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Arranger: moved functions, split Arrange into Arrange All and Arrange Selection. CURA-3239
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4 changed files with 181 additions and 159 deletions
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@ -14,7 +14,6 @@ from UM.Math.Matrix import Matrix
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from UM.Resources import Resources
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from UM.Scene.ToolHandle import ToolHandle
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from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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from UM.Math.Polygon import Polygon
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from UM.Mesh.ReadMeshJob import ReadMeshJob
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from UM.Logger import Logger
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from UM.Preferences import Preferences
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@ -846,79 +845,6 @@ class CuraApplication(QtApplication):
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op.push()
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## Testing, prepare arranger for use
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def _prepareArranger(self, fixed_nodes = None):
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#arranger = Arrange(215, 215, 107, 107) # TODO: fill in dimensions
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scale = 0.5
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arranger = Arrange(220, 220, 110, 110, scale = scale) # TODO: fill in dimensions
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arranger.centerFirst()
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if fixed_nodes is None:
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fixed_nodes = []
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root = self.getController().getScene().getRoot()
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for node_ in DepthFirstIterator(root):
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# Only count sliceable objects
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if node_.callDecoration("isSliceable"):
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fixed_nodes.append(node_)
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# place all objects fixed nodes
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for fixed_node in fixed_nodes:
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Logger.log("d", " # Placing [%s]" % str(fixed_node))
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vertices = fixed_node.callDecoration("getConvexHull")
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points = copy.deepcopy(vertices._points)
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shape_arr = ShapeArray.from_polygon(points, scale=scale)
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arranger.place(0, 0, shape_arr)
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Logger.log("d", "Current buildplate: \n%s" % str(arranger._occupied[::10, ::10]))
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return arranger
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@classmethod
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def _nodeAsShapeArr(cls, node, min_offset):
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scale = 0.5
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# hacky way to undo transformation
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transform = node._transformation
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transform_x = transform._data[0][3]
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transform_y = transform._data[2][3]
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hull_verts = node.callDecoration("getConvexHull")
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offset_verts = hull_verts.getMinkowskiHull(Polygon.approximatedCircle(min_offset))
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offset_points = copy.deepcopy(offset_verts._points) # x, y
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offset_points[:, 0] = numpy.add(offset_points[:, 0], -transform_x)
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offset_points[:, 1] = numpy.add(offset_points[:, 1], -transform_y)
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offset_shape_arr = ShapeArray.from_polygon(offset_points, scale = scale)
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hull_points = copy.deepcopy(hull_verts._points)
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hull_points[:, 0] = numpy.add(hull_points[:, 0], -transform_x)
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hull_points[:, 1] = numpy.add(hull_points[:, 1], -transform_y)
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hull_shape_arr = ShapeArray.from_polygon(hull_points, scale = scale) # x, y
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return offset_shape_arr, hull_shape_arr
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@classmethod
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def _findNodePlacements(cls, arranger, node, offset_shape_arr, hull_shape_arr, count = 1, step = 1):
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# offset_shape_arr, hull_shape_arr, arranger -> nodes, arranger
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nodes = []
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start_prio = 0
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for i in range(count):
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new_node = copy.deepcopy(node)
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Logger.log("d", " # Finding spot for %s" % new_node)
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x, y, penalty_points, start_prio = arranger.bestSpot(
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offset_shape_arr, start_prio = start_prio, step = step)
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transformation = new_node._transformation
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if x is not None: # We could find a place
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transformation._data[0][3] = x
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transformation._data[2][3] = y
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Logger.log("d", "Best place is: %s %s (points = %s)" % (x, y, penalty_points))
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arranger.place(x, y, hull_shape_arr) # take place before the next one
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Logger.log("d", "New buildplate: \n%s" % str(arranger._occupied[::10, ::10]))
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else:
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Logger.log("d", "Could not find spot!")
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transformation._data[0][3] = 200
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transformation._data[2][3] = -100 + i * 20
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nodes.append(new_node)
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return nodes
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## Create a number of copies of existing object.
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# object_id
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# count: number of copies
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@ -930,9 +856,10 @@ class CuraApplication(QtApplication):
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if not node and object_id != 0: # Workaround for tool handles overlapping the selected object
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node = Selection.getSelectedObject(0)
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arranger = self._prepareArranger()
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offset_shape_arr, hull_shape_arr = self._nodeAsShapeArr(node, min_offset = min_offset)
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nodes = self._findNodePlacements(arranger, node, offset_shape_arr, hull_shape_arr, count = count)
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root = self.getController().getScene().getRoot()
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arranger = Arrange.create(scene_root = root)
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offset_shape_arr, hull_shape_arr = ShapeArray.fromNode(node, min_offset = min_offset)
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nodes = arranger.findNodePlacements(node, offset_shape_arr, hull_shape_arr, count = count)
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if nodes:
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current_node = node
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@ -945,7 +872,6 @@ class CuraApplication(QtApplication):
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op.addOperation(AddSceneNodeOperation(new_node, current_node.getParent()))
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op.push()
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## Center object on platform.
