How can I auto-arrange / fit various small 3D Shapes without Overlap within a defined larger 3D Shape?

Seeking Algorithm can be use to auto-arrange various small 3D Shapes without Overlap within a defined larger 3D Shape. Bard Generative AI produced the following results:

  1. Axis-AlignedHeight-FieldBlockDecompositionof3DShapes
  2. Simple 3D space collision check algorithm

They look Good. However, I believe we humans can do better :slight_smile: Opened to any and all ideas specific to achieving this in Unrealengine with Blueprints. Let’s Discuss.

Algorithm #1: Overlap Check, Reorientate

1. Position Object ‘A’
2. Collision Check Overlapping Objects
3. Adjust Position (Each Axis Toggled Independently)
  1. Loop{} Move Along X Axis -n/+n increments til Collision Check Overlapping Object Count Drops below Set)
  2. Loop{} Move Along Y Axis -n/+n increments til Collision Check Overlapping Object Count Drops below Set)
  3. Loop{} Move Along Z Axis -n/+n increments til Collision Check Overlapping Object Count Drops below Set)
4. Adjust Rotation (Each Axis Toggled Independently)
  1. Loop{} Rotate X at n degrees upto 0 to 360 til Collision Check Overlapping Object Count Drops below Set Threshold
  2. Loop{} Rotate Y at n degrees upto 0 to 360 til Collision Check Overlapping Object Count Drops below Set Threshold
  3. Loop{} Rotate Z at n degrees upto 0 to 360 til Collision Check Overlapping Object Count Drops below Set Threshold
5. Adjust Scale (Last Sequence Each Axis Toggled Independently)
a. Uniform Scale
  1. Loop{} Scale Up|Down along X,Y,Z planes at specified -n/+n increments til Collision Check Overlapping Object Count Drops below Set Threshold
b. Non-Uniform Scale
  1. Loop{} Scale Up|Down along X plane at specified -n/+n increments til Collision Check Overlapping Object Count Drops below Set Threshold
  2. Loop{} Scale Up|Down along Y plane at specified -n/+n increments til Collision Check Overlapping Object Count Drops below Set Threshold
  3. Loop{} Scale Up|Down along Z plane at specified -n/+n increments til Collision Check Overlapping Object Count Drops below Set Threshold

Hello Gemini. Seeking Algorithm in C#, Python, JSON that can be use to auto-arrange and orientate various smaller overlapping 3D Shapes until they do not overlap.

Hello! This is a complex problem, often referred to as 3D packing or bin packing, and there’s no single “magic bullet” algorithm that guarantees the optimal solution in all cases, especially with arbitrary shapes and orientations. It’s an NP-hard problem, meaning computation time can explode with complexity. However, I can give you a conceptual outline and some algorithmic directions in C#, Python, and how JSON might be used for data exchange.

Conceptual Approach

  1. Representation: You’ll need a way to represent your 3D shapes. Common methods include:
  • Boundary Representation (B-Rep): Define shapes by their faces, edges, and vertices. This is precise but complex.
  • Voxelization: Divide the 3D space into small cubes (voxels). Shapes are represented by which voxels they occupy. Simpler to work with algorithmically but can be memory-intensive and less precise.
  • Convex Hull: Approximate shapes by their smallest enclosing convex polyhedron. Simplifies collision detection.
  1. Placement Strategy: This is the core of the algorithm. Here are a few approaches:
  • Greedy Approach: Place shapes one by one, finding the “best” available position for each. “Best” can be defined in various ways (e.g., minimizing empty space, minimizing distance from a target point).
  • Simulated Annealing: A probabilistic optimization algorithm. It starts with a random arrangement and iteratively makes small changes, accepting some “bad” changes to escape local optima.
  • Genetic Algorithms: Evolve a population of arrangements, using fitness functions to evaluate how good they are.
  • Constraint Programming: Define the problem as a set of constraints (no overlap, fit within container) and use a solver to find a solution.
  1. Collision Detection: Crucial for determining if shapes overlap. Methods include:
  • Bounding Box Intersection: Fast but imprecise. Check if the bounding boxes of two shapes overlap.
  • Separating Axis Theorem (SAT): More accurate for convex polyhedra.
  • Voxel-based Collision Detection: Simple if you’re using voxelization.

C# Example (Conceptual)

`C#// Example using a simple greedy approach and bounding boxes for collision

public class Packer
{
public List Pack(List shapes, Container container)
{
List packedShapes = new List();

    foreach (Shape shape in shapes)
    {
        bool placed = false;
        for (int x = 0; x < container.Width && !placed; x++)
        {
            for (int y = 0; y < container.Height && !placed; y++)
            {
                for (int z = 0; z < container.Depth && !placed; z++)
                {
                    shape.Position = new Point3D(x, y, z);
                    if (!IsCollision(shape, packedShapes) && container.Contains(shape))
                    {
                        packedShapes.Add(shape);
                        placed = true;
                    }
                }
            }
        }
        if (!placed) { /* Handle case where shape couldn't be placed */ }
    }
    return packedShapes;
}

private bool IsCollision(Shape shape, List<Shape> packedShapes)
{
    foreach (Shape other in packedShapes)
    {
        if (shape.BoundingBox.Intersects(other.BoundingBox)) // Simple bounding box check
        {
            return true;
        }
    }
    return false;
}

}

// … (Shape, Container, Point3D classes would need to be defined)`

Python Example (Conceptual)

`Python# Similar structure to the C# example

class Packer:
def pack(self, shapes, container):
packed_shapes =
for shape in shapes:
placed = False
for x in range(container.width):
for y in range(container.height):
for z in range(container.depth):
shape.position = (x, y, z)
if not self.is_collision(shape, packed_shapes) and container.contains(shape):
packed_shapes.append(shape)
placed = True
break # Exit inner loops once placed
if placed: break
if placed: break
if not placed:
# Handle case where shape couldn’t be placed
pass
return packed_shapes

def is_collision(self, shape, packed_shapes):
    for other in packed_shapes:
        if self.bounding_box_intersects(shape, other): # Simplified collision check
            return True
    return False

def bounding_box_intersects(self, shape1, shape2):
    # Implementation for bounding box intersection
    pass

… (Shape, Container classes would need to be defined)`

JSON for Data Exchange

You can use JSON to represent your shapes and container:

JSON{ "container": { "width": 10, "height": 10, "depth": 10 }, "shapes": [ {"id": "shape1", "type": "cube", "size": 2}, {"id": "shape2", "type": "sphere", "radius": 1.5}, // ... more shapes ] }

Your C# or Python code can then parse this JSON to create the Shape and Container objects.

Key Improvements and Considerations:

  • More sophisticated collision detection: SAT or voxel-based methods.
  • Placement strategies: Explore simulated annealing, genetic algorithms, or constraint programming.
  • Orientation: Allow shapes to rotate. This significantly increases complexity. You’ll need to represent rotations (e.g., using quaternions).
  • Optimization: Profile your code to identify bottlenecks.
  • Libraries: Consider using existing libraries for 3D geometry and collision detection (e.g., OpenTK in C#, PyOpenGL or trimesh in Python).

This is a challenging problem. Start with a simplified version (e.g., 2D packing or simple shapes) and gradually increase complexity. Let me know if you have more specific questions as you work on your implementation.