
- is just mine template for dynamic array
List<int> x
is equivalent toint x[]
x.add(5)
... adds 5 to the end of listx.num
is the used size of list in entriesx.allocate(100)
preallocate list size to 100 entries (to avoid relocations slowdowns)
solve(pnt,lin) algorithm
first prepare vertex data
- each vertex
vtx[i]
corresponds to point i-th point inpnt
table - i[] list contains the index of each vertex connected to this vertex
- each vertex
start with vertex 0 (on cube is irrelevant the start point
- otherwise there would be for loop through every vertex as start point
_solve(a)
- it adds a vertex index to actual solution
pol[pols]
- then test how many lines is present in actual solution
- and if all lines from lin[] are drawn and solution is smaller than already found one
- copy it as new solution
- after test if actual solution is not too long recursively add next vertex
- as one of the vertex that is connected to last vertex used
- to limit the number of combinations
- it adds a vertex index to actual solution
at the end sol[sols] hold the solution vertex index list
- sols is the number of vertexes used (lines-1)
[Notes]
- the code is not very clean but it works (sorry for that)
- hope I did not forget to copy something
来源:https://stackoverflow.com/questions/25195363/draw-cube-vertices-with-fewest-number-of-steps