Implement factory for Arrange

CURA-7951
This commit is contained in:
c.lamboo 2023-08-23 17:58:00 +02:00
parent 118f49a052
commit 668038c59f
7 changed files with 152 additions and 150 deletions

View file

@ -15,131 +15,122 @@ 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
from cura.Arranging.Arranger import Arranger
if TYPE_CHECKING:
from UM.Scene.SceneNode import SceneNode
from cura.BuildVolume import BuildVolume
def findNodePlacement(
nodes_to_arrange: List["SceneNode"],
build_volume: "BuildVolume",
fixed_nodes: Optional[List["SceneNode"]] = None,
factor: int = 10000,
*,
lock_rotation: bool = False
) -> Tuple[bool, List[Item]]:
"""
Find placement for a set of scene nodes, but don't actually move them just yet.
:param nodes_to_arrange: The list of nodes that need to be moved.
:param build_volume: The build volume that we want to place the nodes in. It gets size & disallowed areas from this.
:param fixed_nodes: List of nods that should not be moved, but should be used when deciding where the others nodes
are placed.
:param factor: The library that we use is int based. This factor defines how accurate we want it to be.
:param lock_rotation: If set to true the orientation of the object will remain the same
class Nest2DArrange(Arranger):
def __init__(self,
nodes_to_arrange: List["SceneNode"],
build_volume: "BuildVolume",
fixed_nodes: Optional[List["SceneNode"]] = None,
*,
factor: int = 10000,
lock_rotation: bool = False):
"""
:param nodes_to_arrange: The list of nodes that need to be moved.
:param build_volume: The build volume that we want to place the nodes in. It gets size & disallowed areas from this.
:param fixed_nodes: List of nods that should not be moved, but should be used when deciding where the others nodes
are placed.
:param factor: The library that we use is int based. This factor defines how accuracte we want it to be.
:param lock_rotation: If set to true the orientation of the object will remain the same
"""
super().__init__()
self._nodes_to_arrange = nodes_to_arrange
self._build_volume = build_volume
self._fixed_nodes = fixed_nodes
self._factor = factor
self._lock_rotation = lock_rotation
:return: tuple (found_solution_for_all, node_items)
WHERE
found_solution_for_all: Whether the algorithm found a place on the buildplate for all the objects
node_items: A list of the nodes return by libnest2d, which contain the new positions on the buildplate
"""
spacing = int(1.5 * factor) # 1.5mm spacing.
def findNodePlacement(self) -> Tuple[bool, List[Item]]:
spacing = int(1.5 * self._factor) # 1.5mm spacing.
machine_width = build_volume.getWidth()
machine_depth = build_volume.getDepth()
build_plate_bounding_box = Box(int(machine_width * factor), int(machine_depth * factor))
machine_width = self._build_volume.getWidth()
machine_depth = self._build_volume.getDepth()
build_plate_bounding_box = Box(int(machine_width * self._factor), int(machine_depth * self._factor))
if fixed_nodes is None:
fixed_nodes = []
if self._fixed_nodes is None:
self._fixed_nodes = []
# Add all the items we want to arrange
node_items = []
for node in nodes_to_arrange:
hull_polygon = node.callDecoration("getConvexHull")
if not hull_polygon or hull_polygon.getPoints is None:
Logger.log("w", "Object {} cannot be arranged because it has no convex hull.".format(node.getName()))
continue
converted_points = []
for point in hull_polygon.getPoints():
converted_points.append(Point(int(point[0] * factor), int(point[1] * factor)))
item = Item(converted_points)
node_items.append(item)
# Use a tiny margin for the build_plate_polygon (the nesting doesn't like overlapping disallowed areas)
half_machine_width = 0.5 * machine_width - 1
half_machine_depth = 0.5 * machine_depth - 1
build_plate_polygon = Polygon(numpy.array([
[half_machine_width, -half_machine_depth],
[-half_machine_width, -half_machine_depth],
[-half_machine_width, half_machine_depth],
[half_machine_width, half_machine_depth]
], numpy.float32))
disallowed_areas = build_volume.getDisallowedAreas()
num_disallowed_areas_added = 0
for area in disallowed_areas:
converted_points = []
# Clip the disallowed areas so that they don't overlap the bounding box (The arranger chokes otherwise)
clipped_area = area.intersectionConvexHulls(build_plate_polygon)
if clipped_area.getPoints() is not None and len(clipped_area.getPoints()) > 2: # numpy array has to be explicitly checked against None
for point in clipped_area.getPoints():
converted_points.append(Point(int(point[0] * factor), int(point[1] * factor)))
disallowed_area = Item(converted_points)
disallowed_area.markAsDisallowedAreaInBin(0)
node_items.append(disallowed_area)
num_disallowed_areas_added += 1
for node in fixed_nodes:
converted_points = []
hull_polygon = node.callDecoration("getConvexHull")
if hull_polygon is not None and hull_polygon.getPoints() is not None and len(hull_polygon.getPoints()) > 2: # numpy array has to be explicitly checked against None
# Add all the items we want to arrange
node_items = []
for node in self._nodes_to_arrange:
hull_polygon = node.callDecoration("getConvexHull")
if not hull_polygon or hull_polygon.getPoints is None:
Logger.log("w", "Object {} cannot be arranged because it has no convex hull.".format(node.getName()))
