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trapping-rain-water-ii.cpp
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trapping-rain-water-ii.cpp
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// Time: O(m * n * log(m + n)) ~ O(m * n * log(m * n))
// Space: O(m * n)
class Solution {
public:
int trapRainWater(vector<vector<int>>& heightMap) {
// Init m_, n_, is_visited_.
m_ = heightMap.size();
if (!m_) {
return 0;
}
n_ = heightMap[0].size();
if (!n_) {
return 0;
}
is_visited_ = vector<vector<bool>>(m_, vector<bool>(n_, false));
int trap = 0;
// Put the cells on the border into min heap.
for (int i = 0; i < m_; ++i) {
heap_.emplace(Cell{i, 0, heightMap[i][0]});
is_visited_[i][0] = true;
heap_.emplace(Cell{i, n_ - 1, heightMap[i][n_ - 1]});
is_visited_[i][n_ - 1] = true;
}
for (int j = 0; j < n_; ++j) {
heap_.emplace(Cell{0, j, heightMap[0][j]});
is_visited_[0][j] = true;
heap_.emplace(Cell{m_ - 1, j, heightMap[m_ - 1][j]});
is_visited_[m_ - 1][j] = true;
}
const vector<pair<int, int>> directions{{0, -1}, {0, 1},
{-1, 0}, {1, 0}};
// BFS with priority queue (min heap)
while (!heap_.empty()) {
Cell c = heap_.top();
heap_.pop();
for (const auto& d : directions) {
trap += fill(heightMap, c.i + d.first, c.j + d.second, c.height);
}
}
return trap;
}
private:
int fill(const vector<vector<int>>& heightMap, int i, int j, int height) {
// Out of border.
if ( i < 0 || i >= m_ || j < 0 || j >= n_) {
return 0;
}
// Fill unvisited cell.
if (!is_visited_[i][j]) {
heap_.emplace(Cell{i, j, max(height, heightMap[i][j])});
is_visited_[i][j] = true; // Marked as visited.
return max(0, height - heightMap[i][j]); // Fill in the gap.
}
return 0;
}
struct Cell {
int i;
int j;
int height;
};
struct Compare {
bool operator()(const Cell& a, const Cell& b) {
return a.height > b.height;
}
};
int m_;
int n_;
vector<vector<bool>> is_visited_;
priority_queue<Cell ,vector<Cell>, Compare> heap_; // Use min heap to get the lowerest cell.
};