using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TruckLoader : MonoBehaviour
{
// 货物信息参数
public float cargoLength;
public float cargoWidth;
public float cargoHeight;
public float cargoWeight;
// 限制规则参数
public float maxTotalWeight;
public float maxTotalVolume;
// 数学模型算法选择
public enum AlgorithmType
{
BruteForce,
GreedyAlgorithm,
DynamicProgramming,
GeneticAlgorithm
}
public AlgorithmType algorithmType;
// 摆放方案导出
public void ExportLayout()
{
// TODO: 实现导出摆放方案的功能
}
// 货物摆放到卡车上
public void LoadCargoToTruck()
{
// 根据用户选择的算法类型,选择相应的算法进行货物摆放
switch (algorithmType)
{
case AlgorithmType.BruteForce:
BruteForceAlgorithm();
break;
case AlgorithmType.GreedyAlgorithm:
GreedyAlgorithm();
break;
case AlgorithmType.DynamicProgramming:
DynamicProgrammingAlgorithm();
break;
case AlgorithmType.GeneticAlgorithm:
GeneticAlgorithm();
break;
default:
break;
}
}
// 枚举类型,表示货物的状态
enum CargoState
{
NotPlaced, // 没有摆放
Placed, // 已经摆放
CannotBePlaced // 无法摆放
}
// 定义货物信息结构体
struct CargoInfo
{
public float length;
public float width;
public float height;
public float weight;
public Vector3 position; // 货物位置
public Quaternion rotation; // 货物旋转方向
public CargoState state; // 货物状态
}
// 使用Brute Force算法进行货物摆放
void BruteForceAlgorithm()
{
// 获取所有货物的信息
List<CargoInfo> cargoList = GetCargoList();
// 所有可能的货物摆放情况列表
List<List<CargoInfo>> allLayouts = new List<List<CargoInfo>>();
// 遍历所有可能的货物排列组合
GenerateAllLayouts(cargoList, new List<CargoInfo>(), allLayouts);
// 找到符合要求的最优摆放方案
List<CargoInfo> bestLayout = FindBestLayout(allLayouts);
// 将最优方案的货物摆放到卡车上
PlaceCargoToTruck(bestLayout);
}
// 生成所有可能的货物排列组合
void GenerateAllLayouts(List<CargoInfo> cargoList, List<CargoInfo> currentLayout, List<List<CargoInfo>> allLayouts)
{
// 如果有货物无法摆放,直接返回
if (cargoList.Exists(c => c.state == CargoState.CannotBePlaced))
{
return;
}
// 如果当前方案已经包含所有货物,将其添加到所有方案列表中
if (currentLayout.Count == cargoList.Count)
{
allLayouts.Add(currentLayout);
return;
}
// 遍历所有未摆放的货物,尝试在不冲突的情况下进行摆放
foreach (CargoInfo cargo in cargoList)
{
if (cargo.state != CargoState.NotPlaced)
{
continue;
}
// 摆放货物
if (TryPlaceCargo(cargo, currentLayout))
{
// 递归生成下一个方案
GenerateAllLayouts(cargoList, currentLayout, allLayouts);
// 恢复货物状态,继续尝试其他摆放方式
RemoveCargoFromLayout(cargo, currentLayout);
}
}
}
// 尝试将货物摆放到当前方案中
bool TryPlaceCargo(CargoInfo cargo, List<CargoInfo> currentLayout)
{
// 判断货物是否可以放置在当前摆放方案中
bool canBePlaced = CanCargoBePlaced(cargo, currentLayout);
if (canBePlaced)
{
// 更新货物信息
cargo.state = CargoState.Placed;
cargo.position = CalculateCargoPosition(cargo, currentLayout);
cargo.rotation = CalculateCargoRotation(cargo, currentLayout);
// 将货物添加到当前方案中
currentLayout.Add(cargo);
}
else
{
// 标记货物为无法摆放
cargo.state = CargoState.CannotBePlaced;
}
return canBePlaced;
}
// 判断货物是否可以放置在当前摆放方案中
bool CanCargoBePlaced(CargoInfo cargo, List<CargoInfo> currentLayout)
{
// 判断货物是否超出卡车范围
if (!IsInsideTruck(cargo, currentLayout))
{
return false;
}
// 判断货物是否与已经摆放的货物有碰撞
if (IsCollidingWithOtherCargo(cargo, currentLayout))
{
return false;
}
// 判断货物是否超重或超体积
if (!IsWithinLimitations(cargo, currentLayout))
{
return false;
}
return true;
}
// 判断货物是否在卡车范围内
bool IsInsideTruck(CargoInfo cargo, List<CargoInfo> currentLayout)
{
// 计算货物摆放后的位置
Vector3 position = CalculateCargoPosition(cargo, currentLayout);
// 判断货物是否超出卡车范围
if (position.x < 0 || position.x + cargo.length > transform.localScale.x ||
position.y < 0 || position.y + cargo.height > transform.localScale.y ||
position.z < 0 || position.z + cargo.width > transform.localScale.z)
{
return false;
}
return true;
}
// 判断货物是否与已经摆放的货物有碰撞
bool IsCollidingWithOtherCargo(CargoInfo cargo, List<CargoInfo> currentLayout)
{
foreach (CargoInfo otherCargo in currentLayout)
{
if (otherCargo.state == CargoState.P
{
// 判断货物是否与其他货物有碰撞
if (IsColliding(cargo, otherCargo))
{
return true;
}
}
}
return false;
}
// 判断货物是否超重或超体积
