using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using OfficeOpenXml.FormulaParsing.Excel.Functions.Math;
using WIDESEAWCS_Core.Helper;
using WIDESEAWCS_DTO.PlacedBlockDTO;
using WIDESEAWCS_DTO.TaskInfo;
using WIDESEAWCS_IBasicInfoService;
namespace WIDESEAWCS_BasicInfoService
{
///
/// 货物放置服务,提供集装箱内货物摆放位置计算功能
///
///
/// 主要功能包括:
/// 1. 根据货物尺寸自动计算最优摆放位置
/// 2. 支持横向/纵向两种摆放方式
/// 3. 考虑吸盘尺寸、容器边界等物理限制
/// 4. 提供任务位置坐标转换功能
///
/// 核心参数:
/// - SPACING: 货物间最小间距
/// - MaxRotateLength: 最大旋转长度限制
/// - MaxY/MinY: Y轴坐标限制
/// - SuctionLength/Width: 吸盘尺寸参数
///
public class PlaceBlockService
{
///
/// 获取配置文件中"Spacing"键对应的整数值,表示间距值
///
public static int SPACING = AppSettings.GetValue("Spacing").ObjToInt();
///
/// 获取或设置最大旋转长度配置值
///
public static int MaxRotateLength = AppSettings.GetValue("MaxRotateLength").ObjToInt();
///
/// 最大Y坐标限制(毫米)
///
public const int MaxY = 600;
///
/// 最小横向Y坐标限制(毫米)
///
public static int MinY = AppSettings.GetValue("MinY").ObjToInt();
///
/// 旋转抓取Y轴偏移量(毫米)
///
public static int RotateYOffset = AppSettings.GetValue("RotateYOffset").ObjToInt();
///
/// 吸盘横向长度
///
public const int SuctionLengthH = 920;
///
/// 吸盘横向宽度
///
public const int SuctionWidthH = 530;
///
/// 吸盘纵向长度
///
public const int SuctionLengthZ = 530;
///
/// 吸盘纵向宽度
///
public const int SuctionWidthZ = 130;
///
/// 容器尺寸
///
public ContainerSize ContainerSize { get; private set; }
///
/// 已放置货物
///
public List PlacedBlocks { get; private set; }
///
/// 容器地板的放置块实例
///
private readonly PlacedBlock containerFloor;
///
/// 初始化放置区块服务
///
/// 容器尺寸
/// 已放置区块列表,可选参数
///
/// 构造函数会初始化容器尺寸和已放置区块列表。
/// 如果未提供placedBlocks或列表为空,将创建新的空列表。
/// 同时会创建表示容器底部的PlacedBlock对象。
///
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);
//containerFloor = new PlacedBlock(new Point3D(SPACING, SPACING, 0), ContainerSize.Length - 2 * SPACING, ContainerSize.Width - 2 * SPACING, 0);
}
///
/// 根据给定的长宽高寻找合适的放置位置
///
/// 块的长度
/// 块的宽度
/// 块的高度
/// 可放置的3D坐标点,若无法放置则返回null
///
/// 方法会自动处理长宽参数,确保length >= width
/// 在放置前会先检查块的有效性
///
public Point3D? PlaceBlock(int length, int width, int height)
{
int tempLength = length;
int tempWidth = width;
if (length < width)
{
length = tempWidth;
width = tempLength;
}
if (!IsValidBlock(length, width, height))
return null;
return FindStackablePosition(length, width, height);
}
///
/// 根据给定的长、宽、高和边缘值放置一个块,并返回可放置的位置
///
/// 块的长度
/// 块的宽度
/// 块的高度
/// 边缘值
/// 可放置的位置信息,若块无效则返回null
public TaskPosition? PlaceBlock(int length, int width, int height, int edge)
{
int tempLength = length;
int tempWidth = width;
if (length < width)
{
length = tempWidth;
width = tempLength;
}
if (!IsValidBlock(length, width, height))
return null;
return FindStackablePosition(length, width, height, edge);
}
///
/// 检查给定的长宽高是否构成有效的块体尺寸
///
/// 长度
/// 宽度
/// 高度
/// 如果尺寸有效返回true,否则返回false
///
/// 有效块体需满足:长宽高都大于0,且长宽不超过容器尺寸减去两倍间距,高度不超过容器高度
///
private bool IsValidBlock(int l, int w, int h)
{
return l > 0 && w > 0 && h > 0 &&
l <= ContainerSize.Length &&
