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source: trunk/HeuristicLab.Problems.BinPacking.Views/3.3/Container3DView.xaml.cs @ 15942

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#2640: Updated year of copyrights in license headers

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1/* HeuristicLab
2 * Copyright (C) 2002-2018 Joseph Helm and Heuristic and Evolutionary Algorithms Laboratory (HEAL)
3 *
4 * This file is part of HeuristicLab.
5 *
6 * HeuristicLab is free software: you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation, either version 3 of the License, or
9 * (at your option) any later version.
10 *
11 * HeuristicLab is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 * GNU General Public License for more details.
15 *
16 * You should have received a copy of the GNU General Public License
17 * along with HeuristicLab. If not, see<http://www.gnu.org/licenses/> .
18 */
19
20using System;
21using System.Collections.Generic;
22using System.Linq;
23using System.Windows;
24using System.Windows.Controls;
25using System.Windows.Input;
26using System.Windows.Media;
27using System.Windows.Media.Media3D;
28using HeuristicLab.Problems.BinPacking3D;
29
30namespace HeuristicLab.Problems.BinPacking.Views {
31  public partial class Container3DView : UserControl {
32    private static readonly Color[] colors = new[] {
33      Color.FromRgb(0x40, 0x6A, 0xB7),
34      Color.FromRgb(0xB1, 0x6D, 0x01),
35      Color.FromRgb(0x4E, 0x8A, 0x06),
36      Color.FromRgb(0x75, 0x50, 0x7B),
37      Color.FromRgb(0x72, 0x9F, 0xCF),
38      Color.FromRgb(0xA4, 0x00, 0x00),
39      Color.FromRgb(0xAD, 0x7F, 0xA8),
40      Color.FromRgb(0x29, 0x50, 0xCF),
41      Color.FromRgb(0x90, 0xB0, 0x60),
42      Color.FromRgb(0xF5, 0x89, 0x30),
43      Color.FromRgb(0x55, 0x57, 0x53),
44      Color.FromRgb(0xEF, 0x59, 0x59),
45      Color.FromRgb(0xED, 0xD4, 0x30),
46      Color.FromRgb(0x63, 0xC2, 0x16),
47    };
48
49    private static readonly Color hiddenColor = Color.FromArgb(0x1A, 0xAA, 0xAA, 0xAA);
50    private static readonly Color containerColor = Color.FromArgb(0x7F, 0xAA, 0xAA, 0xAA);
51
52    private Point startPos;
53    private bool mouseDown = false;
54    private double startAngleX;
55    private double startAngleY;
56    private int selectedItemKey;
57
58    private BinPacking<BinPacking3D.PackingPosition, PackingShape, PackingItem> packing;
59    public BinPacking<BinPacking3D.PackingPosition, PackingShape, PackingItem> Packing {
60      get { return packing; }
61      set {
62        if (packing != value) {
63          this.packing = value;
64          ClearSelection(); // also updates visualization
65        }
66      }
67    }
68
69    private Dictionary<int, DiffuseMaterial> materials;
70
71    public Container3DView() {
72      InitializeComponent();
73      camMain.Position = new Point3D(0.5, 3, 3); // for design time we use a different camera position
74      materials = new Dictionary<int, DiffuseMaterial>();
75      Clear();
76    }
77
78
79    protected override void OnRenderSizeChanged(SizeChangedInfo sizeInfo) {
80      base.OnRenderSizeChanged(sizeInfo);
81      var s = Math.Min(sizeInfo.NewSize.Height, sizeInfo.NewSize.Width);
82      var mySize = new Size(s, s);
83      viewport3D1.RenderSize = mySize;
84    }
85
86    public void SelectItem(int itemKey) {
87      // selection of an item should make all other items semi-transparent
88      selectedItemKey = itemKey;
89      UpdateVisualization();
90    }
91    public void ClearSelection() {
92      // remove all transparency
93      selectedItemKey = -1;
94      UpdateVisualization();
95    }
96
97    private void UpdateVisualization() {
98      Clear();
99      if (packing == null) return; // nothing to display
100
101      var modelGroup = (Model3DGroup)MyModel.Content;
102      var hiddenMaterial = new DiffuseMaterial(new SolidColorBrush(hiddenColor));
103
104      if (selectedItemKey >= 0) {
105        var selectedItem = packing.Items.Single(x => selectedItemKey == x.Key);
106        var selectedPos = packing.Positions[selectedItem.Key];
107
108        var colorIdx = selectedItem.Value.Material;
109        while (colorIdx < 0) colorIdx += colors.Length;
110        colorIdx = colorIdx % colors.Length;
111        var color = colors[colorIdx];
112        var material = new DiffuseMaterial { Brush = new SolidColorBrush(color) };
113        materials[selectedItem.Value.Material] = material;
114
115        var selectedModel = new GeometryModel3D { Geometry = new MeshGeometry3D(), Material = material };
116        AddSolidCube((MeshGeometry3D)selectedModel.Geometry, selectedPos.X, selectedPos.Y, selectedPos.Z,
117          selectedPos.Rotated ? selectedItem.Value.Depth : selectedItem.Value.Width,
