/* HeuristicLab
* Copyright (C) 2002-2016 Joseph Helm and 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 .
*/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Media3D;
using HeuristicLab.Problems.BinPacking3D;
namespace HeuristicLab.Problems.BinPacking.Views {
public partial class Container3DView : UserControl {
private static readonly Color[] colors = new[] {
Color.FromRgb(0x40, 0x6A, 0xB7),
Color.FromRgb(0xB1, 0x6D, 0x01),
Color.FromRgb(0x4E, 0x8A, 0x06),
Color.FromRgb(0x75, 0x50, 0x7B),
Color.FromRgb(0x72, 0x9F, 0xCF),
Color.FromRgb(0xA4, 0x00, 0x00),
Color.FromRgb(0xAD, 0x7F, 0xA8),
Color.FromRgb(0x29, 0x50, 0xCF),
Color.FromRgb(0x90, 0xB0, 0x60),
Color.FromRgb(0xF5, 0x89, 0x30),
Color.FromRgb(0x55, 0x57, 0x53),
Color.FromRgb(0xEF, 0x59, 0x59),
Color.FromRgb(0xED, 0xD4, 0x30),
Color.FromRgb(0x63, 0xC2, 0x16),
};
private static readonly Color hiddenColor = Color.FromArgb(0x1A, 0xAA, 0xAA, 0xAA);
private static readonly Color containerColor = Color.FromArgb(0x7F, 0xAA, 0xAA, 0xAA);
private Point startPos;
private bool mouseDown = false;
private bool ctrlDown = false;
private double startAngleX;
private double startAngleY;
private int selectedItemKey;
private BinPacking packing;
public BinPacking Packing {
get { return packing; }
set {
if (packing != value) {
this.packing = value;
ClearSelection(); // also updates visualization
}
}
}
private Dictionary materials;
public Container3DView() {
InitializeComponent();
camMain.Position = new Point3D(0.5, 3, 3); // for design time we use a different camera position
materials = new Dictionary();
Clear();
}
protected override void OnRenderSizeChanged(SizeChangedInfo sizeInfo) {
base.OnRenderSizeChanged(sizeInfo);
var s = Math.Min(sizeInfo.NewSize.Height, sizeInfo.NewSize.Width);
var mySize = new Size(s, s);
viewport3D1.RenderSize = mySize;
}
public void SelectItem(int itemKey) {
// selection of an item should make all other items semi-transparent
selectedItemKey = itemKey;
UpdateVisualization();
}
public void ClearSelection() {
// remove all transparency
selectedItemKey = -1;
UpdateVisualization();
}
private void UpdateVisualization() {
Clear();
if (packing == null) return; // nothing to display
var modelGroup = (Model3DGroup)MyModel.Content;
var hiddenMaterial = new DiffuseMaterial(new SolidColorBrush(hiddenColor));
foreach (var item in packing.Items) {
var position = packing.Positions[item.Key];
var w = position.Rotated ? item.Value.Depth : item.Value.Width;
var h = item.Value.Height;
var d = position.Rotated ? item.Value.Width : item.Value.Depth;
var model = new GeometryModel3D { Geometry = new MeshGeometry3D() };
DiffuseMaterial material;
if (selectedItemKey >= 0 && selectedItemKey != item.Key)
material = hiddenMaterial;
else {
if (!materials.TryGetValue(item.Value.Material, out material)) {
var colorIdx = item.Value.Material;
while (colorIdx < 0) colorIdx += colors.Length;
colorIdx = colorIdx % colors.Length;
var color = colors[colorIdx];
material = new DiffuseMaterial { Brush = new SolidColorBrush(color) };
materials[item.Value.Material] = material;
}
}
model.Material = material;
modelGroup.Children.Add(model);
AddSolidCube((MeshGeometry3D)model.Geometry, position.X, position.Y, position.Z, w, h, d);
