1 | /* HeuristicLab
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2 | * Copyright (C) 2002-2015 Joseph Helm and Heuristic and Evolutionary Algorithms Laboratory (HEAL)
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3 | *
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4 | * This file is part of HeuristicLab.
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5 | *
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6 | * HeuristicLab is free software: you can redistribute it and/or modify
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7 | * it under the terms of the GNU General Public License as published by
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8 | * the Free Software Foundation, either version 3 of the License, or
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9 | * (at your option) any later version.
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10 | *
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11 | * HeuristicLab is distributed in the hope that it will be useful,
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12 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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13 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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14 | * GNU General Public License for more details.
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15 | *
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16 | * You should have received a copy of the GNU General Public License
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17 | * along with HeuristicLab. If not, see<http://www.gnu.org/licenses/> .
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18 | */
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19 |
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20 | using System;
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21 | using System.Linq;
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22 | using System.Windows;
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23 | using System.Windows.Controls;
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24 | using System.Windows.Input;
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25 | using System.Windows.Media.Media3D;
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26 | using HeuristicLab.Encodings.PackingEncoding.PackingPlan;
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27 | using HeuristicLab.Problems.BinPacking.Dimensions;
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28 | using HeuristicLab.Problems.BinPacking.PackingBin;
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29 | using HeuristicLab.Problems.BinPacking.PackingItem;
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30 |
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31 | namespace HeuristicLab.Problems.BinPacking.Views {
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32 | public partial class Container3DView : UserControl {
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33 | private Point startPos;
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34 | private bool mouseDown = false;
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35 | private double startAngleX;
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36 | private double startAngleY;
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37 | private int selectedItemKey;
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38 |
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39 | private BinPacking<ThreeDimensionalPacking, CuboidPackingBin, CuboidPackingItem> packing;
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40 | public BinPacking<ThreeDimensionalPacking, CuboidPackingBin, CuboidPackingItem> Packing {
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41 | get { return packing; }
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42 | set {
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43 | if (packing != value) {
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44 | this.packing = value;
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45 | ClearSelection(); // also updates visualization
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46 | }
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47 | }
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48 | }
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49 |
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50 | public Container3DView() {
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51 | InitializeComponent();
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52 | camMain.Position = new Point3D(0.5, 2, 2); // for design time we use a different camera position
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53 | Clear();
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54 | }
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55 |
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56 |
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57 | protected override void OnRenderSizeChanged(SizeChangedInfo sizeInfo) {
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58 | base.OnRenderSizeChanged(sizeInfo);
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59 | var s = Math.Min(sizeInfo.NewSize.Height, sizeInfo.NewSize.Width);
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60 | var mySize = new Size(s, s);
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61 | viewport3D1.RenderSize = mySize;
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62 | }
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63 |
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64 | public void SelectItem(int itemKey) {
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65 | // selection of an item should make all other items semi-transparent
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66 | selectedItemKey = itemKey;
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67 | UpdateVisualization();
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68 | }
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69 | public void ClearSelection() {
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70 | // remove all transparency
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71 | selectedItemKey = -1;
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72 | UpdateVisualization();
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73 | }
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74 |
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75 | private void UpdateVisualization() {
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76 | Clear();
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77 | if (packing == null) return; // nothing to display
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78 |
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79 | // draw all items
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80 | // order by Z position to reduce artifacts (because of transparent objects)
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81 | // TODO: improve code to reduce artifacts
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82 | // - from triangle definitions and lighting
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83 | // - from rotation and Z-ordering
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84 |
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85 | foreach (var item in packing.ItemMeasures.OrderBy(i => packing.ItemPositions[i.Key].Z)) {
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86 | var position = packing.ItemPositions[item.Key];
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87 |
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88 | var w = position.Rotated ? item.Value.Depth : item.Value.Width;
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89 | var h = item.Value.Height;
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90 | var d = position.Rotated ? item.Value.Width : item.Value.Depth;
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91 |
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92 | // ignore the item.Material
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93 |
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94 | // if nothing is selected then draw all cubes opaque
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95 | // otherwise draw only the selected cube opaque and all others transparent
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96 | if (selectedItemKey < 0 || selectedItemKey == item.Key) {
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97 | AddCube(meshMain, position.X, position.Y, position.Z, w, h, d);
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98 | } else {
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99 | AddCube(meshTransparent, position.X, position.Y, position.Z, w, h, d, addInsideTriangles: true);
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100 | }
