review comments fixed

Co-authored-by: Casper Lamboo <c.lamboo@ultimaker.com>

CURA-7951
This commit is contained in:
saumya.jain 2023-08-23 15:39:23 +02:00
parent 4096fc864b
commit 118f49a052
7 changed files with 76 additions and 90 deletions

View file

@ -16,7 +16,7 @@ i18n_catalog = i18nCatalog("cura")
class ArrangeObjectsJob(Job):
def __init__(self, nodes: List[SceneNode], fixed_nodes: List[SceneNode], min_offset = 8,
grid_arrange: bool = False) -> None:
*, grid_arrange: bool = False) -> None:
super().__init__()
self._nodes = nodes
self._fixed_nodes = fixed_nodes
@ -33,13 +33,7 @@ class ArrangeObjectsJob(Job):
status_message.show()
try:
if self._grid_arrange:
grid_arrange = GridArrange(self._nodes, Application.getInstance().getBuildVolume(), self._fixed_nodes)
found_solution_for_all = grid_arrange.arrange()
else:
found_solution_for_all = arrange(self._nodes, Application.getInstance().getBuildVolume(), self._fixed_nodes)
found_solution_for_all = arrange(self._nodes, Application.getInstance().getBuildVolume(), self._fixed_nodes, grid_arrange= self._grid_arrange)
except: # If the thread crashes, the message should still close
Logger.logException("e", "Unable to arrange the objects on the buildplate. The arrange algorithm has crashed.")

View file

@ -1,6 +1,11 @@
import math
from typing import List, TYPE_CHECKING, Optional, Tuple, Set
if TYPE_CHECKING:
from UM.Scene.SceneNode import SceneNode
from UM.Application import Application
from UM.Math import AxisAlignedBox
from UM.Math.Vector import Vector
@ -10,23 +15,16 @@ from UM.Operations.TranslateOperation import TranslateOperation
class GridArrange:
offset_x: float = 10
offset_y: float = 10
_grid_width: float
_grid_height: float
_nodes_to_arrange: List["SceneNode"]
_fixed_nodes: List["SceneNode"]
_build_volume: "BuildVolume"
_build_volume_bounding_box: AxisAlignedBox
def __init__(self, nodes_to_arrange: List["SceneNode"], build_volume: "BuildVolume", fixed_nodes: List["SceneNode"] = []):
def __init__(self, nodes_to_arrange: List["SceneNode"], build_volume: "BuildVolume", fixed_nodes: List["SceneNode"] = None):
if fixed_nodes is None:
fixed_nodes = []
self._nodes_to_arrange = nodes_to_arrange
self._build_volume = build_volume
self._build_volume_bounding_box = build_volume.getBoundingBox()
self._fixed_nodes = fixed_nodes
self._offset_x: float = 10
self._offset_y: float = 10
self._grid_width = 0
self._grid_height = 0
for node in self._nodes_to_arrange:
@ -40,11 +38,6 @@ class GridArrange:
self._initial_leftover_grid_x = math.floor(self._initial_leftover_grid_x)
self._initial_leftover_grid_y = math.floor(self._initial_leftover_grid_y)
def arrange(self)-> bool:
grouped_operation, not_fit_count = self.createGroupOperationForArrange()
grouped_operation.push()
return not_fit_count == 0
def createGroupOperationForArrange(self) -> Tuple[GroupedOperation, int]:
# Find grid indexes that intersect with fixed objects
fixed_nodes_grid_ids = set()
@ -96,8 +89,8 @@ class GridArrange:
def moveNodeOnGrid(self, node: "SceneNode", grid_x: int, grid_y: int) -> "Operation.Operation":
coord_grid_x, coord_grid_y = self.gridSpaceToCoordSpace(grid_x, grid_y)
center_grid_x = coord_grid_x + (0.5 * (self._grid_width + self.offset_x))
center_grid_y = coord_grid_y + (0.5 * (self._grid_height + self.offset_y))
center_grid_x = coord_grid_x + (0.5 * (self._grid_width + self._offset_x))
center_grid_y = coord_grid_y + (0.5 * (self._grid_height + self._offset_y))
bounding_box = node.getBoundingBox()
center_node_x = (bounding_box.left + bounding_box.right) * 0.5
@ -134,13 +127,13 @@ class GridArrange:
return grid_idx
def gridSpaceToCoordSpace(self, x: float, y: float) -> Tuple[float, float]:
grid_x = x * (self._grid_width + self.offset_x) + self._build_volume_bounding_box.left
grid_y = y * (self._grid_height + self.offset_y) + self._build_volume_bounding_box.back
grid_x = x * (self._grid_width + self._offset_x) + self._build_volume_bounding_box.left
grid_y = y * (self._grid_height + self._offset_y) + self._build_volume_bounding_box.back
return grid_x, grid_y
def coordSpaceToGridSpace(self, grid_x: float, grid_y: float) -> Tuple[float, float]:
coord_x = (grid_x - self._build_volume_bounding_box.left) / (self._grid_width + self.offset_x)
coord_y = (grid_y - self._build_volume_bounding_box.back) / (self._grid_height + self.offset_y)
coord_x = (grid_x - self._build_volume_bounding_box.left) / (self._grid_width + self._offset_x)
coord_y = (grid_y - self._build_volume_bounding_box.back) / (self._grid_height + self._offset_y)
return coord_x, coord_y
def checkGridUnderDiscSpace(self, grid_x: int, grid_y: int) -> bool:

View file

@ -15,7 +15,7 @@ from UM.Operations.AddSceneNodeOperation import AddSceneNodeOperation
from UM.Operations.GroupedOperation import GroupedOperation
from UM.Operations.RotateOperation import RotateOperation
from UM.Operations.TranslateOperation import TranslateOperation
from cura.Arranging.GridArrange import GridArrange
if TYPE_CHECKING:
from UM.Scene.SceneNode import SceneNode
@ -27,6 +27,7 @@ def findNodePlacement(
build_volume: "BuildVolume",
fixed_nodes: Optional[List["SceneNode"]] = None,
factor: int = 10000,
*,
lock_rotation: bool = False
) -> Tuple[bool, List[Item]]:
"""
@ -124,30 +125,36 @@ def createGroupOperationForArrange(nodes_to_arrange: List["SceneNode"],
build_volume: "BuildVolume",
fixed_nodes: Optional[List["SceneNode"]] = None,
factor: int = 10000,
*,
add_new_nodes_in_scene: bool = False,
lock_rotation: bool = False) -> Tuple[GroupedOperation, int]:
scene_root = Application.getInstance().getController().getScene().getRoot()
found_solution_for_all, node_items = findNodePlacement(nodes_to_arrange, build_volume, fixed_nodes, factor,
lock_rotation)
lock_rotation: bool = False,
grid_arrange: bool = False) -> Tuple[GroupedOperation, int]:
if grid_arrange:
grid = GridArrange(nodes_to_arrange, build_volume, fixed_nodes)
return grid.createGroupOperationForArrange()
else:
scene_root = Application.getInstance().getController().getScene().getRoot()
found_solution_for_all, node_items = findNodePlacement(nodes_to_arrange, build_volume, fixed_nodes, factor,
lock_rotation = lock_rotation)
not_fit_count = 0
grouped_operation = GroupedOperation()
for node, node_item in zip(nodes_to_arrange, node_items):
if add_new_nodes_in_scene:
grouped_operation.addOperation(AddSceneNodeOperation(node, scene_root))
not_fit_count = 0
grouped_operation = GroupedOperation()
for node, node_item in zip(nodes_to_arrange, node_items):
if add_new_nodes_in_scene:
grouped_operation.addOperation(AddSceneNodeOperation(node, scene_root))
if node_item.binId() == 0:
# We found a spot for it
rotation_matrix = Matrix()
rotation_matrix.setByRotationAxis(node_item.rotation(), Vector(0, -1, 0))
grouped_operation.addOperation(RotateOperation(node, Quaternion.fromMatrix(rotation_matrix)))
grouped_operation.addOperation(TranslateOperation(node, Vector(node_item.translation().x() / factor, 0,
node_item.translation().y() / factor)))
else:
# We didn't find a spot
grouped_operation.addOperation(
TranslateOperation(node, Vector(200, node.getWorldPosition().y, -not_fit_count * 20), set_position = True))
not_fit_count += 1
if node_item.binId() == 0:
# We found a spot for it
rotation_matrix = Matrix()
rotation_matrix.setByRotationAxis(node_item.rotation(), Vector(0, -1, 0))
grouped_operation.addOperation(RotateOperation(node, Quaternion.fromMatrix(rotation_matrix)))
grouped_operation.addOperation(TranslateOperation(node, Vector(node_item.translation().x() / factor, 0,
node_item.translation().y() / factor)))
else:
# We didn't find a spot
grouped_operation.addOperation(
TranslateOperation(node, Vector(200, node.getWorldPosition().y, -not_fit_count * 20), set_position = True))
not_fit_count += 1
return grouped_operation, not_fit_count
@ -158,7 +165,8 @@ def arrange(
fixed_nodes: Optional[List["SceneNode"]] = None,
factor=10000,
add_new_nodes_in_scene: bool = False,
lock_rotation: bool = False
lock_rotation: bool = False,
grid_arrange: bool = False
) -> bool:
"""
Find placement for a set of scene nodes, and move them by using a single grouped operation.
@ -174,6 +182,6 @@ def arrange(
"""
grouped_operation, not_fit_count = createGroupOperationForArrange(nodes_to_arrange, build_volume, fixed_nodes,
factor, add_new_nodes_in_scene, lock_rotation)
factor, add_new_nodes_in_scene = add_new_nodes_in_scene, lock_rotation = lock_rotation, grid_arrange = grid_arrange)
grouped_operation.push()
return not_fit_count == 0