}
var container = packing.BinShape;
var containerModel = new GeometryModel3D(new MeshGeometry3D(), new DiffuseMaterial(new SolidColorBrush(containerColor)));
modelGroup.Children.Add(containerModel);
AddWireframeCube((MeshGeometry3D)containerModel.Geometry, container.Origin.X - .5, container.Origin.Y - .5, container.Origin.Z - .5, container.Width + 1, container.Height + 1, container.Depth + 1);
var ratio = Math.Max(container.Width, Math.Max(container.Height, container.Depth));
scale.ScaleX = 1.0 / ratio;
scale.ScaleY = 1.0 / ratio;
scale.ScaleZ = 1.0 / ratio;
scale.CenterX = .5;
scale.CenterY = .5;
scale.CenterZ = 0;
}
private void Clear() {
((Model3DGroup)MyModel.Content).Children.Clear();
materials.Clear();
mouseDown = false;
startAngleX = 0;
startAngleY = 0;
}
private void Container3DView_MouseMove(object sender, MouseEventArgs e) {
if (!mouseDown) return;
var pos = e.GetPosition((IInputElement)this);
rotateX.Angle = startAngleX + (pos.X - startPos.X) / 4;
rotateY.Angle = startAngleY + (pos.Y - startPos.Y) / 4;
}
private void Container3DView_MouseDown(object sender, MouseButtonEventArgs e) {
startAngleX = rotateX.Angle;
startAngleY = rotateY.Angle;
this.startPos = e.GetPosition((IInputElement)this);
this.mouseDown = true;
}
private void Container3DView_MouseUp(object sender, MouseButtonEventArgs e) {
mouseDown = false;
}
private void Container3DView_OnMouseWheel(object sender, MouseWheelEventArgs e) {
if (e.Delta > 0) {
scaleZoom.ScaleX *= 1.1;
scaleZoom.ScaleY *= 1.1;
scaleZoom.ScaleZ *= 1.1;
} else if (e.Delta < 0) {
scaleZoom.ScaleX /= 1.1;
scaleZoom.ScaleY /= 1.1;
scaleZoom.ScaleZ /= 1.1;
}
}
private void Container3DView_OnMouseEnter(object sender, MouseEventArgs e) {
Focus(); // for mouse wheel events
}
private void Container3DView_OnKeyDown(object sender, KeyEventArgs e) {
ctrlDown = e.Key.HasFlag(Key.LeftCtrl) || e.Key.HasFlag(Key.RightCtrl);
}
#region helper for cubes
///
/// Creates a solid cube by adding the respective points and triangles.
///
/// The mesh to which points and triangles are added.
/// The leftmost point
/// The frontmost point
/// The lowest point
/// The extension to the right
/// The extension to the back
/// The extension to the top
private void AddSolidCube(MeshGeometry3D mesh, int x, int y, int z, int width, int height, int depth) {
// ground
mesh.Positions.Add(new Point3D(x, y, z));
mesh.Positions.Add(new Point3D(x + width, y, z));
mesh.Positions.Add(new Point3D(x + width, y + height, z));
mesh.Positions.Add(new Point3D(x, y + height, z));
// top
mesh.Positions.Add(new Point3D(x, y, z + depth));
mesh.Positions.Add(new Point3D(x + width, y, z + depth));
mesh.Positions.Add(new Point3D(x + width, y + height, z + depth));
mesh.Positions.Add(new Point3D(x, y + height, z + depth));
// front
AddPlane(mesh, 0, 1, 5, 4);
// right side
AddPlane(mesh, 1, 2, 6, 5);
// back
AddPlane(mesh, 3, 7, 6, 2);
// left side
AddPlane(mesh, 0, 4, 7, 3);
// top
AddPlane(mesh, 4, 5, 6, 7);
// bottom
AddPlane(mesh, 0, 3, 2, 1);
}
///
/// Creates a wireframe cube by adding the respective points and triangles.
///
/// The mesh to which points and triangles are added.
