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Implement factory for Arrange
CURA-7951
This commit is contained in:
parent
118f49a052
commit
668038c59f
7 changed files with 152 additions and 150 deletions
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@ -9,7 +9,7 @@ from UM.Message import Message
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from UM.Scene.SceneNode import SceneNode
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from UM.i18n import i18nCatalog
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from cura.Arranging.GridArrange import GridArrange
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from cura.Arranging.Nest2DArrange import arrange
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from cura.Arranging.Nest2DArrange import Nest2DArrange
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i18n_catalog = i18nCatalog("cura")
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@ -33,7 +33,13 @@ class ArrangeObjectsJob(Job):
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status_message.show()
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try:
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found_solution_for_all = arrange(self._nodes, Application.getInstance().getBuildVolume(), self._fixed_nodes, grid_arrange= self._grid_arrange)
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if self._grid_arrange:
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arranger = GridArrange(self._nodes, Application.getInstance().getBuildVolume(), self._fixed_nodes)
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else:
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arranger = Nest2DArrange(self._nodes, Application.getInstance().getBuildVolume(), self._fixed_nodes,
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factor=1000)
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found_solution_for_all = arranger.arrange()
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except: # If the thread crashes, the message should still close
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Logger.logException("e", "Unable to arrange the objects on the buildplate. The arrange algorithm has crashed.")
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27
cura/Arranging/Arranger.py
Normal file
27
cura/Arranging/Arranger.py
Normal file
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@ -0,0 +1,27 @@
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from typing import List, TYPE_CHECKING, Optional, Tuple, Set
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if TYPE_CHECKING:
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from UM.Operations.GroupedOperation import GroupedOperation
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class Arranger:
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def createGroupOperationForArrange(self, add_new_nodes_in_scene: bool = True) -> Tuple["GroupedOperation", int]:
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"""
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Find placement for a set of scene nodes, but don't actually move them just yet.
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:param add_new_nodes_in_scene: Whether to create new scene nodes before applying the transformations and rotations
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:return: tuple (found_solution_for_all, node_items)
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WHERE
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found_solution_for_all: Whether the algorithm found a place on the buildplate for all the objects
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node_items: A list of the nodes return by libnest2d, which contain the new positions on the buildplate
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"""
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raise NotImplementedError
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def arrange(self, add_new_nodes_in_scene: bool = True) -> bool:
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"""
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Find placement for a set of scene nodes, and move them by using a single grouped operation.
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:param add_new_nodes_in_scene: Whether to create new scene nodes before applying the transformations and rotations
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:return: found_solution_for_all: Whether the algorithm found a place on the buildplate for all the objects
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"""
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grouped_operation, not_fit_count = self.createGroupOperationForArrange(add_new_nodes_in_scene)
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grouped_operation.push()
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return not_fit_count == 0
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@ -1,8 +1,6 @@
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import math
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from typing import List, TYPE_CHECKING, Optional, Tuple, Set
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if TYPE_CHECKING:
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from UM.Scene.SceneNode import SceneNode
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@ -12,9 +10,10 @@ from UM.Math.Vector import Vector
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from UM.Operations.AddSceneNodeOperation import AddSceneNodeOperation
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from UM.Operations.GroupedOperation import GroupedOperation
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from UM.Operations.TranslateOperation import TranslateOperation
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from cura.Arranging.Arranger import Arranger
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class GridArrange:
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class GridArrange(Arranger):
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def __init__(self, nodes_to_arrange: List["SceneNode"], build_volume: "BuildVolume", fixed_nodes: List["SceneNode"] = None):
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if fixed_nodes is None:
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fixed_nodes = []
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@ -38,7 +37,7 @@ class GridArrange:
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self._initial_leftover_grid_x = math.floor(self._initial_leftover_grid_x)
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self._initial_leftover_grid_y = math.floor(self._initial_leftover_grid_y)