continue
converted_points = []
for point in hull_polygon.getPoints():
converted_points.append(Point(int(point[0] * factor), int(point[1] * factor)))
converted_points.append(Point(int(point[0] * self._factor), int(point[1] * self._factor)))
item = Item(converted_points)
item.markAsFixedInBin(0)
node_items.append(item)
num_disallowed_areas_added += 1
config = NfpConfig()
config.accuracy = 1.0
config.alignment = NfpConfig.Alignment.DONT_ALIGN
if lock_rotation:
config.rotations = [0.0]
# Use a tiny margin for the build_plate_polygon (the nesting doesn't like overlapping disallowed areas)
half_machine_width = 0.5 * machine_width - 1
half_machine_depth = 0.5 * machine_depth - 1
build_plate_polygon = Polygon(numpy.array([
[half_machine_width, -half_machine_depth],
[-half_machine_width, -half_machine_depth],
[-half_machine_width, half_machine_depth],
[half_machine_width, half_machine_depth]
], numpy.float32))
num_bins = nest(node_items, build_plate_bounding_box, spacing, config)
disallowed_areas = self._build_volume.getDisallowedAreas()
num_disallowed_areas_added = 0
for area in disallowed_areas:
converted_points = []
# Strip the fixed items (previously placed) and the disallowed areas from the results again.
node_items = list(filter(lambda item: not item.isFixed(), node_items))
# Clip the disallowed areas so that they don't overlap the bounding box (The arranger chokes otherwise)
clipped_area = area.intersectionConvexHulls(build_plate_polygon)
found_solution_for_all = num_bins == 1
if clipped_area.getPoints() is not None and len(
clipped_area.getPoints()) > 2: # numpy array has to be explicitly checked against None
for point in clipped_area.getPoints():
converted_points.append(Point(int(point[0] * self._factor), int(point[1] * self._factor)))
return found_solution_for_all, node_items
disallowed_area = Item(converted_points)
disallowed_area.markAsDisallowedAreaInBin(0)
node_items.append(disallowed_area)
num_disallowed_areas_added += 1
for node in self._fixed_nodes:
converted_points = []
hull_polygon = node.callDecoration("getConvexHull")
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,
grid_arrange: bool = False) -> Tuple[GroupedOperation, int]:
if grid_arrange:
grid = GridArrange(nodes_to_arrange, build_volume, fixed_nodes)
return grid.createGroupOperationForArrange()
else:
if hull_polygon is not None and hull_polygon.getPoints() is not None and len(
hull_polygon.getPoints()) > 2: # numpy array has to be explicitly checked against None
for point in hull_polygon.getPoints():
converted_points.append(Point(int(point[0] * self._factor), int(point[1] * self._factor)))
item = Item(converted_points)
item.markAsFixedInBin(0)
node_items.append(item)
num_disallowed_areas_added += 1
config = NfpConfig()
config.accuracy = 1.0
config.alignment = NfpConfig.Alignment.DONT_ALIGN
if self._lock_rotation:
config.rotations = [0.0]
num_bins = nest(node_items, build_plate_bounding_box, spacing, config)
# Strip the fixed items (previously placed) and the disallowed areas from the results again.
node_items = list(filter(lambda item: not item.isFixed(), node_items))
found_solution_for_all = num_bins == 1
return found_solution_for_all, node_items
def createGroupOperationForArrange(self, add_new_nodes_in_scene: bool = True) -> 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)
found_solution_for_all, node_items = self.findNodePlacement()
not_fit_count = 0
grouped_operation = GroupedOperation()
for node, node_item in zip(nodes_to_arrange, node_items):
for node, node_item in zip(self._nodes_to_arrange, node_items):
if add_new_nodes_in_scene:
grouped_operation.addOperation(AddSceneNodeOperation(node, scene_root))
@ -148,40 +139,13 @@ def createGroupOperationForArrange(nodes_to_arrange: List["SceneNode"],
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)))
grouped_operation.addOperation(
TranslateOperation(node, Vector(node_item.translation().x() / self._factor, 0,
node_item.translation().y() / self._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
def arrange(
nodes_to_arrange: List["SceneNode"],
build_volume: "BuildVolume",
fixed_nodes: Optional[List["SceneNode"]] = None,
factor=10000,
add_new_nodes_in_scene: 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.
:param nodes_to_arrange: The list of nodes that need to be moved.
:param build_volume: The build volume that we want to place the nodes in. It gets size & disallowed areas from this.
:param fixed_nodes: List of nods that should not be moved, but should be used when deciding where the others nodes
are placed.
:param factor: The library that we use is int based. This factor defines how accuracte we want it to be.
:param add_new_nodes_in_scene: Whether to create new scene nodes before applying the transformations and rotations
:param lock_rotation: If set to true the orientation of the object will remain the same
:return: found_solution_for_all: Whether the algorithm found a place on the buildplate for all the objects
"""
grouped_operation, not_fit_count = createGroupOperationForArrange(nodes_to_arrange, build_volume, fixed_nodes,
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
return grouped_operation, not_fit_count