/// The leftmost point
/// The frontmost point
/// The lowest point
/// The extension to the right
/// The extension to the back
/// The extension to the top
/// The thickness of the frame
private void AddWireframeCube(MeshGeometry3D mesh, double x, double y, double z, double width, double height, double depth, double thickness = double.NaN) {
// default thickness of the wireframe is 5% of smallest dimension
if (double.IsNaN(thickness))
thickness = Math.Min(width, Math.Min(height, depth)) * 0.05;
// The cube contains of 8 corner, each corner has 4 points:
// 1. The corner point
// 2. A point on the edge to the right of the corner
// 3. A point on the edge atop or below the corner
// 4. A point on the edge to the left of the corner
// Point 0, Front Left Bottom
mesh.Positions.Add(new Point3D(x, y, z));
mesh.Positions.Add(new Point3D(x + thickness, y, z));
mesh.Positions.Add(new Point3D(x, y, z + thickness));
mesh.Positions.Add(new Point3D(x, y + thickness, z));
// Point 1, Front Right Bottom
mesh.Positions.Add(new Point3D(x + width, y, z));
mesh.Positions.Add(new Point3D(x + width, y + thickness, z));
mesh.Positions.Add(new Point3D(x + width, y, z + thickness));
mesh.Positions.Add(new Point3D(x + width - thickness, y, z));
// Point 2, Back Right Bottom
mesh.Positions.Add(new Point3D(x + width, y + height, z));
mesh.Positions.Add(new Point3D(x + width - thickness, y + height, z));
mesh.Positions.Add(new Point3D(x + width, y + height, z + thickness));
mesh.Positions.Add(new Point3D(x + width, y + height - thickness, z));
// Point 3, Back Left Bottom
mesh.Positions.Add(new Point3D(x, y + height, z));
mesh.Positions.Add(new Point3D(x, y + height - thickness, z));
mesh.Positions.Add(new Point3D(x, y + height, z + thickness));
mesh.Positions.Add(new Point3D(x + thickness, y + height, z));
// Point 4, Front Left Top
mesh.Positions.Add(new Point3D(x, y, z + depth));
mesh.Positions.Add(new Point3D(x + thickness, y, z + depth));
mesh.Positions.Add(new Point3D(x, y, z + depth - thickness));
mesh.Positions.Add(new Point3D(x, y + thickness, z + depth));
// Point 5, Front Right Top
mesh.Positions.Add(new Point3D(x + width, y, z + depth));
mesh.Positions.Add(new Point3D(x + width, y + thickness, z + depth));
mesh.Positions.Add(new Point3D(x + width, y, z + depth - thickness));
mesh.Positions.Add(new Point3D(x + width - thickness, y, z + depth));
// Point 6, Back Right Top
mesh.Positions.Add(new Point3D(x + width, y + height, z + depth));
mesh.Positions.Add(new Point3D(x + width - thickness, y + height, z + depth));
mesh.Positions.Add(new Point3D(x + width, y + height, z + depth - thickness));
mesh.Positions.Add(new Point3D(x + width, y + height - thickness, z + depth));
// Point 7, Back Left Top
mesh.Positions.Add(new Point3D(x, y + height, z + depth));
mesh.Positions.Add(new Point3D(x, y + height - thickness, z + depth));
mesh.Positions.Add(new Point3D(x, y + height, z + depth - thickness));
mesh.Positions.Add(new Point3D(x + thickness, y + height, z + depth));
AddPlane(mesh, 0, 4, 6, 2);
AddPlane(mesh, 0, 3, 5, 4);
AddPlane(mesh, 4, 8, 10, 6);
AddPlane(mesh, 4, 7, 9, 8);
AddPlane(mesh, 8, 12, 14, 10);
AddPlane(mesh, 8, 11, 13, 12);
AddPlane(mesh, 0, 2, 14, 12);
AddPlane(mesh, 0, 12, 15, 1);
AddPlane(mesh, 0, 1, 17, 16);
AddPlane(mesh, 0, 16, 19, 3);
AddPlane(mesh, 4, 20, 23, 7);
AddPlane(mesh, 4, 5, 21, 20);
AddPlane(mesh, 8, 24, 27, 11);
AddPlane(mesh, 8, 9, 25, 24);
AddPlane(mesh, 12, 28, 31, 15);
AddPlane(mesh, 12, 13, 29, 28);
AddPlane(mesh, 16, 18, 22, 20);
AddPlane(mesh, 16, 20, 21, 19);
AddPlane(mesh, 20, 22, 26, 24);
AddPlane(mesh, 20, 24, 25, 23);
AddPlane(mesh, 24, 28, 29, 27);
AddPlane(mesh, 24, 26, 30, 28);
AddPlane(mesh, 28, 30, 18, 16);
AddPlane(mesh, 28, 16, 17, 31);
}
///
/// Adds a plane by two triangles. The indices of the points have to be given
/// in counter-clockwise sequence.
///
/// The mesh to add the triangles to
/// The index of the first point
/// The index of the second point
/// The index of the third point
/// The index of the fourth point
private void AddPlane(MeshGeometry3D mesh, int a, int b, int c, int d) {
// two triangles form a plane
mesh.TriangleIndices.Add(a);
mesh.TriangleIndices.Add(b);
mesh.TriangleIndices.Add(d);
mesh.TriangleIndices.Add(c);
mesh.TriangleIndices.Add(d);
mesh.TriangleIndices.Add(b);
}
#endregion
}
}