118          selectedItem.Value.Height,
119          selectedPos.Rotated ? selectedItem.Value.Width : selectedItem.Value.Depth);
120        modelGroup.Children.Add(selectedModel);
121
122        foreach (var item in packing.Items.Where(x => selectedItemKey != x.Key)) {
123          var position = packing.Positions[item.Key];
124
125          var w = position.Rotated ? item.Value.Depth : item.Value.Width;
126          var h = item.Value.Height;
127          var d = position.Rotated ? item.Value.Width : item.Value.Depth;
128
129          var model = new GeometryModel3D { Geometry = new MeshGeometry3D(), Material = hiddenMaterial };
130          AddWireframeCube((MeshGeometry3D)model.Geometry, position.X, position.Y, position.Z, w, h, d, 1);
131          modelGroup.Children.Add(model);
132        }
133      } else {
134        foreach (var item in packing.Items) {
135          var position = packing.Positions[item.Key];
136
137          var w = position.Rotated ? item.Value.Depth : item.Value.Width;
138          var h = item.Value.Height;
139          var d = position.Rotated ? item.Value.Width : item.Value.Depth;
140
141          var model = new GeometryModel3D { Geometry = new MeshGeometry3D() };
142          DiffuseMaterial material;
143          if (!materials.TryGetValue(item.Value.Material, out material)) {
144            var colorIdx = item.Value.Material;
145            while (colorIdx < 0) colorIdx += colors.Length;
146            colorIdx = colorIdx % colors.Length;
147            var color = colors[colorIdx];
148            material = new DiffuseMaterial { Brush = new SolidColorBrush(color) };
149            materials[item.Value.Material] = material;
150          }
151          var selectedModel = new GeometryModel3D { Geometry = new MeshGeometry3D(), Material = material };
152          AddSolidCube((MeshGeometry3D)selectedModel.Geometry, position.X, position.Y, position.Z, w, h, d);
153          modelGroup.Children.Add(selectedModel);
154        }
155      }
156
157      var container = packing.BinShape;
158      var containerModel = new GeometryModel3D(new MeshGeometry3D(), new DiffuseMaterial(new SolidColorBrush(containerColor)));
159      modelGroup.Children.Add(containerModel);
160      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);
161
162      var ratio = Math.Max(container.Width, Math.Max(container.Height, container.Depth));
163      scale.ScaleX = 1.0 / ratio;
164      scale.ScaleY = 1.0 / ratio;
165      scale.ScaleZ = 1.0 / ratio;
166
167      scaleZoom.CenterX = rotateX.CenterX = rotateY.CenterX = container.Width / (2.0 * ratio);
168      scaleZoom.CenterY = rotateX.CenterY = rotateY.CenterY = container.Height / (2.0 * ratio);
169      scaleZoom.CenterZ = rotateX.CenterZ = rotateY.CenterZ = container.Depth / (2.0 * ratio);
170
171      camMain.Position = new Point3D(
172        scaleZoom.CenterX,
173        3,
174        3);
175      camMain.LookDirection = new Vector3D(
176        0,
177        scaleZoom.CenterY - camMain.Position.Y,
178        scaleZoom.CenterZ - camMain.Position.Z);
179    }
180
181
182    private void Clear() {
183      ((Model3DGroup)MyModel.Content).Children.Clear();
184      materials.Clear();
185
186      mouseDown = false;
187      startAngleX = 0;
188      startAngleY = 0;
189    }
190
191    private void Container3DView_MouseMove(object sender, MouseEventArgs e) {
192      if (!mouseDown) return;
193      var pos = e.GetPosition((IInputElement)this);
194
195      ((AxisAngleRotation3D)rotateX.Rotation).Angle = startAngleX + (pos.X - startPos.X) / 4;
196      ((AxisAngleRotation3D)rotateY.Rotation).Angle = startAngleY + (pos.Y - startPos.Y) / 4;
197    }
198
199    private void Container3DView_MouseDown(object sender, MouseButtonEventArgs e) {
200      startAngleX = ((AxisAngleRotation3D)rotateX.Rotation).Angle;
201      startAngleY = ((AxisAngleRotation3D)rotateY.Rotation).Angle;
202      this.startPos = e.GetPosition((IInputElement)this);
203      this.mouseDown = true;
204    }
205
206    private void Container3DView_MouseUp(object sender, MouseButtonEventArgs e) {
207      mouseDown = false;
208    }
209
210    private void Container3DView_OnMouseWheel(object sender, MouseWheelEventArgs e) {
211      if (e.Delta > 0) {
212        scaleZoom.ScaleX *= 1.1;
213        scaleZoom.ScaleY *= 1.1;
214        scaleZoom.ScaleZ *= 1.1;
215      } else if (e.Delta < 0) {
216        scaleZoom.ScaleX /= 1.1;
217        scaleZoom.ScaleY /= 1.1;
218        scaleZoom.ScaleZ /= 1.1;
219      }
220    }
221
222    private void Container3DView_OnMouseEnter(object sender, MouseEventArgs e) {
223      Focus(); // for mouse wheel events
224    }
225
226    #region helper for cubes
227    /// <summary>
228    /// Creates a solid cube by adding the respective points and triangles.