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@pyqtSlot("quint64")
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def centerObject(self, object_id):
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@ -1064,42 +990,47 @@ class CuraApplication(QtApplication):
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## Testing: arrange selected objects or all objects
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@pyqtSlot()
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def arrange(self):
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def arrangeSelection(self):
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nodes = Selection.getAllSelectedObjects()
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# What nodes are on the build plate and are not being moved
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fixed_nodes = []
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for node in DepthFirstIterator(self.getController().getScene().getRoot()):
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if type(node) is not SceneNode:
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continue
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if not node.getMeshData() and not node.callDecoration("isGroup"):
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continue # Node that doesnt have a mesh and is not a group.
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if node.getParent() and node.getParent().callDecoration("isGroup"):
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continue # Grouped nodes don't need resetting as their parent (the group) is resetted)
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if not node.isSelectable():
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continue # i.e. node with layer data
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fixed_nodes.append(node)
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self.arrange(nodes, fixed_nodes)
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@pyqtSlot()
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def arrangeAll(self):
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nodes = []
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fixed_nodes = []
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for node in DepthFirstIterator(self.getController().getScene().getRoot()):
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if type(node) is not SceneNode:
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continue
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if not node.getMeshData() and not node.callDecoration("isGroup"):
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continue # Node that doesnt have a mesh and is not a group.
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if node.getParent() and node.getParent().callDecoration("isGroup"):
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continue # Grouped nodes don't need resetting as their parent (the group) is resetted)
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if not node.isSelectable():
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continue # i.e. node with layer data
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nodes.append(node)
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self.arrange(nodes, fixed_nodes)
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## Arrange the nodes, given fixed nodes
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def arrange(self, nodes, fixed_nodes):
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min_offset = 8
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if Selection.getAllSelectedObjects():
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nodes = Selection.getAllSelectedObjects()
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# What nodes are on the build plate and are not being moved
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fixed_nodes = []
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for node in DepthFirstIterator(self.getController().getScene().getRoot()):
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if type(node) is not SceneNode:
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continue
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if not node.getMeshData() and not node.callDecoration("isGroup"):
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continue # Node that doesnt have a mesh and is not a group.
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if node.getParent() and node.getParent().callDecoration("isGroup"):
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continue # Grouped nodes don't need resetting as their parent (the group) is resetted)
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if not node.isSelectable():
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continue # i.e. node with layer data
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fixed_nodes.append(node)
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else:
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nodes = []
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fixed_nodes = []
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for node in DepthFirstIterator(self.getController().getScene().getRoot()):
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if type(node) is not SceneNode:
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continue
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if not node.getMeshData() and not node.callDecoration("isGroup"):
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continue # Node that doesnt have a mesh and is not a group.
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if node.getParent() and node.getParent().callDecoration("isGroup"):
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continue # Grouped nodes don't need resetting as their parent (the group) is resetted)
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if not node.isSelectable():
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continue # i.e. node with layer data
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nodes.append(node)
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arranger = self._prepareArranger(fixed_nodes = fixed_nodes)
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arranger = Arrange.create(fixed_nodes = fixed_nodes)
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nodes_arr = [] # fill with (size, node, offset_shape_arr, hull_shape_arr)
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for node in nodes:
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offset_shape_arr, hull_shape_arr = self._nodeAsShapeArr(node, min_offset = min_offset)
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offset_shape_arr, hull_shape_arr = ShapeArray.fromNode(node, min_offset = min_offset)
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nodes_arr.append((offset_shape_arr.arr.shape[0] * offset_shape_arr.arr.shape[1], node, offset_shape_arr, hull_shape_arr))
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nodes_arr.sort(key = lambda item: item[0])
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@ -1383,7 +1314,8 @@ class CuraApplication(QtApplication):
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filename = job.getFileName()
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self._currently_loading_files.remove(filename)
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arranger = self._prepareArranger()
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root = self.getController().getScene().getRoot()
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arranger = Arrange.create(scene_root = root)
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min_offset = 8
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for node in nodes:
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@ -1411,9 +1343,9 @@ class CuraApplication(QtApplication):
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node.addDecorator(ConvexHullDecorator())
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# find node location
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offset_shape_arr, hull_shape_arr = self._nodeAsShapeArr(node, min_offset = min_offset)
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offset_shape_arr, hull_shape_arr = ShapeArray.fromNode(node, min_offset = min_offset)
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# step is for skipping tests to make it a lot faster. it also makes the outcome somewhat rougher
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nodes = self._findNodePlacements(arranger, node, offset_shape_arr, hull_shape_arr, count = 1, step = 10)
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nodes = arranger.findNodePlacements(node, offset_shape_arr, hull_shape_arr, count = 1, step = 10)
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for new_node in nodes:
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op = AddSceneNodeOperation(new_node, scene.getRoot())
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