w <= ContainerSize.Width &&
h < ContainerSize.Height;
}
//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;
//}
///
/// 在容器中查找可放置指定尺寸块体的有效位置
///
/// 块体长度
/// 块体宽度
/// 块体高度
/// 可放置位置的3D坐标点,若无合适位置则返回null
///
/// 1. 通过分析已放置块体生成候选支撑层
/// 2. 考虑容器底部和支撑块的不同间隔规则
/// 3. 优先检查角落位置以提高搜索效率
///
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 x = xStart; x <= xEnd; x += 10)
{
for (int y = yStart; y <= yEnd; y += 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;
}
///
/// 在容器中查找可堆叠位置
///
/// 物品长度
/// 物品宽度
/// 物品高度
/// 边缘类型
/// 返回找到的有效任务位置,若找不到则返回null
///
/// 1. 生成候选支撑层(包含容器底部)
/// 2. 遍历每层支撑块计算有效叠放区域
/// 3. 考虑容器边界约束和间隔规则
/// 4. 优先检查角落位置以提高搜索效率
///
private TaskPosition? FindStackablePosition(int l, int w, int h, int edge)
{
// 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;
int xEnd = support.Position.X + support.Length - l;
int yEnd = support.Position.Y + support.Width - w;
// 最终容器边界约束
xEnd = Math.Min(xEnd, ContainerSize.Length - l);
yEnd = Math.Min(yEnd, ContainerSize.Width - w);
if (xStart > xEnd || yStart > yEnd) continue;
// 优化搜索:优先角落位置
for (int x = xStart; x <= xEnd; x += 10)
{
for (int y = yStart; y <= yEnd; y += 10)
{
var candidate = new Point3D(x, y, baseZ);
if (IsPositionValid(candidate, l, w, h))
{
TaskPosition taskPosition = GetTaskPosition(candidate, l, w, h, edge);
if (IsPositionValid(taskPosition))
{
return taskPosition;
}
}
}
}
}
}
return null;
}
///
/// 获取指定高度层的支撑块
///
/// 需要支撑的高度层
/// 按面积从大到小排序的支撑块集合,当baseZ=0且无支撑块时返回容器底部
private IEnumerable GetSupportBlocks(int baseZ)
{
var blocks = PlacedBlocks
.Where(b => b.Position.Z + b.Height == baseZ)
.OrderBy(b => b.Position.X)
.ThenBy(b => b.Position.Y)
/*.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;
}
///
/// 检查指定位置是否有效,即该位置是否可以放置指定尺寸的块体
///
/// 要检查的位置坐标
/// 块体长度
/// 块体宽度
/// 块体高度
/// 如果位置有效且不与其他已放置块体重叠则返回true,否则返回false
///
/// 检查条件包括:
/// 1. 是否超出容器尺寸限制
/// 2. X坐标是否超过1600限制
/// 3. 当X坐标超过MaxY且长度超过MaxRotateLength时的限制
/// 4. 是否与已放置的块体发生重叠(考虑SPACING间距)
///
private bool IsPositionValid(Point3D pos, int l, int w, int h)
{
if (pos.X + l > ContainerSize.Length ||
pos.Y + w > ContainerSize.Width)
return false;
if (pos.X > 1600)
return false;
if (pos.X > MaxY && l > MaxRotateLength) return false;
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;
});
}
//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;
// if (pos.X > 1600)
// return false;
// if (pos.X > MaxY && l > MaxRotateLength) 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;
// });
//}
///
/// 检查任务位置是否有效
///
/// 要检查的任务位置
/// 如果Y轴坐标在有效范围内返回true,否则返回false
private bool IsPositionValid(TaskPosition pos)
{
return pos.PutPositionY <= MaxY && pos.PutPositionY >= 0 && pos.TakePositionY >= 0;
}
///
/// 根据给定的三维坐标和尺寸参数计算任务位置信息
///
/// 起始三维坐标点
/// 物体长度
/// 物体宽度
/// 物体高度
/// 边缘标识(0/1)
/// 包含取放货位置信息的TaskPosition对象
///
/// 该方法根据物体尺寸自动选择单吸盘或双吸盘模式,
/// 并计算吸盘中心点位置,同时处理边界条件限制。
/// 横向放置时最小Y坐标为155,纵向时为350,最大Y坐标为700。
///
public TaskPosition GetTaskPosition(Point3D point3D, int length, int width, int height, int edge)
