using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using WIDESEAWCS_DTO.PlacedBlockDTO;
using WIDESEAWCS_IBasicInfoService;
namespace WIDESEAWCS_BasicInfoService
{
public class PlaceBlockService
{
public const int SPACING = 5;
///
/// 容器尺寸
///
public ContainerSize ContainerSize { get; private set; }
///
/// 已放置货物
///
public List PlacedBlocks { get; private set; }
private readonly PlacedBlock containerFloor;
public PlaceBlockService(ContainerSize containerSize, List? placedBlocks = null)
{
containerSize.Length = containerSize.Length;
containerSize.Width = containerSize.Width;
ContainerSize = containerSize;
if (placedBlocks == null || placedBlocks.Count == 0)
{
PlacedBlocks = new List();
}
else
{
PlacedBlocks = placedBlocks;
}
containerFloor = new PlacedBlock(new Point3D(0, 0, 0), ContainerSize.Length, ContainerSize.Width, 0);
}
///
/// 主放置方法:尝试放置指定尺寸的货物
///
/// 货物长度(X轴方向)
/// 货物宽度(Y轴方向)
/// 货物高度(Z轴方向)
///
/// 成功:返回可放置位置的左下前角Point3D坐标
/// 失败:返回null(尺寸无效或空间不足)
///
public Point3D? PlaceBlock(int length, int width, int height)
{
if (!IsValidBlock(length, width, height))
return null;
return FindStackablePosition(length, width, height);
}
///
/// 验证货物尺寸有效性
/// 校验规则:
/// 1. 各维度尺寸必须大于等于50mm
/// 2. 各维度尺寸不得超过容器对应维度(扣除间隔后)
/// 3. 高度必须 <= 容器剩余高度
///
///
///
///
///
private bool IsValidBlock(int l, int w, int h)
{
return l > 0 && w > 0 && h > 0 &&
l <= ContainerSize.Length - 2 * SPACING &&
w <= ContainerSize.Width - 2 * SPACING &&
h < ContainerSize.Height;
}
///
/// 在现有货物顶部寻找叠放位置(堆叠模式)
/// 叠放条件:
/// - 支撑面积 >= 被支撑面面积的70%
/// - 新货物完全位于支撑货物上方
/// - 满足间隔要求
///
/// 长度
/// 宽度
/// 高度
///
private Point3D? FindStackablePosition(int l, int w, int h)
{
// 生成候选支撑层(包含容器底部)
var candidateLayers = PlacedBlocks
.Select(b => b.Position.Z + b.Height)
.Append(0)
.Distinct()
.OrderBy(z => z)
.ToList();
foreach (var baseZ in candidateLayers)
{
if (baseZ + h > ContainerSize.Height) continue;
// 获取当前层的支撑块(包含虚拟容器底部)
var supports = GetSupportBlocks(baseZ);
foreach (var support in supports)
{
// 计算有效叠放区域(修正间隔逻辑)
int xStart = support.Position.X;
int yStart = support.Position.Y;
// 容器底部支撑必须内缩间隔(即使尺寸相同)
if (support == containerFloor)
{
xStart = support.Position.X;
yStart = support.Position.Y;
}
int xEnd = support.Position.X + support.Length - l;
int yEnd = support.Position.Y + support.Width - w;
// 普通支撑块仅在尺寸不同时加间隔
if (support != containerFloor &&
(l != support.Length && w != support.Width))
{
xStart += SPACING;
yStart += SPACING;
xEnd -= SPACING;
yEnd -= SPACING;
}
// 最终容器边界约束
xEnd = Math.Min(xEnd, ContainerSize.Length - l - SPACING);
yEnd = Math.Min(yEnd, ContainerSize.Width - w - SPACING);
if (xStart > xEnd || yStart > yEnd) continue;
// 优化搜索:优先角落位置
for (int y = yStart; y <= yEnd; y += 10)
{
for (int x = xStart; x <= xEnd; x += 10)
{
var candidate = new Point3D(x, y, baseZ);
if (IsPositionValid(candidate, l, w, h))
{
var placed = new PlacedBlock(candidate, l, w, h);
//PlacedBlocks.Add(placed);
return candidate;
}
}
}
}
}
return null;
}
///
/// 获取支撑当前货物的底层货物列表
/// 特殊处理:当baseZ=0时返回虚拟容器底部作为支撑
/// 支撑条件:货物底面与支撑货物顶面接触且Z坐标匹配
///
/// 支撑块高度
///
private IEnumerable GetSupportBlocks(int baseZ)
{
var blocks = PlacedBlocks
.Where(b => b.Position.Z + b.Height == baseZ)
.OrderByDescending(b => b.Length * b.Width).ToList();
// 当baseZ=0时添加容器底部支撑
if (baseZ == 0 && blocks.Count == 0)
{
return new List { containerFloor };
}
return blocks;
}
///
/// 验证指定位置是否合法
/// 校验内容:
/// 1. 边界条件:货物不得超出容器有效空间
/// 2. 碰撞检测:与已放置货物无空间重叠
/// 3. 间隔要求:保持最小间隔(SPACING常量)
///
/// 坐标
/// 长度
/// 宽度
/// 高度
///
private bool IsPositionValid(Point3D pos, int l, int w, int h)
{
// 边界检查(含容器边缘间隔)
if (pos.X < SPACING ||
pos.Y < SPACING ||
pos.X + l > ContainerSize.Length - SPACING ||
pos.Y + w > ContainerSize.Width - SPACING)
return false;
// 三维碰撞检测
var newBlock = new PlacedBlock(pos, l, w, h);
return !PlacedBlocks.Any(existing =>
{
bool xOverlap = newBlock.Position.X < existing.Position.X + existing.Length + SPACING &&
newBlock.Position.X + newBlock.Length + SPACING > existing.Position.X;
bool yOverlap = newBlock.Position.Y < existing.Position.Y + existing.Width + SPACING &&
newBlock.Position.Y + newBlock.Width + SPACING > existing.Position.Y;
bool zOverlap = newBlock.Position.Z < existing.Position.Z + existing.Height &&
newBlock.Position.Z + h > existing.Position.Z;
return xOverlap && yOverlap && zOverlap;
});
}
}
}