229    /// </summary>
230    /// <param name="mesh">The mesh to which points and triangles are added.</param>
231    /// <param name="x">The leftmost point</param>
232    /// <param name="y">The frontmost point</param>
233    /// <param name="z">The lowest point</param>
234    /// <param name="width">The extension to the right</param>
235    /// <param name="height">The extension to the back</param>
236    /// <param name="depth">The extension to the top</param>
237    private void AddSolidCube(MeshGeometry3D mesh, int x, int y, int z, int width, int height, int depth) {
238      // ground
239      mesh.Positions.Add(new Point3D(x, y, z));
240      mesh.Positions.Add(new Point3D(x + width, y, z));
241      mesh.Positions.Add(new Point3D(x + width, y + height, z));
242      mesh.Positions.Add(new Point3D(x, y + height, z));
243      // top
244      mesh.Positions.Add(new Point3D(x, y, z + depth));
245      mesh.Positions.Add(new Point3D(x + width, y, z + depth));
246      mesh.Positions.Add(new Point3D(x + width, y + height, z + depth));
247      mesh.Positions.Add(new Point3D(x, y + height, z + depth));
248
249      // front
250      AddPlane(mesh, 0, 1, 5, 4);
251      // right side
252      AddPlane(mesh, 1, 2, 6, 5);
253      // back
254      AddPlane(mesh, 3, 7, 6, 2);
255      // left side
256      AddPlane(mesh, 0, 4, 7, 3);
257      // top
258      AddPlane(mesh, 4, 5, 6, 7);
259      // bottom
260      AddPlane(mesh, 0, 3, 2, 1);
261    }
262
263    /// <summary>
264    /// Creates a wireframe cube by adding the respective points and triangles.
265    /// </summary>
266    /// <param name="mesh">The mesh to which points and triangles are added.</param>
267    /// <param name="x">The leftmost point</param>
268    /// <param name="y">The frontmost point</param>
269    /// <param name="z">The lowest point</param>
270    /// <param name="width">The extension to the right</param>
271    /// <param name="height">The extension to the back</param>
272    /// <param name="depth">The extension to the top</param>
273    /// <param name="thickness">The thickness of the frame</param>
274    private void AddWireframeCube(MeshGeometry3D mesh, double x, double y, double z, double width, double height, double depth, double thickness = double.NaN) {
275      // default thickness of the wireframe is 5% of smallest dimension
276      if (double.IsNaN(thickness))
277        thickness = Math.Min(width, Math.Min(height, depth)) * 0.05;
278
279      // The cube contains of 8 corner, each corner has 4 points:
280      // 1. The corner point
281      // 2. A point on the edge to the right of the corner
282      // 3. A point on the edge atop or below the corner
283      // 4. A point on the edge to the left of the corner
284
285      // Point 0, Front Left Bottom
286      mesh.Positions.Add(new Point3D(x, y, z));
287      mesh.Positions.Add(new Point3D(x + thickness, y, z));
288      mesh.Positions.Add(new Point3D(x, y, z + thickness));
289      mesh.Positions.Add(new Point3D(x, y + thickness, z));
290
291      // Point 1, Front Right Bottom
292      mesh.Positions.Add(new Point3D(x + width, y, z));
293      mesh.Positions.Add(new Point3D(x + width, y + thickness, z));
294      mesh.Positions.Add(new Point3D(x + width, y, z + thickness));
295      mesh.Positions.Add(new Point3D(x + width - thickness, y, z));
296
297      // Point 2, Back Right Bottom
298      mesh.Positions.Add(new Point3D(x + width, y + height, z));
299      mesh.Positions.Add(new Point3D(x + width - thickness, y + height, z));
300      mesh.Positions.Add(new Point3D(x + width, y + height, z + thickness));
