public async Task <ShelvingLayoutOutputs> Handler(ShelvingLayoutInputs args, ILambdaContext context) { if (this.store == null) { // Preload the dependencies (if they exist), // so that they are available during model deserialization. var asmLocation = this.GetType().Assembly.Location; var asmDir = Path.GetDirectoryName(asmLocation); var asmName = Path.GetFileNameWithoutExtension(asmLocation); var depPath = Path.Combine(asmDir, $"{asmName}.Dependencies.dll"); if (File.Exists(depPath)) { Console.WriteLine($"Loading dependencies from assembly: {depPath}..."); Assembly.LoadFrom(depPath); Console.WriteLine("Dependencies assembly loaded."); } this.store = new S3ModelStore <ShelvingLayoutInputs>(RegionEndpoint.USWest1); } var l = new InvocationWrapper <ShelvingLayoutInputs, ShelvingLayoutOutputs>(store, ShelvingLayout.Execute); var output = await l.InvokeAsync(args); return(output); }
/// <summary> /// The ShelvingLayout function. /// </summary> /// <param name="model">The input model.</param> /// <param name="input">The arguments to the execution.</param> /// <returns>A ShelvingLayoutOutputs instance containing computed results and the model with any new elements.</returns> public static ShelvingLayoutOutputs Execute(Dictionary <string, Model> inputModels, ShelvingLayoutInputs input) { ShelvingLayoutOutputs output = new ShelvingLayoutOutputs(); // convert the inputs into meters var fixtureHeight = input.FixtureHeight / 39.37; if (fixtureHeight == 0) { fixtureHeight = 1.0; } var fixtureWidth = input.FixtureWidth / 39.37; var minAisleWidth = input.MinAisleWidth / 39.37; var ShelvingDepth = input.ShelvingDepth / 39.37; Model model = null; IList <Room> rooms = null; if (inputModels.TryGetValue("Departments", out model)) { rooms = model.AllElementsOfType <Room>().ToList(); } else { throw new ApplicationException("Need Departments as input!"); model = new Model(); // default: double inputLength = 100; double inputWidth = 30; double inputHeight = 5; var rectangle = Polygon.Rectangle(inputLength, inputWidth); var mass = new Mass(rectangle, inputHeight); output.model.AddElement(mass); var material = new Material("office", new Color(0, 0, 1.0, 0.5)); var solid = new Elements.Geometry.Solids.Extrude(rectangle, inputHeight, Vector3.ZAxis, false); var geomRep = new Representation(new List <Elements.Geometry.Solids.SolidOperation>() { solid }); Room r = new Room(rectangle, Vector3.ZAxis, "Section 1", "100", "general", "100", rectangle.Area(), 1.0, 0, 0, inputHeight, rectangle.Area(), new Transform(), material, geomRep, false, System.Guid.NewGuid(), "Section 1"); model.AddElement(r); rooms = new List <Room>(); rooms.Add(r); } // ok, now the real work begins... from the room // this function only deals with certain departments. var appropriateRooms = rooms.Where(r => r.Department == "general"); if (appropriateRooms.Count() == 0) { throw new ApplicationException("This function works only on rooms with 'general' department"); } foreach (var r in appropriateRooms) { // make a 2D grid var grid = new Elements.Spatial.Grid2d(r.Perimeter, new Transform()); // we want to subdivide: var side1 = r.Perimeter.Segments().First(); var side2 = r.Perimeter.Segments()[1]; var geom = grid.U.GetCellGeometry(); var sideLength = grid.U.Domain.Length; //grid.U.GetCellGeometry().Length(); double available = sideLength - (2.0 * ShelvingDepth); int count = (int)(available / (2 * ShelvingDepth + minAisleWidth)); // debug: System.Console.WriteLine("sideLength: " + sideLength + " available: " + available + " count: " + count); grid.U.DivideByPattern(new double[] { ShelvingDepth, ShelvingDepth, minAisleWidth }, PatternMode.Cycle, FixedDivisionMode.RemainderAtEnd); grid.V.DivideByFixedLength(fixtureWidth); // now we will try making the shelving for (int i = 0; i < grid.U.Cells.Count; i++) { for (int j = 0; j < grid.V.Cells.Count; j++) { var cell = grid.GetCellAtIndices(i, j); // make a poly from each gridcell // shelf, shelf, aisle int c = i + 1; if (((c % 3) == 0)) { // we skip for the aisle } else { Material mat = new Material(Colors.Beige, 0, 0, Guid.NewGuid(), "Gondola"); var shelfMass = new Mass((Polygon)cell.GetCellGeometry(), fixtureHeight, mat); output.model.AddElement(shelfMass); } } } } return(output); }