bool IsWithinLimitations(CargoInfo cargo, List<CargoInfo> currentLayout)
{
// 计算当前方案中所有货物的重量和体积
float totalWeight = 0.0f;
float totalVolume = 0.0f;
foreach (CargoInfo otherCargo in currentLayout)
{
totalWeight += otherCargo.weight;
totalVolume += otherCargo.length * otherCargo.width * otherCargo.height;
}
// 判断是否超重或超体积
if (totalWeight + cargo.weight > maxTotalWeight || totalVolume + cargo.length * cargo.width * cargo.height > maxTotalVolume)
{
return false;
}
return true;
}
// 计算货物摆放位置
Vector3 CalculateCargoPosition(CargoInfo cargo, List<CargoInfo> currentLayout)
{
// 将货物放置在卡车上方
float height = 0.0f;
foreach (CargoInfo otherCargo in currentLayout)
{
height += otherCargo.height;
}
return new Vector3(Random.Range(0.0f, transform.localScale.x - cargo.length),
height,
Random.Range(0.0f, transform.localScale.z - cargo.width));
}
// 计算货物旋转方向
Quaternion CalculateCargoRotation(CargoInfo cargo, List<CargoInfo> currentLayout)
{
// 随机旋转货物
return Quaternion.Euler(0, Random.Range(0, 4) * 90, 0);
}
// 判断两个货物是否有碰撞
bool IsColliding(CargoInfo cargo1, CargoInfo cargo2)
{
// 计算两个货物的包围盒
Bounds bounds1 = new Bounds(cargo1.position + new Vector3(cargo1.length / 2.0f, cargo1.height / 2.0f, cargo1.width / 2.0f),
new Vector3(cargo1.length, cargo1.height, cargo1.width));
Bounds bounds2 = new Bounds(cargo2.position + new Vector3(cargo2.length / 2.0f, cargo2.height / 2.0f, cargo2.width / 2.0f),
new Vector3(cargo2.length, cargo2.height, cargo2.width));
// 判断两个包围盒是否有交叉部分
if (bounds1.Intersects(bounds2))
{
return true;
}
return false;
}
// 移除当前方案中的货物
void RemoveCargoFromLayout(CargoInfo cargo, List<CargoInfo> currentLayout)
{
currentLayout.Remove(cargo);
cargo.state = CargoState.NotPlaced;
}
// 找到符合要求的最优摆放方案
List<CargoInfo> FindBestLayout(List<List<CargoInfo>> allLayouts)
{
// TODO: 实现查找符合要求的最优摆放方案的功能
// 默认返回所有方案中的第一个方案
return allLayouts[0];
}
// 将货物摆放到卡车上
void PlaceCargoToTruck(List<CargoInfo> cargoList)
{
foreach (CargoInfo cargo in cargoList)
{
if (cargo.state == CargoState.Placed)
{
GameObject cargoObject = GameObject.CreatePrimitive(PrimitiveType.Cube);
cargoObject.transform.localScale = new Vector3(cargo.length, cargo.height, cargo.width);
cargoObject.transform.position = cargo.position;
cargoObject.transform.rotation = cargo.rotation;
cargoObject.GetComponent<Renderer>().material.color = Random.ColorHSV();
cargoObject.transform.SetParent(transform);
}
}
}
// 获取所有货物的信息
List<CargoInfo> GetCargoList()
{
// TODO: 实现获取所有货物的信息的功能
// 返回一个空的货物列表
return new List<CargoInfo>();
}
// 使用Greedy Algorithm算法进行货物摆放
void GreedyAlgorithm()
{
// 选择一个数学模型算法
currentAlgorithm = Algorithm.Greedy;
// 获取所有货物的信息
List<CargoInfo> cargoList = GetCargoList();
// 计算所有货物的重心
Vector3 centerOfMass = CalculateCenterOfMass(cargoList);
// 设置货物的起始位置和旋转方向
foreach (CargoInfo cargo in cargoList)
{
cargo.position = centerOfMass + new Vector3(0, cargo.height / 2.0f, 0);
cargo.rotation = Quaternion.identity;
cargo.state = CargoState.NotPlaced;
}
// 生成所有摆放方案
List<List<CargoInfo>> allLayouts = GenerateAllLayouts(cargoList);
// 找到符合要求的最优摆放方案
List<CargoInfo> bestLayout = FindBestLayout(allLayouts);
// 将货物摆放到卡车上
PlaceCargoToTruck(bestLayout);
}
// 计算所有货物的重心
Vector3 CalculateCenterOfMass(List<CargoInfo> cargoList)
{
Vector3 centerOfMass = Vector3.zero;
float totalWeight = 0.0f;
foreach (CargoInfo cargo in cargoList)
{
centerOfMass += cargo.weight * (cargo.position + new Vector3(0, cargo.height / 2.0f, 0));
totalWeight += cargo.weight;
}
centerOfMass /= totalWeight;
return centerOfMass;
}
}
// 贪心数学模型算法
public class GreedyModel {
// 按照体积从大到小排序,优先选择放置体积较大的货物
public static List<Goods> SortByVolume(List<Goods> goodsList) {
return goodsList.OrderByDescending(goods => goods.Length * goods.Width * goods.Height).ToList();
}
// 按照重量从大到小排序,优先选择放置重量较大的货物
public static List<Goods> SortByWeight(List<Goods> goodsList) {
return goodsList.OrderByDescending(goods => goods.Weight).ToList();
}
}