301      mesh.Positions.Add(new Point3D(x + width, y + height - thickness, z));
302
303      // Point 3, Back Left Bottom
304      mesh.Positions.Add(new Point3D(x, y + height, z));
305      mesh.Positions.Add(new Point3D(x, y + height - thickness, z));
306      mesh.Positions.Add(new Point3D(x, y + height, z + thickness));
307      mesh.Positions.Add(new Point3D(x + thickness, y + height, z));
308
309      // Point 4, Front Left Top
310      mesh.Positions.Add(new Point3D(x, y, z + depth));
311      mesh.Positions.Add(new Point3D(x + thickness, y, z + depth));
312      mesh.Positions.Add(new Point3D(x, y, z + depth - thickness));
313      mesh.Positions.Add(new Point3D(x, y + thickness, z + depth));
314
315      // Point 5, Front Right Top
316      mesh.Positions.Add(new Point3D(x + width, y, z + depth));
317      mesh.Positions.Add(new Point3D(x + width, y + thickness, z + depth));
318      mesh.Positions.Add(new Point3D(x + width, y, z + depth - thickness));
319      mesh.Positions.Add(new Point3D(x + width - thickness, y, z + depth));
320
321      // Point 6, Back Right Top
322      mesh.Positions.Add(new Point3D(x + width, y + height, z + depth));
323      mesh.Positions.Add(new Point3D(x + width - thickness, y + height, z + depth));
324      mesh.Positions.Add(new Point3D(x + width, y + height, z + depth - thickness));
325      mesh.Positions.Add(new Point3D(x + width, y + height - thickness, z + depth));
326
327      // Point 7, Back Left Top
328      mesh.Positions.Add(new Point3D(x, y + height, z + depth));
329      mesh.Positions.Add(new Point3D(x, y + height - thickness, z + depth));
330      mesh.Positions.Add(new Point3D(x, y + height, z + depth - thickness));
331      mesh.Positions.Add(new Point3D(x + thickness, y + height, z + depth));
332
333      // Point 0, non-edge
334      mesh.Positions.Add(new Point3D(x + thickness, y, z + thickness));
335      mesh.Positions.Add(new Point3D(x, y + thickness, z + thickness));
336      mesh.Positions.Add(new Point3D(x + thickness, y + thickness, z));
337
338      // Point 1, non-edge
339      mesh.Positions.Add(new Point3D(x + width, y + thickness, z + thickness));
340      mesh.Positions.Add(new Point3D(x + width - thickness, y, z + thickness));
341      mesh.Positions.Add(new Point3D(x + width - thickness, y + thickness, z));
342
343      // Point 2, non-edge
344      mesh.Positions.Add(new Point3D(x + width - thickness, y + height, z + thickness));
345      mesh.Positions.Add(new Point3D(x + width, y + height - thickness, z + thickness));
346      mesh.Positions.Add(new Point3D(x + width - thickness, y + height - thickness, z));
347
348      // Point 3, non-edge
349      mesh.Positions.Add(new Point3D(x, y + height - thickness, z + thickness));
350      mesh.Positions.Add(new Point3D(x + thickness, y + height, z + thickness));
351      mesh.Positions.Add(new Point3D(x + thickness, y + height - thickness, z));
352
353      // Point 4, non-edge
354      mesh.Positions.Add(new Point3D(x + thickness, y, z + depth - thickness));
355      mesh.Positions.Add(new Point3D(x, y + thickness, z + depth - thickness));
356      mesh.Positions.Add(new Point3D(x + thickness, y + thickness, z + depth));
357
358      // Point 5, non-edge
359      mesh.Positions.Add(new Point3D(x + width, y + thickness, z + depth - thickness));
360      mesh.Positions.Add(new Point3D(x + width - thickness, y, z + depth - thickness));
361      mesh.Positions.Add(new Point3D(x + width - thickness, y + thickness, z + depth));
362
363      // Point 6, non-edge
364      mesh.Positions.Add(new Point3D(x + width - thickness, y + height, z + depth - thickness));
