Allow to set print sequence manually

This commit is contained in:
alexandr-vladimirov 2024-01-04 06:30:23 +03:00
parent 6aaee84b95
commit 2b05a370ca
53 changed files with 1021 additions and 88 deletions

View file

@ -7,6 +7,11 @@ from UM.Scene.Iterator import Iterator
from UM.Scene.SceneNode import SceneNode
from functools import cmp_to_key
from cura.HitChecker import HitChecker
from cura.PrintOrderManager import PrintOrderManager
from cura.Scene.CuraSceneNode import CuraSceneNode
class OneAtATimeIterator(Iterator.Iterator):
"""Iterator that returns a list of nodes in the order that they need to be printed
@ -16,8 +21,6 @@ class OneAtATimeIterator(Iterator.Iterator):
def __init__(self, scene_node) -> None:
super().__init__(scene_node) # Call super to make multiple inheritance work.
self._hit_map = [[]] # type: List[List[bool]] # For each node, which other nodes this hits. A grid of booleans on which nodes hit which.
self._original_node_list = [] # type: List[SceneNode] # The nodes that need to be checked for collisions.
def _fillStack(self) -> None:
"""Fills the ``_node_stack`` with a list of scene nodes that need to be printed in order. """
@ -38,104 +41,50 @@ class OneAtATimeIterator(Iterator.Iterator):
self._node_stack = node_list[:]
return
# Copy the list
self._original_node_list = node_list[:]
hit_checker = HitChecker(node_list)
# Initialise the hit map (pre-compute all hits between all objects)
self._hit_map = [[self._checkHit(i, j) for i in node_list] for j in node_list]
if PrintOrderManager.isUserDefinedPrintOrderEnabled():
self._node_stack = self._getNodesOrderedByUser(hit_checker, node_list)
else:
self._node_stack = self._getNodesOrderedAutomatically(hit_checker, node_list)
# Check if we have to files that block each other. If this is the case, there is no solution!
for a in range(0, len(node_list)):
for b in range(0, len(node_list)):
if a != b and self._hit_map[a][b] and self._hit_map[b][a]:
return
# update print orders so that user can try to arrange the nodes automatically first
# and if result is not satisfactory he/she can switch to manual mode and change it
for index, node in enumerate(self._node_stack):
node.printOrder = index + 1
@staticmethod
def _getNodesOrderedByUser(hit_checker: HitChecker, node_list: List[CuraSceneNode]) -> List[CuraSceneNode]:
nodes_ordered_by_user = sorted(node_list, key=lambda n: n.printOrder)
if hit_checker.canPrintNodesInProvidedOrder(nodes_ordered_by_user):
return nodes_ordered_by_user
return [] # No solution
@staticmethod
def _getNodesOrderedAutomatically(hit_checker: HitChecker, node_list: List[CuraSceneNode]) -> List[CuraSceneNode]:
# Check if we have two files that block each other. If this is the case, there is no solution!
if hit_checker.anyTwoNodesBlockEachOther(node_list):
return [] # No solution
# Sort the original list so that items that block the most other objects are at the beginning.
# This does not decrease the worst case running time, but should improve it in most cases.
sorted(node_list, key = cmp_to_key(self._calculateScore))
sorted(node_list, key = cmp_to_key(hit_checker.calculateScore))
todo_node_list = [_ObjectOrder([], node_list)]
while len(todo_node_list) > 0:
current = todo_node_list.pop()
for node in current.todo:
# Check if the object can be placed with what we have and still allows for a solution in the future
if not self._checkHitMultiple(node, current.order) and not self._checkBlockMultiple(node, current.todo):
if hit_checker.canPrintAfter(node, current.order) and hit_checker.canPrintBefore(node, current.todo):
# We found a possible result. Create new todo & order list.
new_todo_list = current.todo[:]
new_todo_list.remove(node)
new_order = current.order[:] + [node]
if len(new_todo_list) == 0:
# We have no more nodes to check, so quit looking.
self._node_stack = new_order
return
return new_order # Solution found!
todo_node_list.append(_ObjectOrder(new_order, new_todo_list))
self._node_stack = [] #No result found!
# Check if first object can be printed before the provided list (using the hit map)
def _checkHitMultiple(self, node: SceneNode, other_nodes: List[SceneNode]) -> bool:
node_index = self._original_node_list.index(node)
for other_node in other_nodes:
other_node_index = self._original_node_list.index(other_node)
if self._hit_map[node_index][other_node_index]:
return True
return False
def _checkBlockMultiple(self, node: SceneNode, other_nodes: List[SceneNode]) -> bool:
"""Check for a node whether it hits any of the other nodes.
:param node: The node to check whether it collides with the other nodes.
:param other_nodes: The nodes to check for collisions.
:return: returns collision between nodes
"""
node_index = self._original_node_list.index(node)
for other_node in other_nodes:
other_node_index = self._original_node_list.index(other_node)
if self._hit_map[other_node_index][node_index] and node_index != other_node_index:
return True
return False
def _calculateScore(self, a: SceneNode, b: SceneNode) -> int:
"""Calculate score simply sums the number of other objects it 'blocks'
:param a: node
:param b: node
:return: sum of the number of other objects
"""
score_a = sum(self._hit_map[self._original_node_list.index(a)])
score_b = sum(self._hit_map[self._original_node_list.index(b)])
return score_a - score_b
def _checkHit(self, a: SceneNode, b: SceneNode) -> bool:
"""Checks if a can be printed before b
:param a: node
:param b: node
:return: true if a can be printed before b
"""
if a == b:
return False
a_hit_hull = a.callDecoration("getConvexHullBoundary")
b_hit_hull = b.callDecoration("getConvexHullHeadFull")
overlap = a_hit_hull.intersectsPolygon(b_hit_hull)
if overlap:
return True
# Adhesion areas must never overlap, regardless of printing order
# This would cause over-extrusion
a_hit_hull = a.callDecoration("getAdhesionArea")
b_hit_hull = b.callDecoration("getAdhesionArea")
overlap = a_hit_hull.intersectsPolygon(b_hit_hull)
if overlap:
return True
else:
return False
return [] # No result found!
class _ObjectOrder: