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Modify arrange() to optionally create AddSceneNodeOperations
Then the MultiplyObjectsJob can use the arrange function instead of duplicating the code CURA-7440
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2 changed files with 19 additions and 36 deletions
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@ -2,10 +2,12 @@ import numpy
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from pynest2d import Point, Box, Item, NfpConfig, nest
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from typing import List, TYPE_CHECKING, Optional, Tuple
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from UM.Application import Application
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from UM.Math.Matrix import Matrix
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from UM.Math.Polygon import Polygon
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from UM.Math.Quaternion import Quaternion
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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.RotateOperation import RotateOperation
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from UM.Operations.TranslateOperation import TranslateOperation
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@ -96,7 +98,7 @@ def findNodePlacement(nodes_to_arrange: List["SceneNode"], build_volume: "BuildV
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return found_solution_for_all, node_items
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def arrange(nodes_to_arrange: List["SceneNode"], build_volume: "BuildVolume", fixed_nodes: Optional[List["SceneNode"]] = None, factor = 10000) -> bool:
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def arrange(nodes_to_arrange: List["SceneNode"], build_volume: "BuildVolume", fixed_nodes: Optional[List["SceneNode"]] = None, factor = 10000, add_new_nodes_in_scene: bool = False) -> 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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@ -104,14 +106,17 @@ def arrange(nodes_to_arrange: List["SceneNode"], build_volume: "BuildVolume", fi
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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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:return:
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"""
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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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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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if add_new_nodes_in_scene:
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grouped_operation.addOperation(AddSceneNodeOperation(node, scene_root))
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if node_item.binId() == 0:
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# We found a spot for it
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