365      mesh.Positions.Add(new Point3D(x + width, y + height - thickness, z + depth - thickness));
366      mesh.Positions.Add(new Point3D(x + width - thickness, y + height - thickness, z + depth));
367
368      // Point 7, non-edge
369      mesh.Positions.Add(new Point3D(x, y + height - thickness, z + depth - thickness));
370      mesh.Positions.Add(new Point3D(x + thickness, y + height, z + depth - thickness));
371      mesh.Positions.Add(new Point3D(x + thickness, y + height - thickness, z + depth));
372
373      // Draw the 24 corner plates
374      AddPlane(mesh, 0, 1, 32, 2);
375      AddPlane(mesh, 0, 2, 33, 3);
376      AddPlane(mesh, 0, 3, 34, 1);
377
378      AddPlane(mesh, 4, 6, 36, 7);
379      AddPlane(mesh, 4, 5, 35, 6);
380      AddPlane(mesh, 4, 7, 37, 5);
381
382      AddPlane(mesh, 8, 10, 39, 11);
383      AddPlane(mesh, 8, 9, 38, 10);
384      AddPlane(mesh, 8, 11, 40, 9);
385
386      AddPlane(mesh, 12, 13, 41, 14);
387      AddPlane(mesh, 12, 14, 42, 15);
388      AddPlane(mesh, 12, 15, 43, 13);
389
390      AddPlane(mesh, 16, 18, 44, 17);
391      AddPlane(mesh, 16, 19, 45, 18);
392      AddPlane(mesh, 16, 17, 46, 19);
393
394      AddPlane(mesh, 20, 23, 48, 22);
395      AddPlane(mesh, 20, 22, 47, 21);
396      AddPlane(mesh, 20, 21, 49, 23);
397
398      AddPlane(mesh, 24, 27, 51, 26);
399      AddPlane(mesh, 24, 26, 50, 25);
400      AddPlane(mesh, 24, 25, 52, 27);
401
402      AddPlane(mesh, 28, 31, 54, 30);
403      AddPlane(mesh, 28, 30, 53, 29);
404      AddPlane(mesh, 28, 29, 55, 31);
405
406      // Draw the connecting plates
407      // on the bottom
408      AddPlane(mesh, 1, 7, 36, 32);
409      AddPlane(mesh, 1, 34, 37, 7);
410
411      AddPlane(mesh, 5, 11, 39, 35);
412      AddPlane(mesh, 5, 37, 40, 11);
413
414      AddPlane(mesh, 9, 15, 42, 38);
415      AddPlane(mesh, 9, 40, 43, 15);
416
417      AddPlane(mesh, 13, 3, 33, 41);
418      AddPlane(mesh, 13, 43, 34, 3);
419
420      // between bottom and top
421      AddPlane(mesh, 2, 32, 44, 18);
422      AddPlane(mesh, 2, 18, 45, 33);
423
424      AddPlane(mesh, 6, 22, 48, 36);
425      AddPlane(mesh, 6, 35, 47, 22);
426
427      AddPlane(mesh, 10, 26, 51, 39);
428      AddPlane(mesh, 10, 38, 50, 26);
429
430      AddPlane(mesh, 14, 30, 54, 42);
431      AddPlane(mesh, 14, 41, 53, 30);
432
433      // on the top
434      AddPlane(mesh, 17, 44, 48, 23);
435      AddPlane(mesh, 17, 23, 49, 46);
436
437      AddPlane(mesh, 21, 47, 51, 27);
438      AddPlane(mesh, 21, 27, 52, 49);
439
440      AddPlane(mesh, 25, 50, 54, 31);
441      AddPlane(mesh, 25, 31, 55, 52);
442
443      AddPlane(mesh, 29, 19, 46, 55);
444      AddPlane(mesh, 29, 53, 45, 19);
445    }
446
447    /// <summary>
448    /// Adds a plane by two triangles. The indices of the points have to be given
449    /// in counter-clockwise sequence.
450    /// </summary>
451    /// <param name="mesh">The mesh to add the triangles to</param>
452    /// <param name="a">The index of the first point</param>
453    /// <param name="b">The index of the second point</param>
454    /// <param name="c">The index of the third point</param>
455    /// <param name="d">The index of the fourth point</param>
456    private void AddPlane(MeshGeometry3D mesh, int a, int b, int c, int d) {
457      // two triangles form a plane
458      mesh.TriangleIndices.Add(a);
459      mesh.TriangleIndices.Add(b);
460      mesh.TriangleIndices.Add(d);
461      mesh.TriangleIndices.Add(c);
462      mesh.TriangleIndices.Add(d);
463      mesh.TriangleIndices.Add(b);
464    }
465    #endregion
466
467  }
468}
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