Move all arranging related code into a subfolder

This commit is contained in:
ChrisTerBeke 2018-01-03 15:05:06 +01:00
parent 2f965cc053
commit a5630e5c54
7 changed files with 7 additions and 26 deletions

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@ -1,198 +0,0 @@
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
from UM.Logger import Logger
from UM.Math.Vector import Vector
from cura.ShapeArray import ShapeArray
from cura import ZOffsetDecorator
from collections import namedtuple
import numpy
import copy
## Return object for bestSpot
LocationSuggestion = namedtuple("LocationSuggestion", ["x", "y", "penalty_points", "priority"])
## The Arrange classed is used together with ShapeArray. Use it to find
# good locations for objects that you try to put on a build place.
# Different priority schemes can be defined so it alters the behavior while using
# the same logic.
class Arrange:
build_volume = None
def __init__(self, x, y, offset_x, offset_y, scale= 1.0):
self.shape = (y, x)
self._priority = numpy.zeros((x, y), dtype=numpy.int32)
self._priority_unique_values = []
self._occupied = numpy.zeros((x, y), dtype=numpy.int32)
self._scale = scale # convert input coordinates to arrange coordinates
self._offset_x = offset_x
self._offset_y = offset_y
self._last_priority = 0
self._is_empty = True
## Helper to create an Arranger instance
#
# Either fill in scene_root and create will find all sliceable nodes by itself,
# or use fixed_nodes to provide the nodes yourself.
# \param scene_root Root for finding all scene nodes
# \param fixed_nodes Scene nodes to be placed
@classmethod
def create(cls, scene_root = None, fixed_nodes = None, scale = 0.5, x = 220, y = 220):
arranger = Arrange(x, y, x // 2, y // 2, scale = scale)
arranger.centerFirst()
if fixed_nodes is None:
fixed_nodes = []
for node_ in DepthFirstIterator(scene_root):
# Only count sliceable objects
if node_.callDecoration("isSliceable"):
fixed_nodes.append(node_)
# Place all objects fixed nodes
for fixed_node in fixed_nodes:
vertices = fixed_node.callDecoration("getConvexHull")
if not vertices:
continue
points = copy.deepcopy(vertices._points)
shape_arr = ShapeArray.fromPolygon(points, scale = scale)
arranger.place(0, 0, shape_arr)
# If a build volume was set, add the disallowed areas
if Arrange.build_volume:
disallowed_areas = Arrange.build_volume.getDisallowedAreas()
for area in disallowed_areas:
points = copy.deepcopy(area._points)
shape_arr = ShapeArray.fromPolygon(points, scale = scale)
arranger.place(0, 0, shape_arr, update_empty = False)
return arranger
## Find placement for a node (using offset shape) and place it (using hull shape)
# return the nodes that should be placed
# \param node
# \param offset_shape_arr ShapeArray with offset, used to find location
# \param hull_shape_arr ShapeArray without offset, for placing the shape
def findNodePlacement(self, node, offset_shape_arr, hull_shape_arr, step = 1):
new_node = copy.deepcopy(node)
best_spot = self.bestSpot(
offset_shape_arr, start_prio = self._last_priority, step = step)
x, y = best_spot.x, best_spot.y
# Save the last priority.
self._last_priority = best_spot.priority
# Ensure that the object is above the build platform
new_node.removeDecorator(ZOffsetDecorator.ZOffsetDecorator)
if new_node.getBoundingBox():
center_y = new_node.getWorldPosition().y - new_node.getBoundingBox().bottom
else:
center_y = 0
if x is not None: # We could find a place
new_node.setPosition(Vector(x, center_y, y))
found_spot = True
self.place(x, y, hull_shape_arr) # place the object in arranger
else:
Logger.log("d", "Could not find spot!"),
found_spot = False
new_node.setPosition(Vector(200, center_y, 100))
