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source: branches/2817-BinPackingSpeedup/HeuristicLab.Problems.BinPacking/3.3/3D/Geometry/Edge3D.cs

Last change on this file was 15617, checked in by rhanghof, 6 years ago

#2817:

  • The items can be rotated and tilted now.
  • Added pruning of extreme points in packed bins.
  • Added new packer which packs items by positioning them on the point with the minimum of wasted space. He uses rotating and tilting of items.
  • Added classes for sorting given items.
File size: 3.3 KB
RevLine 
[15617]1#region License Information
2/* HeuristicLab
3 * Copyright (C) 2002-2018 Heuristic and Evolutionary Algorithms Laboratory (HEAL)
4 *
5 * This file is part of HeuristicLab.
6 *
7 * HeuristicLab is free software: you can redistribute it and/or modify
8 * it under the terms of the GNU General Public License as published by
9 * the Free Software Foundation, either version 3 of the License, or
10 * (at your option) any later version.
11 *
12 * HeuristicLab is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with HeuristicLab. If not, see <http://www.gnu.org/licenses/>.
19 */
20#endregion
21
22using System;
[15488]23using System.Collections.Generic;
24using System.Linq;
25using System.Text;
26using System.Threading.Tasks;
27
28namespace HeuristicLab.Problems.BinPacking3D.Geometry {
29  public class Edge3D {
30    public Edge3D() { }
31
32    public Edge3D(PackingPosition start, PackingPosition end) {
33      Start = new Vector3D(start);
34      End = new Vector3D(end);
35    }
36
37    public Edge3D(Vector3D start, Vector3D end) {
38      Start = start;
39      End = end;
40    }
41
42    public Vector3D Start { get; set; }
43    public Vector3D End { get; set; }
44
45
46   
47
48    /// <summary>
49    /// Returns true if a given point lies on the edge.
50    /// </summary>
51    /// <param name="point"></param>
52    /// <returns>Returns true if a given point lies on the edge.</returns>
53    public bool LiesOn(Vector3D point) {
54      if (point == null) {
55        return false;
56      }
57      var x = (Start.X <= point.X && point.X <= End.X) || (Start.X >= point.X && point.X >= End.X);
58      var y = (Start.Y <= point.Y && point.Y <= End.Y) || (Start.Y >= point.Y && point.Y >= End.Y);
59      var z = (Start.Z <= point.Z && point.Z <= End.Z) || (Start.Z >= point.Z && point.Z >= End.Z);
60      return x && y && z;
61    }
62
63
64    /// <summary>
65    /// Returns a point where the two edges intersects.
66    /// It returns null if they don't intersect.
67    /// </summary>
68    /// <param name="edge"></param>
69    /// <returns>Returns a point where the two edges intersects. Null = no intersection.</returns>
70    public Vector3D Intersects(Edge3D edge) {
71      return Intersects(this, edge);
72    }
73
74    /// <summary>
[15520]75    /// Returns a point where two edges are intersecting.
[15488]76    /// It returns null if they don't intersect.
77    /// </summary>
78    /// <param name="e1"></param>
79    /// <param name="e2"></param>
80    /// <returns>Returns a point where the two edges intersects. Null = no intersection.</returns>
81    public static Vector3D Intersects(Edge3D e1, Edge3D e2) {
82      Line3D l1 = new Line3D(e1.Start, new Vector3D() {
83        X = e1.Start.X - e1.End.X,
84        Y = e1.Start.Y - e1.End.Y,
85        Z = e1.Start.Z - e1.End.Z
86      });
87      Line3D l2 = new Line3D(e2.Start, new Vector3D() {
88        X = e2.Start.X - e2.End.X,
89        Y = e2.Start.Y - e2.End.Y,
90        Z = e2.Start.Z - e2.End.Z
91      });
92      Vector3D point = l1.Intersect(l2);
[15554]93      if (point != null && e1.LiesOn(point) && e2.LiesOn(point)) {
[15488]94        return point;
95      }
96      return null;
97    }
98  }
99}
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