Вы можете сделать это, представив вершины и связи между ними в виде графа и найдя количество связанных компонентов графа с помощью структуры данных Disjoint-set .
using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
using Vertex = System.ValueTuple<double,double,double>;
namespace UnionFindSample
{
internal class DisjointUnionSets
{
private readonly int _n;
private readonly int[] _rank;
private readonly int[] _parent;
public DisjointUnionSets(int n)
{
_rank = new int[n];
_parent = new int[n];
_n = n;
MakeSet();
}
// Creates n sets with single item in each
public void MakeSet()
{
for (var i = 0; i < _n; i++)
// Initially, all elements are in
// their own set.
_parent[i] = i;
}
// Finds the representative of the set
// that x is an element of.
public int Find(int x)
{
if (_parent[x] != x)
{
// if x is not the parent of itself, then x is not the representative of
// his set.
// We do the path compression by moving x’s node directly under the representative
// of this set.
_parent[x] = Find(_parent[x]);
}
return _parent[x];
}
// Unites the set that includes x and
// the set that includes x
public void Union(int x, int y)
{
// Find representatives of two sets.
int xRoot = Find(x), yRoot = Find(y);
// Elements are in the same set, no need to unite anything.
if (xRoot == yRoot)
{
return;
}
if (_rank[xRoot] < _rank[yRoot])
{
// Then move x under y so that depth of tree remains equal to _rank[yRoot].
_parent[xRoot] = yRoot;
}
else if (_rank[yRoot] < _rank[xRoot])
{
// Then move y under x so that depth of tree remains equal to _rank[xRoot].
_parent[yRoot] = xRoot;
}
else
{
// if ranks are the same
// then move y under x (doesn't matter which one goes where).
_parent[yRoot] = xRoot;
// And increment the result tree's
// rank by 1
_rank[xRoot] = _rank[xRoot] + 1;
}
}
}
internal class Program
{
private static void Main(string[] args)
{
string file = args[0];
Vertex[][] triangles = ParseStl(file);
var uniqueVertices = new HashSet<Vertex>(triangles.SelectMany(t => t));
int vertexCount = uniqueVertices.Count;
// The DisjointUnionSets class works with integers, so we need a map from vertex
// to integer (its id).
Dictionary<Vertex, int> indexedVertices = uniqueVertices
.Zip(
Enumerable.Range(0, vertexCount),
(v, i) => new {v, i})
.ToDictionary(vi => vi.v, vi => vi.i);
int[][] indexedTriangles =
triangles
.Select(t => t.Select(v => indexedVertices[v]).ToArray())
.ToArray();
var du = new DisjointUnionSets(vertexCount);
// Iterate over the "triangles" consisting of vertex ids.
foreach (int[] triangle in indexedTriangles)
{
int vertex0 = triangle[0];
// Mark 0-th vertexes connected component as connected to those of all other vertices.
foreach (int v in triangle.Skip(1))
{
du.Union(vertex0, v);
}
}
var connectedComponents =
new HashSet<int>(Enumerable.Range(0, vertexCount).Select(x => du.Find(x)));
int count = connectedComponents.Count;
Console.WriteLine($"Number of connected components: {count}.");
var groups = triangles.GroupBy(t => du.Find(indexedVertices[t[0]]));
foreach (IGrouping<int, Vertex[]> g in groups)
{
Console.WriteLine($"Group id={g.Key}:");
foreach (Vertex[] triangle in g)
{
string tr = string.Join(' ', triangle);
Console.WriteLine($"\t{tr}");
}
}
}
private static Regex _triangleStart = new Regex(@"^\s+outer loop");
private static Regex _triangleEnd = new Regex(@"^\s+endloop");
private static Regex _vertex = new Regex(@"^\s+vertex\s+(\S+)\s+(\S+)\s+(\S+)");
private static Vertex[][] ParseStl(string file)
{
double ParseCoordinate(GroupCollection gs, int i) =>
double.Parse(gs[i].Captures[0].Value, CultureInfo.InvariantCulture);
var triangles = new List<Vertex[]>();
bool isInsideTriangle = false;
List<Vertex> triangle = new List<Vertex>();
foreach (string line in File.ReadAllLines(file))
{
if (isInsideTriangle)
{
if (_triangleEnd.IsMatch(line))
{
isInsideTriangle = false;
triangles.Add(triangle.ToArray());
triangle = new List<Vertex>();
continue;
}
Match vMatch = _vertex.Match(line);
if (vMatch.Success)
{
double x1 = ParseCoordinate(vMatch.Groups, 1);
double x2 = ParseCoordinate(vMatch.Groups, 2);
double x3 = ParseCoordinate(vMatch.Groups, 3);
triangle.Add((x1, x2, x3));
}
}
else
{
if (_triangleStart.IsMatch(line))
{
isInsideTriangle = true;
}
}
}
return triangles.ToArray();
}
}
}
Я также использую тот факт, что System.ValueTuple
реализует Equals
и GetHashCode
соответствующим образом, поэтому мы можем легко сравнивать вершины (это неявно используется HashSet
) и использовать их в качестве ключей всловарь.