1 | using System;
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2 | using System.Collections.Generic;
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3 | using System.Linq;
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4 | using System.Text;
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5 | using System.Threading.Tasks;
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6 |
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7 | namespace HeuristicLab.Problems.BinPacking3D.Geometry {
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8 | public class Vector3D {
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9 |
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10 | public int X { get; set; }
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11 | public int Y { get; set; }
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12 | public int Z { get; set; }
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13 |
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14 | public Vector3D() { }
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15 | public Vector3D(int x, int y, int z) {
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16 | X = x;
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17 | Y = y;
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18 | Z = z;
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19 | }
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20 | public Vector3D(PackingPosition pos) {
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21 | X = pos.X;
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22 | Y = pos.Y;
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23 | Z = pos.Z;
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24 | }
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25 |
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26 | public PackingPosition ToPackingPosition(int assignedBin) {
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27 | return new PackingPosition(assignedBin, X, Y, Z);
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28 | }
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29 |
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30 | public static Vector3D AlongX(Vector3D pos, PackingItem item) {
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31 | return new Vector3D(
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32 | pos.X + item.Width,
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33 | pos.Y,
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34 | pos.Z
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35 | );
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36 | }
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37 | public static Vector3D AlongY(Vector3D pos, PackingItem item) {
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38 | return new Vector3D(
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39 | pos.X,
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40 | pos.Y + item.Height,
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41 | pos.Z
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42 | );
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43 | }
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44 | public static Vector3D AlongZ(Vector3D pos, PackingItem item) {
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45 | return new Vector3D(
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46 | pos.X,
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47 | pos.Y,
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48 | pos.Z + item.Depth
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49 | );
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50 | }
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51 | public static Vector3D AlongX(PackingPosition pos, PackingItem item) {
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52 | return new Vector3D(
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53 | pos.X + item.Width,
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54 | pos.Y,
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55 | pos.Z
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56 | );
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57 | }
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58 | public static Vector3D AlongY(PackingPosition pos, PackingItem item) {
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59 | return new Vector3D(
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60 | pos.X,
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61 | pos.Y + item.Height,
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62 | pos.Z
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63 | );
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64 | }
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65 | public static Vector3D AlongZ(PackingPosition pos, PackingItem item) {
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66 | return new Vector3D(
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67 | pos.X,
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68 | pos.Y,
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69 | pos.Z + item.Depth
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70 | );
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71 | }
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72 |
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73 | public Vector3D Cross(Vector3D b) {
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74 | return new Vector3D(
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75 | Y * b.Z - Z * b.Y,
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76 | -X * b.Z + Z * b.X,
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77 | X * b.Y - Y * b.X
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78 | );
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79 | }
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80 |
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81 | public bool IsInside(PackingPosition pos, ResidualSpace rs) {
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82 | return X >= pos.X && X < pos.X + rs.Width
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83 | && Y >= pos.Y && Y < pos.Y + rs.Height
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84 | && Z >= pos.Z && Z < pos.Z + rs.Depth;
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85 | }
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86 |
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87 | public static int operator *(Vector3D a, Vector3D b) {
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88 | return a.X * b.X + a.Y * b.Y + a.Z * b.Z;
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89 | }
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90 | public static Vector3D operator *(int a, Vector3D b) {
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91 | return new Vector3D(a * b.X, a * b.Y, a * b.Z);
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92 | }
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93 |
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94 | public static Vector3D operator *(double a, Vector3D b) {
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95 | return new Vector3D((int)(a * b.X), (int)(a * b.Y), (int)(a * b.Z));
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96 | }
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97 |
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98 | public static Vector3D operator *(Vector3D a, int b) {
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99 | return new Vector3D(a.X * b, a.Y * b, a.Z * b);
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100 | }
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101 |
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102 | public static Vector3D operator *(Vector3D a, double b) {
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103 | return new Vector3D((int)(b * a.X), (int)(b * a.Y), (int)(b * a.Z));
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104 | }
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105 |
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106 | public static Vector3D operator +(Vector3D a, Vector3D b) {
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107 | return new Vector3D(a.X + b.X, a.Y + b.Y, a.Z + b.Z);
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108 | }
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109 | public static Vector3D operator -(Vector3D a, Vector3D b) {
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110 | return new Vector3D(a.X - b.X, a.Y - b.Y, a.Z - b.Z);
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111 | }
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112 |
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113 | public override bool Equals(object obj) {
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114 | var packPos = obj as PackingPosition;
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115 | if (packPos != null) {
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116 | return X == packPos.X && Y == packPos.Y && Z == packPos.Z;
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117 | }
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118 | var vec = obj as Vector3D;
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119 | if (vec != null) {
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120 | return X == vec.X && Y == vec.Y && Z == vec.Z;
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121 | }
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122 | return false;
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123 | }
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124 | }
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125 | }
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