#region License Information
/* HeuristicLab
* Copyright (C) 2002-2018 Heuristic and Evolutionary Algorithms Laboratory (HEAL)
*
* This file is part of HeuristicLab.
*
* HeuristicLab is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* HeuristicLab is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with HeuristicLab. If not, see .
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace HeuristicLab.Problems.BinPacking3D.Geometry {
public enum Side { Top, Left, Bottom, Right, Front, Back }
///
/// A plane is given as a point and two directing vectors
///
public class Plane3D {
public Vector3D Point { get; private set; }
public Vector3D Direction1 { get; private set; }
public Vector3D Direction2 { get; private set; }
public Vector3D Normal { get; private set; }
private int rhs;
public Plane3D(PackingShape bin, Side side) {
switch (side) {
case Side.Top: // ZX plane
Point = new Vector3D(0, bin.Height, 0);
Direction1 = new Vector3D(0, 0, bin.Depth);
Direction2 = new Vector3D(bin.Width, 0, 0);
break;
case Side.Left: // ZY plane
Point = new Vector3D(0, 0, 0);
Direction1 = new Vector3D(0, 0, bin.Depth);
Direction2 = new Vector3D(0, bin.Height, 0);
break;
case Side.Bottom: // XZ plane
Point = new Vector3D(0, 0, 0);
Direction1 = new Vector3D(bin.Width, 0, 0);
Direction2 = new Vector3D(0, 0, bin.Depth);
break;
case Side.Right: // YZ plane
Point = new Vector3D(bin.Width, 0, 0);
Direction1 = new Vector3D(0, bin.Height, 0);
Direction2 = new Vector3D(0, 0, bin.Depth);
break;
case Side.Front: // XY plane
Point = new Vector3D(0, 0, bin.Depth);
Direction1 = new Vector3D(bin.Width, 0, 0);
Direction2 = new Vector3D(0, bin.Height, 0);
break;
case Side.Back: // YX plane
Point = new Vector3D(0, 0, 0);
Direction1 = new Vector3D(0, bin.Height, 0);
Direction2 = new Vector3D(bin.Width, 0, 0);
break;
}
Normal = Direction1.Cross(Direction2);
rhs = 0;
}
public Plane3D(PackingPosition pos, PackingItem item, Side side) {
// the directing vectors are chosen such that normal always points outside the packing item
switch (side) {
case Side.Top: // ZX plane
Point = new Vector3D(pos.X, pos.Y + item.Height, pos.Z);
Direction1 = new Vector3D(0, 0, pos.Rotated ? item.Width : item.Depth);
Direction2 = new Vector3D(pos.Rotated ? item.Depth : item.Width, 0, 0);
break;
case Side.Left: // ZY plane
Point = new Vector3D(pos.X, pos.Y, pos.Z);
Direction1 = new Vector3D(0, 0, pos.Rotated ? item.Width : item.Depth);
Direction2 = new Vector3D(0, item.Height, 0);
break;
case Side.Bottom: // XZ plane
Point = new Vector3D(pos.X, pos.Y, pos.Z);
Direction1 = new Vector3D(pos.Rotated ? item.Depth : item.Width, 0, 0);
Direction2 = new Vector3D(0, 0, pos.Rotated ? item.Width : item.Depth);
break;
case Side.Right: // YZ plane
Point = new Vector3D(pos.X + (pos.Rotated ? item.Depth : item.Width), pos.Y, pos.Z);
Direction1 = new Vector3D(0, item.Height, 0);
Direction2 = new Vector3D(0, 0, pos.Rotated ? item.Width : item.Depth);
break;
case Side.Front: // XY plane
Point = new Vector3D(pos.X, pos.Y, pos.Z + (pos.Rotated ? item.Width : item.Depth));
Direction1 = new Vector3D(pos.Rotated ? item.Depth : item.Width, 0, 0);
Direction2 = new Vector3D(0, item.Height, 0);
break;
case Side.Back: // YX plane
Point = new Vector3D(pos.X, pos.Y, pos.Z);
Direction1 = new Vector3D(0, item.Height, 0);
Direction2 = new Vector3D(pos.Rotated ? item.Depth : item.Width, 0, 0);
break;
}
Normal = Direction1.Cross(Direction2);
rhs = Normal.X * Point.X + Normal.Y * Point.Y + Normal.Z * Point.Z;
}
///
/// Returns true if the given point is an element of the current plane
///
///
///
public bool IsElementOf(Vector3D point) {
return Normal.X * point.X + Normal.Y * point.Y + Normal.Z * point.Z == rhs;
}
///
/// Returns true, if the given line intersects with the current plane
///
///
///
public bool Intersects(Line3D line) {
return Intersect(line) != null;
}
///
/// Returns the point of intersection of a given line and the current plane.
/// It returns null if there is no intersection.
///
///
///
public Vector3D Intersect(Line3D line) {
var denom = Normal * line.Direction;
if (denom == 0) {
// dir is perpendicular to the normal vector of the plane
// this means they intersect if p1 is element of the plane
// also the plane does not stretch infinitely, but is bound
// to the parallelogram spanned by the point and the two
// directing vectors
if (IsElementOf(line.Point) && IsWithinDirectionalVectors(line.Point))
return line.Point;
else
return null;
}
var intersect = line.Point + ((Normal * (Point - line.Point)) / denom) * line.Direction;
if (IsWithinDirectionalVectors(intersect))
return intersect;
return null;
}
public bool IsWithinDirectionalVectors(Vector3D point) {
return point.X >= Point.X && (Direction1.X + Direction2.X == 0 || (point.X < Point.X + Direction1.X || point.X < Point.X + Direction2.X))
&& point.Y >= Point.Y && (Direction1.Y + Direction2.Y == 0 || (point.Y < Point.Y + Direction1.Y || point.Y < Point.Y + Direction2.Y))
&& point.Z >= Point.Z && (Direction1.Z + Direction2.Z == 0 || (point.Z < Point.Z + Direction1.Z || point.Z < Point.Z + Direction2.Z));
}
}
}