[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 |
|
---|
| 22 | using System;
|
---|
[15454] | 23 | using System.Collections.Generic;
|
---|
| 24 | using System.Linq;
|
---|
| 25 | using System.Text;
|
---|
| 26 | using System.Threading.Tasks;
|
---|
| 27 |
|
---|
| 28 | namespace HeuristicLab.Problems.BinPacking3D.Geometry {
|
---|
[15554] | 29 | public enum Side { Top, Left, Bottom, Right, Front, Back }
|
---|
[15454] | 30 |
|
---|
| 31 | /// <summary>
|
---|
| 32 | /// A plane is given as a point and two directing vectors
|
---|
| 33 | /// </summary>
|
---|
[15554] | 34 | public class Plane3D {
|
---|
[15454] | 35 | public Vector3D Point { get; private set; }
|
---|
| 36 | public Vector3D Direction1 { get; private set; }
|
---|
| 37 | public Vector3D Direction2 { get; private set; }
|
---|
| 38 | public Vector3D Normal { get; private set; }
|
---|
[15554] | 39 |
|
---|
[15454] | 40 | private int rhs;
|
---|
| 41 |
|
---|
| 42 | public Plane3D(PackingShape bin, Side side) {
|
---|
| 43 | switch (side) {
|
---|
| 44 | case Side.Top: // ZX plane
|
---|
| 45 | Point = new Vector3D(0, bin.Height, 0);
|
---|
| 46 | Direction1 = new Vector3D(0, 0, bin.Depth);
|
---|
| 47 | Direction2 = new Vector3D(bin.Width, 0, 0);
|
---|
| 48 | break;
|
---|
| 49 | case Side.Left: // ZY plane
|
---|
| 50 | Point = new Vector3D(0, 0, 0);
|
---|
| 51 | Direction1 = new Vector3D(0, 0, bin.Depth);
|
---|
| 52 | Direction2 = new Vector3D(0, bin.Height, 0);
|
---|
| 53 | break;
|
---|
| 54 | case Side.Bottom: // XZ plane
|
---|
| 55 | Point = new Vector3D(0, 0, 0);
|
---|
| 56 | Direction1 = new Vector3D(bin.Width, 0, 0);
|
---|
| 57 | Direction2 = new Vector3D(0, 0, bin.Depth);
|
---|
| 58 | break;
|
---|
| 59 | case Side.Right: // YZ plane
|
---|
| 60 | Point = new Vector3D(bin.Width, 0, 0);
|
---|
| 61 | Direction1 = new Vector3D(0, bin.Height, 0);
|
---|
| 62 | Direction2 = new Vector3D(0, 0, bin.Depth);
|
---|
| 63 | break;
|
---|
| 64 | case Side.Front: // XY plane
|
---|
| 65 | Point = new Vector3D(0, 0, bin.Depth);
|
---|
| 66 | Direction1 = new Vector3D(bin.Width, 0, 0);
|
---|
| 67 | Direction2 = new Vector3D(0, bin.Height, 0);
|
---|
| 68 | break;
|
---|
| 69 | case Side.Back: // YX plane
|
---|
| 70 | Point = new Vector3D(0, 0, 0);
|
---|
| 71 | Direction1 = new Vector3D(0, bin.Height, 0);
|
---|
| 72 | Direction2 = new Vector3D(bin.Width, 0, 0);
|
---|
| 73 | break;
|
---|
| 74 | }
|
---|
| 75 | Normal = Direction1.Cross(Direction2);
|
---|
| 76 | rhs = 0;
|
---|
| 77 | }
|
---|
| 78 |
|
---|
| 79 | public Plane3D(PackingPosition pos, PackingItem item, Side side) {
|
---|
| 80 | // the directing vectors are chosen such that normal always points outside the packing item
|
---|
| 81 | switch (side) {
|
---|
| 82 | case Side.Top: // ZX plane
|
---|
| 83 | Point = new Vector3D(pos.X, pos.Y + item.Height, pos.Z);
|
---|
| 84 | Direction1 = new Vector3D(0, 0, pos.Rotated ? item.Width : item.Depth);
|
---|
| 85 | Direction2 = new Vector3D(pos.Rotated ? item.Depth : item.Width, 0, 0);
|
---|
| 86 | break;
|
---|
| 87 | case Side.Left: // ZY plane
|
---|
| 88 | Point = new Vector3D(pos.X, pos.Y, pos.Z);
|
---|
| 89 | Direction1 = new Vector3D(0, 0, pos.Rotated ? item.Width : item.Depth);
|
---|
| 90 | Direction2 = new Vector3D(0, item.Height, 0);
|
---|
| 91 | break;
|
---|
| 92 | case Side.Bottom: // XZ plane
|
---|
| 93 | Point = new Vector3D(pos.X, pos.Y, pos.Z);
|
---|
| 94 | Direction1 = new Vector3D(pos.Rotated ? item.Depth : item.Width, 0, 0);
|
---|
| 95 | Direction2 = new Vector3D(0, 0, pos.Rotated ? item.Width : item.Depth);
|
---|
| 96 | break;
|
---|
| 97 | case Side.Right: // YZ plane
|
---|
| 98 | Point = new Vector3D(pos.X + (pos.Rotated ? item.Depth : item.Width), pos.Y, pos.Z);
|
---|
| 99 | Direction1 = new Vector3D(0, item.Height, 0);
|
---|
| 100 | Direction2 = new Vector3D(0, 0, pos.Rotated ? item.Width : item.Depth);
|
---|
| 101 | break;
|
---|
| 102 | case Side.Front: // XY plane
|
---|
| 103 | Point = new Vector3D(pos.X, pos.Y, pos.Z + (pos.Rotated ? item.Width : item.Depth));
|
---|
| 104 | Direction1 = new Vector3D(pos.Rotated ? item.Depth : item.Width, 0, 0);
|
---|
| 105 | Direction2 = new Vector3D(0, item.Height, 0);
|
---|
| 106 | break;
|
---|
| 107 | case Side.Back: // YX plane
|
---|
| 108 | Point = new Vector3D(pos.X, pos.Y, pos.Z);
|
---|
| 109 | Direction1 = new Vector3D(0, item.Height, 0);
|
---|
| 110 | Direction2 = new Vector3D(pos.Rotated ? item.Depth : item.Width, 0, 0);
|
---|
| 111 | break;
|
---|
| 112 | }
|
---|
| 113 | Normal = Direction1.Cross(Direction2);
|
---|
| 114 | rhs = Normal.X * Point.X + Normal.Y * Point.Y + Normal.Z * Point.Z;
|
---|
| 115 | }
|
---|
| 116 |
|
---|
[15554] | 117 | /// <summary>
|
---|
| 118 | /// Returns true if the given point is an element of the current plane
|
---|
| 119 | /// </summary>
|
---|
| 120 | /// <param name="point"></param>
|
---|
| 121 | /// <returns></returns>
|
---|
[15454] | 122 | public bool IsElementOf(Vector3D point) {
|
---|
| 123 | return Normal.X * point.X + Normal.Y * point.Y + Normal.Z * point.Z == rhs;
|
---|
| 124 | }
|
---|
| 125 |
|
---|
[15554] | 126 | /// <summary>
|
---|
| 127 | /// Returns true, if the given line intersects with the current plane
|
---|
| 128 | /// </summary>
|
---|
| 129 | /// <param name="line"></param>
|
---|
| 130 | /// <returns></returns>
|
---|
[15454] | 131 | public bool Intersects(Line3D line) {
|
---|
| 132 | return Intersect(line) != null;
|
---|
| 133 | }
|
---|
| 134 |
|
---|
[15554] | 135 | /// <summary>
|
---|
| 136 | /// Returns the point of intersection of a given line and the current plane.
|
---|
| 137 | /// It returns null if there is no intersection.
|
---|
| 138 | /// </summary>
|
---|
| 139 | /// <param name="line"></param>
|
---|
| 140 | /// <returns></returns>
|
---|
[15454] | 141 | public Vector3D Intersect(Line3D line) {
|
---|
| 142 | var denom = Normal * line.Direction;
|
---|
| 143 | if (denom == 0) {
|
---|
| 144 | // dir is perpendicular to the normal vector of the plane
|
---|
| 145 | // this means they intersect if p1 is element of the plane
|
---|
| 146 | // also the plane does not stretch infinitely, but is bound
|
---|
| 147 | // to the parallelogram spanned by the point and the two
|
---|
| 148 | // directing vectors
|
---|
| 149 | if (IsElementOf(line.Point) && IsWithinDirectionalVectors(line.Point))
|
---|
| 150 | return line.Point;
|
---|
| 151 | else
|
---|
| 152 | return null;
|
---|
| 153 | }
|
---|
| 154 | var intersect = line.Point + ((Normal * (Point - line.Point)) / denom) * line.Direction;
|
---|
| 155 | if (IsWithinDirectionalVectors(intersect))
|
---|
| 156 | return intersect;
|
---|
| 157 | return null;
|
---|
| 158 | }
|
---|
| 159 |
|
---|
| 160 | public bool IsWithinDirectionalVectors(Vector3D point) {
|
---|
| 161 | return point.X >= Point.X && (Direction1.X + Direction2.X == 0 || (point.X < Point.X + Direction1.X || point.X < Point.X + Direction2.X))
|
---|
| 162 | && point.Y >= Point.Y && (Direction1.Y + Direction2.Y == 0 || (point.Y < Point.Y + Direction1.Y || point.Y < Point.Y + Direction2.Y))
|
---|
| 163 | && point.Z >= Point.Z && (Direction1.Z + Direction2.Z == 0 || (point.Z < Point.Z + Direction1.Z || point.Z < Point.Z + Direction2.Z));
|
---|
| 164 | }
|
---|
| 165 | }
|
---|
| 166 | }
|
---|