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