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Add typing and documentation and remove unused code
Contributes to issue CURA-6785.
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parent
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commit
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1 changed files with 26 additions and 22 deletions
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@ -1,6 +1,8 @@
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# Copyright (c) 2019 Ultimaker B.V.
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# Cura is released under the terms of the LGPLv3 or higher.
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from typing import List
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from UM.Scene.Iterator import Iterator
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from UM.Scene.SceneNode import SceneNode
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from functools import cmp_to_key
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@ -9,12 +11,14 @@ from functools import cmp_to_key
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# If there is no solution an empty list is returned.
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# Take note that the list of nodes can have children (that may or may not contain mesh data)
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class OneAtATimeIterator(Iterator.Iterator):
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def __init__(self, scene_node):
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super().__init__(scene_node) # Call super to make multiple inheritence work.
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self._hit_map = [[]]
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self._original_node_list = []
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def __init__(self, scene_node) -> None:
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super().__init__(scene_node) # Call super to make multiple inheritance work.
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self._hit_map = [[]] # type: List[List[bool]] # For each node, which other nodes this hits. A grid of booleans on which nodes hit which.
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self._original_node_list = [] # type: List[SceneNode] # The nodes that need to be checked for collisions.
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def _fillStack(self):
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## Fills the ``_node_stack`` with a list of scene nodes that need to be
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# printed in order.
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def _fillStack(self) -> None:
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node_list = []
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for node in self._scene_node.getChildren():
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if not issubclass(type(node), SceneNode):
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@ -34,9 +38,9 @@ class OneAtATimeIterator(Iterator.Iterator):
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## Initialise the hit map (pre-compute all hits between all objects)
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self._hit_map = [[self._checkHit(i,j) for i in node_list] for j in node_list]
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# Check if we have to files that block eachother. If this is the case, there is no solution!
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for a in range(0,len(node_list)):
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for b in range(0,len(node_list)):
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# Check if we have to files that block each other. If this is the case, there is no solution!
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for a in range(0, len(node_list)):
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for b in range(0, len(node_list)):
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if a != b and self._hit_map[a][b] and self._hit_map[b][a]:
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return
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@ -56,16 +60,14 @@ class OneAtATimeIterator(Iterator.Iterator):
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new_order = current.order[:] + [node]
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if len(new_todo_list) == 0:
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# We have no more nodes to check, so quit looking.
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todo_node_list = None
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self._node_stack = new_order
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return
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todo_node_list.append(_ObjectOrder(new_order, new_todo_list))
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self._node_stack = [] #No result found!
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# Check if first object can be printed before the provided list (using the hit map)
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def _checkHitMultiple(self, node, other_nodes):
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def _checkHitMultiple(self, node: SceneNode, other_nodes: List[SceneNode]) -> bool:
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node_index = self._original_node_list.index(node)
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for other_node in other_nodes:
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other_node_index = self._original_node_list.index(other_node)
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@ -73,7 +75,10 @@ class OneAtATimeIterator(Iterator.Iterator):
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return True
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return False
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def _checkBlockMultiple(self, node, other_nodes):
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## Check for a node whether it hits any of the other nodes.
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# \param node The node to check whether it collides with the other nodes.
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# \param other_nodes The nodes to check for collisions.
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def _checkBlockMultiple(self, node: SceneNode, other_nodes: List[SceneNode]) -> bool:
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node_index = self._original_node_list.index(node)
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for other_node in other_nodes:
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other_node_index = self._original_node_list.index(other_node)
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@ -82,13 +87,13 @@ class OneAtATimeIterator(Iterator.Iterator):
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return False
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## Calculate score simply sums the number of other objects it 'blocks'
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def _calculateScore(self, a, b):
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def _calculateScore(self, a: SceneNode, b: SceneNode) -> int:
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score_a = sum(self._hit_map[self._original_node_list.index(a)])
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score_b = sum(self._hit_map[self._original_node_list.index(b)])
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return score_a - score_b
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# Checks if A can be printed before B
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def _checkHit(self, a, b):
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def _checkHit(self, a: SceneNode, b: SceneNode) -> bool:
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if a == b:
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return False
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@ -99,13 +104,12 @@ class OneAtATimeIterator(Iterator.Iterator):
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return False
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## Internal object used to keep track of a possible order in which to print objects.
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class _ObjectOrder():
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def __init__(self, order, todo):
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"""
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:param order: List of indexes in which to print objects, ordered by printing order.
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:param todo: List of indexes which are not yet inserted into the order list.
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"""
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## Internal object used to keep track of a possible order in which to print objects.
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class _ObjectOrder:
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## Creates the _ObjectOrder instance.
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# \param order List of indices in which to print objects, ordered by printing
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# order.
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# \param todo: List of indices which are not yet inserted into the order list.
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def __init__(self, order: List[SceneNode], todo: List[SceneNode]):
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self.order = order
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self.todo = todo
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