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101 | }
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102 |
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103 | var container = packing.BinMeasures;
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104 | // draw a transparent container
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105 | AddCube(meshTransparent, container.Origin.X, container.Origin.Y, container.Origin.Z, container.Width, container.Height, container.Depth, addInsideTriangles: true);
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106 |
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107 | // TODO: support cuboids with different side lengths
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108 | // apply scaling so that the container fits into the unit cube (necessary for the transformations)
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109 | scale.ScaleX = 1.0 / (container.Width);
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110 | scale.ScaleY = 1.0 / (container.Height);
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111 | scale.ScaleZ = 1.0 / (container.Depth);
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112 | }
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113 |
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114 |
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115 | private void Clear() {
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116 | meshInsides.Positions.Clear();
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117 | meshInsides.TriangleIndices.Clear();
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118 |
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119 | meshMain.Positions.Clear();
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120 | meshMain.TriangleIndices.Clear();
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121 |
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122 | meshTransparent.Positions.Clear();
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123 | meshTransparent.TriangleIndices.Clear();
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124 |
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125 | mouseDown = false;
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126 | startAngleX = 0;
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127 | startAngleY = 0;
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128 | }
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129 |
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130 | private void Container3DView_MouseMove(object sender, MouseEventArgs e) {
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131 | if (!mouseDown) return;
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132 | var pos = e.GetPosition((IInputElement)this);
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133 | rotateX.Angle = startAngleX + (pos.X - startPos.X) / 4;
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134 | rotateY.Angle = startAngleY + (pos.Y - startPos.Y) / 4;
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135 | }
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136 |
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137 | private void Container3DView_MouseDown(object sender, MouseButtonEventArgs e) {
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138 | startAngleX = rotateX.Angle;
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139 | startAngleY = rotateY.Angle;
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140 | this.startPos = e.GetPosition((IInputElement)this);
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141 | this.mouseDown = true;
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142 | }
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143 |
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144 | private void Container3DView_MouseUp(object sender, MouseButtonEventArgs e) {
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145 | mouseDown = false;
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146 | }
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147 |
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148 | private void Container3DView_OnMouseWheel(object sender, MouseWheelEventArgs e) {
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149 | if (e.Delta > 0) {
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150 | scaleZoom.ScaleX *= 1.1;
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151 | scaleZoom.ScaleY *= 1.1;
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152 | scaleZoom.ScaleZ *= 1.1;
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153 | } else if (e.Delta < 0) {
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154 | scaleZoom.ScaleX /= 1.1;
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155 | scaleZoom.ScaleY /= 1.1;
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156 | scaleZoom.ScaleZ /= 1.1;
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157 | }
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158 | }
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159 |
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160 |
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161 | #region helper for cubes
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162 |
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163 | private void AddCube(MeshGeometry3D mesh, int x, int y, int z, int width, int height, int depth, bool addInsideTriangles = false) {
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164 | AddOutsideTriangles(mesh, AddPoints(mesh, x, y, z, width, height, depth));
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165 | if (addInsideTriangles) AddInsideTriangles(meshInsides, AddPoints(meshInsides, x, y, z, width, height, depth));
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166 | }
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167 |
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168 | private void AddOutsideTriangles(MeshGeometry3D mesh, int[] pointIdx) {
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169 | // point indices counter-clockwise
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170 | // back side
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171 | mesh.TriangleIndices.Add(pointIdx[0]);
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172 | mesh.TriangleIndices.Add(pointIdx[2]);
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173 | mesh.TriangleIndices.Add(pointIdx[1]);
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174 |
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175 | mesh.TriangleIndices.Add(pointIdx[0]);
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176 | mesh.TriangleIndices.Add(pointIdx[3]);
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177 | mesh.TriangleIndices.Add(pointIdx[2]);
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178 |
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179 | // bottom side
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180 | mesh.TriangleIndices.Add(pointIdx[5]);
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181 | mesh.TriangleIndices.Add(pointIdx[4]);
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182 | mesh.TriangleIndices.Add(pointIdx[0]);
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183 |
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184 | mesh.TriangleIndices.Add(pointIdx[5]);
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185 | mesh.TriangleIndices.Add(pointIdx[0]);
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186 | mesh.TriangleIndices.Add(pointIdx[1]);
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187 |
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188 | // right side
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189 | mesh.TriangleIndices.Add(pointIdx[2]);
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190 | mesh.TriangleIndices.Add(pointIdx[6]);
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191 | mesh.TriangleIndices.Add(pointIdx[5]);
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192 |
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193 | mesh.TriangleIndices.Add(pointIdx[1]);
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194 | mesh.TriangleIndices.Add(pointIdx[2]);
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195 | mesh.TriangleIndices.Add(pointIdx[5]);
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196 |
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197 | // left side
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198 | mesh.TriangleIndices.Add(pointIdx[7]);
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199 | mesh.TriangleIndices.Add(pointIdx[3]);
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200 | mesh.TriangleIndices.Add(pointIdx[4]);
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201 |
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202 | mesh.TriangleIndices.Add(pointIdx[4]);
