1 | #region License Information
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2 | /* HeuristicLab
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3 | * Copyright (C) 2002-2018 Heuristic and Evolutionary Algorithms Laboratory (HEAL)
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4 | *
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5 | * This file is part of HeuristicLab.
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6 | *
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7 | * HeuristicLab is free software: you can redistribute it and/or modify
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8 | * it under the terms of the GNU General Public License as published by
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9 | * the Free Software Foundation, either version 3 of the License, or
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10 | * (at your option) any later version.
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11 | *
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12 | * HeuristicLab is distributed in the hope that it will be useful,
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13 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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14 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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15 | * GNU General Public License for more details.
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16 | *
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17 | * You should have received a copy of the GNU General Public License
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18 | * along with HeuristicLab. If not, see <http://www.gnu.org/licenses/>.
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19 | */
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20 | #endregion
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21 |
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22 | using System;
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23 | using System.Collections.Generic;
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24 | using System.Linq;
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25 | using System.Text;
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26 | using System.Threading.Tasks;
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27 |
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28 | namespace HeuristicLab.Problems.BinPacking3D.Geometry {
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29 | /// <summary>
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30 | /// A line is given as a point and a directing vector
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31 | /// </summary>
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32 | public class Line3D {
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33 | public Vector3D Point;
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34 | public Vector3D Direction;
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35 |
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36 | public Line3D(Vector3D point, Vector3D direction) {
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37 | Point = point;
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38 | Direction = direction;
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39 | }
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40 | public Line3D(PackingPosition position, Vector3D direction) {
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41 | Point = new Vector3D(position);
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42 | Direction = direction;
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43 | }
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44 |
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45 | public bool Intersects(Plane3D plane) {
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46 | return plane.Intersects(this);
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47 | }
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48 |
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49 | public Vector3D Intersect(Plane3D plane) {
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50 | return plane.Intersect(this);
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51 | }
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52 |
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53 | /// <summary>
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54 | /// Returns the intersection point of two lines.
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55 | /// It the lines doesn't intersect it returns null.
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56 | /// </summary>
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57 | /// <param name="line"></param>
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58 | /// <returns></returns>
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59 | public Vector3D Intersect(Line3D line) {
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60 | double r = 0;
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61 | double s = 0;
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62 |
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63 | // if they have the same source point, this point can be returned.
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64 | if (this.Point.Equals(line.Point)) {
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65 | return this.Point;
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66 | }
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67 |
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68 | if (Direction.X != 0) {
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69 | r = (line.Point.X - this.Point.X) / (double)Direction.X;
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70 | } else if (Direction.Y != 0) {
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71 | r = (line.Point.Y - this.Point.Y) / (double)Direction.Y;
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72 | } else if (Direction.Z != 0) {
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73 | r = (line.Point.Z - this.Point.Z) / (double)Direction.Z;
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74 | }
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75 |
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76 | if (line.Direction.X != 0) {
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77 | s = (this.Point.X - line.Point.X) / (double)line.Direction.X;
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78 | } else if (line.Direction.Y != 0) {
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79 | s = (this.Point.Y - line.Point.Y) / (double)line.Direction.Y;
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80 | } else if (line.Direction.Z != 0) {
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81 | s = (this.Point.Z - line.Point.Z) / (double)line.Direction.Z;
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82 | }
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83 | var p1 = r * this.Direction + this.Point;
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84 | var p2 = s * line.Direction + line.Point;
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85 | var c = p1.Equals(p2);
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86 | if (s!=0 && r!=0 && p1.Equals(p2)) {
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87 | return p1;
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88 | }
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89 |
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90 | return null;
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91 | }
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92 | }
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93 | }
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