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Merge branch 'feature_arrange_cleanup' of github.com:Ultimaker/Cura
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commit
ecf905f580
6 changed files with 562 additions and 10 deletions
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@ -31,6 +31,9 @@ from UM.Operations.AddSceneNodeOperation import AddSceneNodeOperation
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from UM.Operations.RemoveSceneNodeOperation import RemoveSceneNodeOperation
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from UM.Operations.GroupedOperation import GroupedOperation
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from UM.Operations.SetTransformOperation import SetTransformOperation
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from cura.Arrange import Arrange
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from cura.ShapeArray import ShapeArray
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from cura.ConvexHullDecorator import ConvexHullDecorator
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from cura.SetParentOperation import SetParentOperation
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from cura.SliceableObjectDecorator import SliceableObjectDecorator
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from cura.BlockSlicingDecorator import BlockSlicingDecorator
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@ -838,22 +841,29 @@ class CuraApplication(QtApplication):
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op.push()
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## Create a number of copies of existing object.
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# \param object_id
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# \param count number of copies
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# \param min_offset minimum offset to other objects.
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@pyqtSlot("quint64", int)
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def multiplyObject(self, object_id, count):
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def multiplyObject(self, object_id, count, min_offset = 8):
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node = self.getController().getScene().findObject(object_id)
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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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if node:
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current_node = node
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# Find the topmost group
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while current_node.getParent() and current_node.getParent().callDecoration("isGroup"):
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current_node = current_node.getParent()
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# If object is part of a group, multiply group
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current_node = node
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while current_node.getParent() and current_node.getParent().callDecoration("isGroup"):
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current_node = current_node.getParent()
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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(current_node, min_offset = min_offset)
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nodes = arranger.findNodePlacements(current_node, offset_shape_arr, hull_shape_arr, count = count)
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if nodes:
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op = GroupedOperation()
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for _ in range(count):
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new_node = copy.deepcopy(current_node)
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for new_node in nodes:
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op.addOperation(AddSceneNodeOperation(new_node, current_node.getParent()))
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op.push()
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@ -973,6 +983,83 @@ class CuraApplication(QtApplication):
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op.addOperation(SetTransformOperation(node, Vector(0, center_y, 0), Quaternion(), Vector(1, 1, 1)))
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op.push()
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## Arrange all objects.
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@pyqtSlot()
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def arrangeAll(self):
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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 Selection
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@pyqtSlot()
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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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if node in nodes: # exclude selected node from fixed_nodes
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continue
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fixed_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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# \param nodes nodes that we have to place
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# \param fixed_nodes nodes that are placed in the arranger before finding spots for nodes
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def arrange(self, nodes, fixed_nodes):
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min_offset = 8
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arranger = Arrange.create(fixed_nodes = fixed_nodes)
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# Collect nodes to be placed
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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 = 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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# Sort nodes biggest area first
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nodes_arr.sort(key = lambda item: item[0])
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nodes_arr.reverse()
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# Place nodes one at a time
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start_prio = 0
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for size, node, offset_shape_arr, hull_shape_arr in nodes_arr:
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# For performance reasons, we assume that when a location does not fit,
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# it will also not fit for the next object (while what can be untrue).
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# We also skip possibilities by slicing through the possibilities (step = 10)
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best_spot = arranger.bestSpot(offset_shape_arr, start_prio = start_prio, step = 10)
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x, y = best_spot.x, best_spot.y
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start_prio = best_spot.priority
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if x is not None: # We could find a place
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arranger.place(x, y, hull_shape_arr) # take place before the next one
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node.removeDecorator(ZOffsetDecorator.ZOffsetDecorator)
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if node.getBoundingBox():
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center_y = node.getWorldPosition().y - node.getBoundingBox().bottom
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else:
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center_y = 0
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op = GroupedOperation()
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op.addOperation(SetTransformOperation(node, Vector(x, center_y, y)))
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op.push()
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## Reload all mesh data on the screen from file.
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@pyqtSlot()
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def reloadAll(self):
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@ -1209,6 +1296,10 @@ class CuraApplication(QtApplication):
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filename = job.getFileName()
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self._currently_loading_files.remove(filename)
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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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node.setSelectable(True)
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node.setName(os.path.basename(filename))
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@ -1229,8 +1320,18 @@ class CuraApplication(QtApplication):
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scene = self.getController().getScene()
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op = AddSceneNodeOperation(node, scene.getRoot())
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op.push()
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# If there is no convex hull for the node, start calculating it and continue.
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if not node.getDecorator(ConvexHullDecorator):
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node.addDecorator(ConvexHullDecorator())
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# find node location
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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 = 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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op.push()
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scene.sceneChanged.emit(node)
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