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203 | mesh.TriangleIndices.Add(pointIdx[3]);
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204 | mesh.TriangleIndices.Add(pointIdx[0]);
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205 |
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206 | // top side
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207 | mesh.TriangleIndices.Add(pointIdx[3]);
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208 | mesh.TriangleIndices.Add(pointIdx[7]);
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209 | mesh.TriangleIndices.Add(pointIdx[6]);
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210 |
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211 | mesh.TriangleIndices.Add(pointIdx[3]);
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212 | mesh.TriangleIndices.Add(pointIdx[6]);
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213 | mesh.TriangleIndices.Add(pointIdx[2]);
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214 |
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215 | // front side
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216 | mesh.TriangleIndices.Add(pointIdx[6]);
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217 | mesh.TriangleIndices.Add(pointIdx[7]);
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218 | mesh.TriangleIndices.Add(pointIdx[4]);
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219 |
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220 | mesh.TriangleIndices.Add(pointIdx[6]);
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221 | mesh.TriangleIndices.Add(pointIdx[4]);
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222 | mesh.TriangleIndices.Add(pointIdx[5]);
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223 | }
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224 |
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225 | private void AddInsideTriangles(MeshGeometry3D mesh, int[] pointIdx) {
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226 | // for each cube we also draw the triangles facing inside because they are visible when a cube is transparent
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227 | // point indices clockwise
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228 |
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229 | // back side
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230 | mesh.TriangleIndices.Add(pointIdx[1]);
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231 | mesh.TriangleIndices.Add(pointIdx[2]);
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232 | mesh.TriangleIndices.Add(pointIdx[0]);
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233 |
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234 | mesh.TriangleIndices.Add(pointIdx[2]);
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235 | mesh.TriangleIndices.Add(pointIdx[3]);
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236 | mesh.TriangleIndices.Add(pointIdx[0]);
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237 |
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238 | // bottom side
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239 | mesh.TriangleIndices.Add(pointIdx[0]);
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240 | mesh.TriangleIndices.Add(pointIdx[4]);
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241 | mesh.TriangleIndices.Add(pointIdx[5]);
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242 |
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243 | mesh.TriangleIndices.Add(pointIdx[1]);
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244 | mesh.TriangleIndices.Add(pointIdx[0]);
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245 | mesh.TriangleIndices.Add(pointIdx[5]);
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246 |
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247 | // right side
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248 | mesh.TriangleIndices.Add(pointIdx[5]);
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249 | mesh.TriangleIndices.Add(pointIdx[6]);
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250 | mesh.TriangleIndices.Add(pointIdx[2]);
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251 |
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252 | mesh.TriangleIndices.Add(pointIdx[5]);
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253 | mesh.TriangleIndices.Add(pointIdx[2]);
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254 | mesh.TriangleIndices.Add(pointIdx[1]);
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255 |
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256 | // left side
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257 | mesh.TriangleIndices.Add(pointIdx[4]);
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258 | mesh.TriangleIndices.Add(pointIdx[3]);
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259 | mesh.TriangleIndices.Add(pointIdx[7]);
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260 |
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261 | mesh.TriangleIndices.Add(pointIdx[0]);
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262 | mesh.TriangleIndices.Add(pointIdx[3]);
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263 | mesh.TriangleIndices.Add(pointIdx[4]);
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264 |
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265 | // top side
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266 | mesh.TriangleIndices.Add(pointIdx[6]);
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267 | mesh.TriangleIndices.Add(pointIdx[7]);
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268 | mesh.TriangleIndices.Add(pointIdx[3]);
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269 |
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270 | mesh.TriangleIndices.Add(pointIdx[2]);
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271 | mesh.TriangleIndices.Add(pointIdx[6]);
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272 | mesh.TriangleIndices.Add(pointIdx[3]);
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273 |
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274 | // front side
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275 | mesh.TriangleIndices.Add(pointIdx[4]);
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276 | mesh.TriangleIndices.Add(pointIdx[7]);
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277 | mesh.TriangleIndices.Add(pointIdx[6]);
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278 |
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279 | mesh.TriangleIndices.Add(pointIdx[5]);
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280 | mesh.TriangleIndices.Add(pointIdx[4]);
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281 | mesh.TriangleIndices.Add(pointIdx[6]);
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282 | }
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283 |
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284 | private int[] AddPoints(MeshGeometry3D mesh, int x, int y, int z, int w, int h, int d) {
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285 | // ground
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286 | mesh.Positions.Add(new Point3D(x, y, z));
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287 | mesh.Positions.Add(new Point3D(x + w, y, z));
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288 | mesh.Positions.Add(new Point3D(x + w, y + h, z));
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289 | mesh.Positions.Add(new Point3D(x, y + h, z));
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290 | // top
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291 | mesh.Positions.Add(new Point3D(x, y, z + d));
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292 | mesh.Positions.Add(new Point3D(x + w, y, z + d));
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293 | mesh.Positions.Add(new Point3D(x + w, y + h, z + d));
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294 | mesh.Positions.Add(new Point3D(x, y + h, z + d));
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295 |
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296 | return Enumerable.Range(mesh.Positions.Count - 8, 8).ToArray();
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297 | }
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298 | #endregion
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299 |
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300 | private void Container3DView_OnMouseEnter(object sender, MouseEventArgs e) {
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301 | Focus(); // for mouse wheel events
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302 | }
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303 | }
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304 | }
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