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use crate::arena::{Arena, ArenaId}; use crate::token::Token; use std::collections::HashMap; /// An L-system. /// /// # Basic Usage /// /// The suggested method for constructing an `LSystem` is to use a [`LSystemBuilder`], as shown in our implementation /// of Lindenmayer's system below. /// /// ```rust /// use dcc_lsystem::{LSystemBuilder, variable}; /// /// let mut builder = LSystemBuilder::new(); /// /// // Set up our two tokens /// let a = variable!(builder, "A"); /// let b = variable!(builder, "B"); /// /// // Set the axiom /// builder.axiom(vec![a]); /// /// // Set the transformation rules /// builder.transformation_rule(a, vec![a, b]); /// builder.transformation_rule(b, vec![a]); /// /// // Build our L-system /// let mut system = builder.finish(); /// ``` /// /// Once the `LSystem` has been built, you can use the `step()` and `step_by()` methods /// to iterate the system. /// /// ```rust,no_run /// use dcc_lsystem::LSystemBuilder; /// /// let mut builder = LSystemBuilder::new(); /// /// /* <---- snip ----> */ /// /// let mut system = builder.finish(); /// /// // The initial state of our system /// assert_eq!(system.render(), "A"); /// /// system.step(); /// /// assert_eq!(system.render(), "AB"); /// /// system.step(); /// /// assert_eq!(system.render(), "ABA"); /// /// system.step_by(5); /// /// // The state after 7 iterations /// assert_eq!(system.render(), "ABAABABAABAABABAABABAABAABABAABAAB"); /// ``` /// /// [`LSystemBuilder`]: builder/struct.LSystemBuilder.html #[derive(Clone, Debug)] pub struct LSystem { arena: Arena<Token>, axiom: Vec<ArenaId>, rules_map: HashMap<ArenaId, Vec<ArenaId>>, state: Vec<ArenaId>, steps: usize, } impl LSystem { /// Create a new instance of `LSystem`. In general you should avoid using this /// and use an `LSystemBuilder` instead. pub fn new( arena: Arena<Token>, axiom: Vec<ArenaId>, rules_map: HashMap<ArenaId, Vec<ArenaId>>, ) -> Self { Self { arena, axiom: axiom.clone(), rules_map, state: axiom, steps: 0, } } /// Reset the system to its initial state. /// /// # Example /// ```rust /// use dcc_lsystem::{LSystemBuilder, variable}; /// /// let mut builder = LSystemBuilder::new(); /// /// // Create a simple L-System with one variable `A` and production rule `A -> AA` /// let a = variable!(builder, "A"); /// builder.axiom(vec![a]); /// builder.transformation_rule(a, vec![a,a]); /// let mut system = builder.finish(); /// /// // Do some work with the system /// system.step_by(3); /// assert_eq!(system.render(), "AAAAAAAA"); /// /// // Reset the system back to its axiom /// system.reset(); /// assert_eq!(system.render(), "A"); /// ``` pub fn reset(&mut self) { self.state = self.axiom.clone(); self.steps = 0; } /// Iterate the system a single step. pub fn step(&mut self) { let mut next_state = Vec::new(); for id in self.state.iter() { next_state.extend(self.rules_map[id].clone()); } self.state = next_state; self.steps += 1; } /// Iterate the system by `n` steps. pub fn step_by(&mut self, n: usize) { for _ in 0..n { self.step(); } } /// Returns the number of iterations the system has undergone so far pub fn steps(&self) -> usize { self.steps } /// Returns the current state of the system as a `String`. pub fn render(&self) -> String { self.state .iter() .map(|id| self.arena.get(*id).unwrap().name().clone()) .collect::<Vec<_>>() .join("") } /// Returns the current state of the system. pub fn get_state(&self) -> &[ArenaId] { &self.state } }