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def createGroupOperationForArrange(self) -> Tuple[GroupedOperation, int]:
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def createGroupOperationForArrange(self, add_new_nodes_in_scene: bool = True) -> Tuple[GroupedOperation, int]:
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# Find grid indexes that intersect with fixed objects
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fixed_nodes_grid_ids = set()
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for node in self._fixed_nodes:
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@ -77,6 +76,7 @@ class GridArrange:
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left_over_grid_y = self._initial_leftover_grid_y
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for node in leftover_nodes:
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if add_new_nodes_in_scene:
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grouped_operation.addOperation(AddSceneNodeOperation(node, scene_root))
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# find the first next grid position that isn't occupied by a fixed node
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while (self._initial_leftover_grid_x, left_over_grid_y) in fixed_nodes_grid_ids:
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@ -156,7 +156,7 @@ class GridArrange:
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# ┌───────┬───────┐ < coord_build_plate_back = -1
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# │ │ │
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# │ │(0,0) │
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# (-1,0)│───────o───────┤(1,0)
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# (-1,0)├───────o───────┤(1,0)
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# │ │ │
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# │ │ │
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# └───────┴───────┘ < coord_build_plate_front = +1
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@ -15,54 +15,56 @@ from UM.Operations.AddSceneNodeOperation import AddSceneNodeOperation
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from UM.Operations.GroupedOperation import GroupedOperation
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from UM.Operations.RotateOperation import RotateOperation
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from UM.Operations.TranslateOperation import TranslateOperation
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from cura.Arranging.GridArrange import GridArrange
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from cura.Arranging.Arranger import Arranger
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if TYPE_CHECKING:
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from UM.Scene.SceneNode import SceneNode
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from cura.BuildVolume import BuildVolume
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def findNodePlacement(
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class Nest2DArrange(Arranger):
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def __init__(self,
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nodes_to_arrange: List["SceneNode"],
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build_volume: "BuildVolume",
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fixed_nodes: Optional[List["SceneNode"]] = None,
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factor: int = 10000,
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*,
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lock_rotation: bool = False
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) -> Tuple[bool, List[Item]]:
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factor: int = 10000,
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lock_rotation: bool = False):
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"""
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Find placement for a set of scene nodes, but don't actually move them just yet.
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:param nodes_to_arrange: The list of nodes that need to be moved.
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:param build_volume: The build volume that we want to place the nodes in. It gets size & disallowed areas from this.
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:param fixed_nodes: List of nods that should not be moved, but should be used when deciding where the others nodes
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are placed.
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:param factor: The library that we use is int based. This factor defines how accurate we want it to be.
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:param factor: The library that we use is int based. This factor defines how accuracte we want it to be.
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:param lock_rotation: If set to true the orientation of the object will remain the same
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:return: tuple (found_solution_for_all, node_items)
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WHERE
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found_solution_for_all: Whether the algorithm found a place on the buildplate for all the objects
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node_items: A list of the nodes return by libnest2d, which contain the new positions on the buildplate
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"""
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spacing = int(1.5 * factor) # 1.5mm spacing.
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super().__init__()
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self._nodes_to_arrange = nodes_to_arrange
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self._build_volume = build_volume
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self._fixed_nodes = fixed_nodes
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self._factor = factor
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self._lock_rotation = lock_rotation
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machine_width = build_volume.getWidth()
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machine_depth = build_volume.getDepth()
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build_plate_bounding_box = Box(int(machine_width * factor), int(machine_depth * factor))
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def findNodePlacement(self) -> Tuple[bool, List[Item]]:
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spacing = int(1.5 * self._factor) # 1.5mm spacing.