return new_node, found_spot
## Fill priority, center is best. Lower value is better
# This is a strategy for the arranger.
def centerFirst(self):
# Square distance: creates a more round shape
self._priority = numpy.fromfunction(
lambda i, j: (self._offset_x - i) ** 2 + (self._offset_y - j) ** 2, self.shape, dtype=numpy.int32)
self._priority_unique_values = numpy.unique(self._priority)
self._priority_unique_values.sort()
## Fill priority, back is best. Lower value is better
# This is a strategy for the arranger.
def backFirst(self):
self._priority = numpy.fromfunction(
lambda i, j: 10 * j + abs(self._offset_x - i), self.shape, dtype=numpy.int32)
self._priority_unique_values = numpy.unique(self._priority)
self._priority_unique_values.sort()
## Return the amount of "penalty points" for polygon, which is the sum of priority
# None if occupied
# \param x x-coordinate to check shape
# \param y y-coordinate
# \param shape_arr the ShapeArray object to place
def checkShape(self, x, y, shape_arr):
x = int(self._scale * x)
y = int(self._scale * y)
offset_x = x + self._offset_x + shape_arr.offset_x
offset_y = y + self._offset_y + shape_arr.offset_y
occupied_slice = self._occupied[
offset_y:offset_y + shape_arr.arr.shape[0],
offset_x:offset_x + shape_arr.arr.shape[1]]
try:
if numpy.any(occupied_slice[numpy.where(shape_arr.arr == 1)]):
return None
except IndexError: # out of bounds if you try to place an object outside
return None
prio_slice = self._priority[
offset_y:offset_y + shape_arr.arr.shape[0],
offset_x:offset_x + shape_arr.arr.shape[1]]
return numpy.sum(prio_slice[numpy.where(shape_arr.arr == 1)])
## Find "best" spot for ShapeArray
# Return namedtuple with properties x, y, penalty_points, priority
# \param shape_arr ShapeArray
# \param start_prio Start with this priority value (and skip the ones before)
# \param step Slicing value, higher = more skips = faster but less accurate
def bestSpot(self, shape_arr, start_prio = 0, step = 1):
start_idx_list = numpy.where(self._priority_unique_values == start_prio)
if start_idx_list:
start_idx = start_idx_list[0][0]
else:
start_idx = 0
for priority in self._priority_unique_values[start_idx::step]:
tryout_idx = numpy.where(self._priority == priority)
for idx in range(len(tryout_idx[0])):
x = tryout_idx[0][idx]
y = tryout_idx[1][idx]
projected_x = x - self._offset_x
projected_y = y - self._offset_y
# array to "world" coordinates
penalty_points = self.checkShape(projected_x, projected_y, shape_arr)
if penalty_points is not None:
return LocationSuggestion(x = projected_x, y = projected_y, penalty_points = penalty_points, priority = priority)
return LocationSuggestion(x = None, y = None, penalty_points = None, priority = priority) # No suitable location found :-(
## Place the object.
# Marks the locations in self._occupied and self._priority
# \param x x-coordinate
# \param y y-coordinate
# \param shape_arr ShapeArray object
def place(self, x, y, shape_arr, update_empty = True):
x = int(self._scale * x)
y = int(self._scale * y)
offset_x = x + self._offset_x + shape_arr.offset_x
offset_y = y + self._offset_y + shape_arr.offset_y
shape_y, shape_x = self._occupied.shape
min_x = min(max(offset_x, 0), shape_x - 1)
min_y = min(max(offset_y, 0), shape_y - 1)
max_x = min(max(offset_x + shape_arr.arr.shape[1], 0), shape_x - 1)
max_y = min(max(offset_y + shape_arr.arr.shape[0], 0), shape_y - 1)
occupied_slice = self._occupied[min_y:max_y, min_x:max_x]
# we use a slice of shape because it can be out of bounds
new_occupied = numpy.where(shape_arr.arr[
min_y - offset_y:max_y - offset_y, min_x - offset_x:max_x - offset_x] == 1)
if update_empty and new_occupied:
self._is_empty = False
occupied_slice[new_occupied] = 1
# Set priority to low (= high number), so it won't get picked at trying out.
prio_slice = self._priority[min_y:max_y, min_x:max_x]
prio_slice[numpy.where(shape_arr.arr[
min_y - offset_y:max_y - offset_y, min_x - offset_x:max_x - offset_x] == 1)] = 999
@property
def isEmpty(self):
return self._is_empty