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FloodFill.cs
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168 lines (144 loc) · 5.64 KB
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using System.Linq;
using System.Diagnostics;
using System.Collections.Generic;
namespace Graphics
{
abstract class FloodFill
{
// A simple point on the 2 dimensional integer plane.
private class Point2I
{
// Coordinates
public int x;
public int y;
public Point2I(int x, int y)
{
this.x = x;
this.y = y;
}
}
// Utility object for comparing List<List<float>> objects.
private class FloatListEqualityComparer : IEqualityComparer<List<float>>
{
public bool Equals(List<float> one, List<float> two)
{
return ReferenceEquals(one, two) || one != null && two != null && one.SequenceEqual(two);
}
public int GetHashCode(List<float> list)
{
return list.GetHashCode();
}
}
private static bool InBounds(Point2I size, Point2I loc)
{
return loc.x >= 0 && loc.y >= 0 && loc.x < size.x && loc.y < size.y;
}
private static List<Point2I> FindNeighbors(ref List<List<float>> grid, Point2I loc, float oldValue)
{
var possibleNeighbors = new List<Point2I>
{
new Point2I(loc.x, loc.y + 1),
new Point2I(loc.x + 1, loc.y),
new Point2I(loc.x, loc.y - 1),
new Point2I(loc.x - 1, loc.y)
};
var neighbors = new List<Point2I>();
var size = new Point2I(grid[0].Count, grid.Count);
foreach (Point2I possibleNeighbor in possibleNeighbors)
{
var x = possibleNeighbor.x;
var y = possibleNeighbor.y;
if (!InBounds(size, possibleNeighbor)) {
continue;
}
if (grid[x][y].Equals(oldValue)) {
neighbors.Add(possibleNeighbor);
}
}
return neighbors;
}
private static void RecursiveFill(ref List<List<float>> grid, Point2I loc, float oldValue, float newValue)
{
if (oldValue.Equals(newValue)) {
return;
}
grid[loc.x][loc.y] = newValue;
var possibleNeighbors = FindNeighbors(ref grid, loc, oldValue);
foreach (Point2I possibleNeighbor in possibleNeighbors) {
RecursiveFill(ref grid, possibleNeighbor, oldValue, newValue);
}
}
private static void QueueFill(ref List<List<float>> grid, Point2I loc, float oldValue, float newValue)
{
if (oldValue.Equals(newValue)) {
return;
}
var queue = new Queue<Point2I>();
queue.Enqueue(loc);
grid[loc.x][loc.y] = newValue;
while (queue.Count > 0)
{
var currentLoc = queue.Dequeue();
var possibleNeighbors = FindNeighbors(ref grid, currentLoc, oldValue);
foreach (Point2I neighbor in possibleNeighbors)
{
grid[neighbor.x][neighbor.y] = newValue;
queue.Enqueue(neighbor);
}
}
}
private static void StackFill(ref List<List<float>> grid, Point2I loc, float oldValue, float newValue)
{
if (oldValue.Equals(newValue)) {
return;
}
var stack = new Stack<Point2I>();
stack.Push(loc);
while (stack.Count > 0)
{
var currentLoc = stack.Pop();
var x = currentLoc.x;
var y = currentLoc.y;
if (grid[x][y].Equals(oldValue))
{
grid[x][y] = newValue;
var possibleNeighbors = FindNeighbors(ref grid, currentLoc, oldValue);
foreach (Point2I neighbor in possibleNeighbors) {
stack.Push(neighbor);
}
}
}
}
private static void Main(string[] args)
{
// All neighbouring zeros, adjacent to (1, 1), must be replaced with 3 in the end result.
var grid = new List<List<float>>
{
new List<float>(){0, 0, 1, 0, 0},
new List<float>(){0, 0, 1, 0, 0},
new List<float>(){0, 0, 1, 0, 0},
new List<float>(){8, 0, 1, 1, 1},
new List<float>(){0, 0, 0, 0, 0}
};
var solutionGrid = new List<List<float>>
{
new List<float>(){3, 3, 1, 0, 0},
new List<float>(){3, 3, 1, 0, 0},
new List<float>(){3, 3, 1, 0, 0},
new List<float>(){8, 3, 1, 1, 1},
new List<float>(){3, 3, 3, 3, 3}
};
var startingPoint = new Point2I(1, 1);
var gridComparator = new FloatListEqualityComparer();
var testGrid = new List<List<float>>(grid);
RecursiveFill(ref testGrid, startingPoint, 0, 3);
Debug.Assert(testGrid.SequenceEqual(solutionGrid, gridComparator), "Recursive Flood Fill Failed");
testGrid = new List<List<float>>(grid);
QueueFill(ref testGrid, startingPoint, 0, 3);
Debug.Assert(testGrid.SequenceEqual(solutionGrid, gridComparator), "Queue Flood Fill Failed");
testGrid = new List<List<float>>(grid);
StackFill(ref testGrid, startingPoint, 0, 3);
Debug.Assert(testGrid.SequenceEqual(solutionGrid, gridComparator), "Stack Flood Fill Failed");
}
}
}