{
//放货位置板材中心点
Point3D putCenter = new Point3D(point3D.X + length / 2, point3D.Y + width / 2, point3D.Z + height / 2);
//取货位置板材中心点
Point3D takeCenter = new Point3D(length / 2, width / 2, height / 2);
//吸盘长530 间隔660 最大920 吸盘宽130
int positionR = 1;
int takePositionX = 0;
int takePositionY = 0;
int takePositionZ = 0;
int putPositionX = 0;
int putPositionY = 0;
int putPositionZ = 0;
//1.如果长度大于920,宽度大于等于300,则可以使用双吸盘横向吸取
if (length > 920) //横向双吸
{
//吸盘尺寸
Point3D deviceCenter = new Point3D(530 / 2, 920 / 2, 0);
positionR = 1;
takePositionX = (takeCenter.Y - deviceCenter.X);
takePositionY = (takeCenter.X - deviceCenter.Y);
takePositionZ = 10;
putPositionX = (putCenter.Y - deviceCenter.X);
putPositionY = (putCenter.X - deviceCenter.Y);
putPositionZ = point3D.Z;
}
else//横向单吸
{
//吸盘尺寸
Point3D deviceCenter = new Point3D(530 / 2, 130 / 2, 0);
positionR = 1;
takePositionX = (takeCenter.Y - deviceCenter.X);
takePositionY = (takeCenter.X - deviceCenter.Y);
takePositionZ = 10;
putPositionX = (putCenter.Y - deviceCenter.X);
putPositionY = (putCenter.X - deviceCenter.Y);
putPositionZ = point3D.Z;
}
if (takePositionY <= MinY)
{
takePositionY = 0;
putPositionY = point3D.X + MinY;
}
else
{
takePositionY -= MinY;
}
if (putPositionY > MaxY)
{
int moreY = putPositionY - MaxY;
if (takePositionY - moreY > 0)
{
takePositionY -= moreY;
putPositionY = MaxY;
}
else if (Math.Abs(takePositionY - moreY) < SPACING)
{
takePositionY = 0;
putPositionY = Math.Abs(takePositionY - moreY) + MinY;
}
else
{
int count = PlacedBlocks.Where(x => x.Position.Y == 10).Count();
putPositionY = point3D.X - 920 + 130 + RotateYOffset;
takePositionY = length - MinY - 130 - RotateYOffset;
if (putPositionY < 0 && takePositionY + putPositionY >= 0)
{
takePositionY += putPositionY;
putPositionY = 0;
}
positionR = 2;
}
}
if (positionR == 2 && edge == 0)
{
takePositionX = width - 530;
putPositionX = point3D.Y;
}
else if (positionR == 2 && edge == 1)
{
takePositionX = 0;
putPositionX = point3D.Y + width - 530;
}
else if (positionR == 1 && edge == 1)
{
if(width > ContainerSize.Width)
{
takePositionX = 0;
putPositionX = point3D.Y;
}
else
{
takePositionX = width - 530;
putPositionX = point3D.Y + (width - 530);
}
}
else if (positionR == 1 && edge == 0)
{
if (putPositionX < 0)
{
takePositionX = 0;
putPositionX = point3D.Y;
}
}
if (takePositionY < 0 && Math.Abs(takePositionY) < SPACING)
{
takePositionY = 0;
}
TaskPosition taskPosition = new TaskPosition()
{
PositionR = positionR,
TakePositionX = takePositionX,
TakePositionY = takePositionY,
TakePositionZ = takePositionZ,
PutPositionX = putPositionX,
PutPositionY = putPositionY,
PutPositionZ = putPositionZ,
TakeCenterPositionX = takeCenter.X,
TakeCenterPositionY = takeCenter.Y,
TakeCenterPositionZ = takeCenter.Z,
PutCenterPositionX = putCenter.X,
PutCenterPositionY = putCenter.Y,
PutCenterPositionZ = putCenter.Z,
PositionX = point3D.X,
PositionY = point3D.Y,
PositionZ = point3D.Z
};
return taskPosition;
}
}
}