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if fixed_nodes is None:
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fixed_nodes = []
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machine_width = self._build_volume.getWidth()
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machine_depth = self._build_volume.getDepth()
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build_plate_bounding_box = Box(int(machine_width * self._factor), int(machine_depth * self._factor))
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if self._fixed_nodes is None:
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self._fixed_nodes = []
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# Add all the items we want to arrange
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node_items = []
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for node in nodes_to_arrange:
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for node in self._nodes_to_arrange:
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hull_polygon = node.callDecoration("getConvexHull")
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if not hull_polygon or hull_polygon.getPoints is None:
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Logger.log("w", "Object {} cannot be arranged because it has no convex hull.".format(node.getName()))
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continue
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converted_points = []
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for point in hull_polygon.getPoints():
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converted_points.append(Point(int(point[0] * factor), int(point[1] * factor)))
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converted_points.append(Point(int(point[0] * self._factor), int(point[1] * self._factor)))
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item = Item(converted_points)
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node_items.append(item)
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@ -76,7 +78,7 @@ def findNodePlacement(
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[half_machine_width, half_machine_depth]
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], numpy.float32))
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disallowed_areas = build_volume.getDisallowedAreas()
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disallowed_areas = self._build_volume.getDisallowedAreas()
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num_disallowed_areas_added = 0
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for area in disallowed_areas:
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converted_points = []
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# Clip the disallowed areas so that they don't overlap the bounding box (The arranger chokes otherwise)
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clipped_area = area.intersectionConvexHulls(build_plate_polygon)
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if clipped_area.getPoints() is not None and len(clipped_area.getPoints()) > 2: # numpy array has to be explicitly checked against None
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if clipped_area.getPoints() is not None and len(
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clipped_area.getPoints()) > 2: # numpy array has to be explicitly checked against None
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for point in clipped_area.getPoints():
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converted_points.append(Point(int(point[0] * factor), int(point[1] * factor)))
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converted_points.append(Point(int(point[0] * self._factor), int(point[1] * self._factor)))
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disallowed_area = Item(converted_points)
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disallowed_area.markAsDisallowedAreaInBin(0)
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node_items.append(disallowed_area)
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num_disallowed_areas_added += 1
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for node in fixed_nodes:
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for node in self._fixed_nodes:
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converted_points = []
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hull_polygon = node.callDecoration("getConvexHull")
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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
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if hull_polygon is not None and hull_polygon.getPoints() is not None and len(
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hull_polygon.getPoints()) > 2: # numpy array has to be explicitly checked against None
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for point in hull_polygon.getPoints():
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converted_points.append(Point(int(point[0] * factor), int(point[1] * factor)))
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converted_points.append(Point(int(point[0] * self._factor), int(point[1] * self._factor)))
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item = Item(converted_points)
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item.markAsFixedInBin(0)
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node_items.append(item)
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@ -108,7 +112,7 @@ def findNodePlacement(
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config = NfpConfig()
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config.accuracy = 1.0
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config.alignment = NfpConfig.Alignment.DONT_ALIGN
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if lock_rotation:
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if self._lock_rotation:
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config.rotations = [0.0]
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num_bins = nest(node_items, build_plate_bounding_box, spacing, config)
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@ -120,26 +124,13 @@ def findNodePlacement(
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return found_solution_for_all, node_items
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def createGroupOperationForArrange(nodes_to_arrange: List["SceneNode"],
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build_volume: "BuildVolume",
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fixed_nodes: Optional[List["SceneNode"]] = None,
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factor: int = 10000,
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*,
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add_new_nodes_in_scene: bool = False,
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lock_rotation: bool = False,
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grid_arrange: bool = False) -> Tuple[GroupedOperation, int]:
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if grid_arrange:
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grid = GridArrange(nodes_to_arrange, build_volume, fixed_nodes)
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return grid.createGroupOperationForArrange()
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else:
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def createGroupOperationForArrange(self, add_new_nodes_in_scene: bool = True) -> Tuple[GroupedOperation, int]:
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scene_root = Application.getInstance().getController().getScene().getRoot()
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found_solution_for_all, node_items = findNodePlacement(nodes_to_arrange, build_volume, fixed_nodes, factor,
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lock_rotation = lock_rotation)
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found_solution_for_all, node_items = self.findNodePlacement()
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not_fit_count = 0
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grouped_operation = GroupedOperation()
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for node, node_item in zip(nodes_to_arrange, node_items):
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for node, node_item in zip(self._nodes_to_arrange, node_items):
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if add_new_nodes_in_scene:
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grouped_operation.addOperation(AddSceneNodeOperation(node, scene_root))
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@ -148,8 +139,9 @@ def createGroupOperationForArrange(nodes_to_arrange: List["SceneNode"],
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rotation_matrix = Matrix()
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rotation_matrix.setByRotationAxis(node_item.rotation(), Vector(0, -1, 0))
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grouped_operation.addOperation(RotateOperation(node, Quaternion.fromMatrix(rotation_matrix)))
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grouped_operation.addOperation(TranslateOperation(node, Vector(node_item.translation().x() / factor, 0,
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node_item.translation().y() / factor)))
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grouped_operation.addOperation(
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TranslateOperation(node, Vector(node_item.translation().x() / self._factor, 0,
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node_item.translation().y() / self._factor)))
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else:
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# We didn't find a spot
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grouped_operation.addOperation(
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@ -157,31 +149,3 @@ def createGroupOperationForArrange(nodes_to_arrange: List["SceneNode"],
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not_fit_count += 1
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return grouped_operation, not_fit_count
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def arrange(
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nodes_to_arrange: List["SceneNode"],
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build_volume: "BuildVolume",
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fixed_nodes: Optional[List["SceneNode"]] = None,
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factor=10000,
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add_new_nodes_in_scene: bool = False,
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lock_rotation: bool = False,
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grid_arrange: bool = False
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) -> bool:
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"""
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Find placement for a set of scene nodes, and move them by using a single grouped operation.
