C# 卡车装车示例

发布时间 2023-04-28 08:33:29作者: 多见多闻
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();
    }
}