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:param nodes_to_arrange: The list of nodes that need to be moved.
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:param build_volume: The build volume that we want to place the nodes in. It gets size & disallowed areas from this.
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:param fixed_nodes: List of nods that should not be moved, but should be used when deciding where the others nodes
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are placed.
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:param factor: The library that we use is int based. This factor defines how accuracte we want it to be.
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:param add_new_nodes_in_scene: Whether to create new scene nodes before applying the transformations and rotations
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:param lock_rotation: If set to true the orientation of the object will remain the same
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:return: found_solution_for_all: Whether the algorithm found a place on the buildplate for all the objects
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"""
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grouped_operation, not_fit_count = createGroupOperationForArrange(nodes_to_arrange, build_volume, fixed_nodes,
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factor, add_new_nodes_in_scene = add_new_nodes_in_scene, lock_rotation = lock_rotation, grid_arrange = grid_arrange)
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grouped_operation.push()
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return not_fit_count == 0
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@ -22,7 +22,10 @@ from cura.Operations.SetParentOperation import SetParentOperation
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from cura.MultiplyObjectsJob import MultiplyObjectsJob
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from cura.Settings.SetObjectExtruderOperation import SetObjectExtruderOperation
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from cura.Settings.ExtruderManager import ExtruderManager
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from cura.Arranging.Nest2DArrange import createGroupOperationForArrange
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from cura.Arranging.GridArrange import GridArrange
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from cura.Arranging.Nest2DArrange import Nest2DArrange
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from cura.Operations.SetBuildPlateNumberOperation import SetBuildPlateNumberOperation
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@ -238,7 +241,9 @@ class CuraActions(QObject):
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if node.callDecoration("isSliceable"):
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fixed_nodes.append(node)
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# Add the new nodes to the scene, and arrange them
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group_operation, not_fit_count = createGroupOperationForArrange(nodes, application.getBuildVolume(), fixed_nodes, grid_arrange = True)
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arranger = GridArrange(nodes, application.getBuildVolume(), fixed_nodes)
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group_operation, not_fit_count = arranger.createGroupOperationForArrange()
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group_operation.push()
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# deselect currently selected nodes, and select the new nodes
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@ -54,7 +54,6 @@ from cura import ApplicationMetadata
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from cura.API import CuraAPI
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from cura.API.Account import Account
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from cura.Arranging.ArrangeObjectsJob import ArrangeObjectsJob
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from cura.Arranging.Nest2DArrange import arrange
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from cura.Machines.MachineErrorChecker import MachineErrorChecker
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from cura.Machines.Models.BuildPlateModel import BuildPlateModel
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from cura.Machines.Models.CustomQualityProfilesDropDownMenuModel import CustomQualityProfilesDropDownMenuModel
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@ -14,7 +14,8 @@ from UM.Operations.TranslateOperation import TranslateOperation
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from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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from UM.Scene.SceneNode import SceneNode
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from UM.i18n import i18nCatalog
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from cura.Arranging.Nest2DArrange import createGroupOperationForArrange
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from cura.Arranging.GridArrange import GridArrange
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from cura.Arranging.Nest2DArrange import Nest2DArrange
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i18n_catalog = i18nCatalog("cura")
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@ -77,12 +78,12 @@ class MultiplyObjectsJob(Job):
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found_solution_for_all = True
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group_operation = GroupedOperation()
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if nodes:
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group_operation, not_fit_count = createGroupOperationForArrange(nodes,
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Application.getInstance().getBuildVolume(),
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fixed_nodes,
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factor=10000,
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add_new_nodes_in_scene=True,
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grid_arrange=self._grid_arrange)
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if self._grid_arrange:
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arranger = GridArrange(nodes, Application.getInstance().getBuildVolume(), fixed_nodes)
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else:
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arranger = Nest2DArrange(nodes, Application.getInstance().getBuildVolume(), fixed_nodes, factor=1000)
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group_operation, not_fit_count = arranger.createGroupOperationForArrange(add_new_nodes_in_scene=True)
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if nodes_to_add_without_arrange:
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for nested_node in nodes_to_add_without_arrange:
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