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@@ -7,6 +7,11 @@ from UM.Scene.Iterator import Iterator
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from UM.Scene.SceneNode import SceneNode
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from UM.Scene.SceneNode import SceneNode
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from functools import cmp_to_key
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from functools import cmp_to_key
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+from cura.HitChecker import HitChecker
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+from cura.PrintOrderManager import PrintOrderManager
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+from cura.Scene.CuraSceneNode import CuraSceneNode
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+
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+
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class OneAtATimeIterator(Iterator.Iterator):
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class OneAtATimeIterator(Iterator.Iterator):
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"""Iterator that returns a list of nodes in the order that they need to be printed
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"""Iterator that returns a list of nodes in the order that they need to be printed
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@@ -16,8 +21,6 @@ class OneAtATimeIterator(Iterator.Iterator):
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def __init__(self, scene_node) -> None:
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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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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) -> None:
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def _fillStack(self) -> None:
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"""Fills the ``_node_stack`` with a list of scene nodes that need to be printed in order. """
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"""Fills the ``_node_stack`` with a list of scene nodes that need to be printed in order. """
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@@ -38,104 +41,50 @@ class OneAtATimeIterator(Iterator.Iterator):
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self._node_stack = node_list[:]
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self._node_stack = node_list[:]
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return
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return
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- # Copy the list
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- self._original_node_list = node_list[:]
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-
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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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+ hit_checker = HitChecker(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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+ if PrintOrderManager.isUserDefinedPrintOrderEnabled():
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+ self._node_stack = self._getNodesOrderedByUser(hit_checker, node_list)
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+ else:
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+ self._node_stack = self._getNodesOrderedAutomatically(hit_checker, node_list)
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+
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+ # update print orders so that user can try to arrange the nodes automatically first
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+ # and if result is not satisfactory he/she can switch to manual mode and change it
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+ for index, node in enumerate(self._node_stack):
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+ node.printOrder = index + 1
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+
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+ @staticmethod
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+ def _getNodesOrderedByUser(hit_checker: HitChecker, node_list: List[CuraSceneNode]) -> List[CuraSceneNode]:
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+ nodes_ordered_by_user = sorted(node_list, key=lambda n: n.printOrder)
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+ if hit_checker.canPrintNodesInProvidedOrder(nodes_ordered_by_user):
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+ return nodes_ordered_by_user
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+ return [] # No solution
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+
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+ @staticmethod
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+ def _getNodesOrderedAutomatically(hit_checker: HitChecker, node_list: List[CuraSceneNode]) -> List[CuraSceneNode]:
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+ # Check if we have two files that block each other. If this is the case, there is no solution!
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+ if hit_checker.anyTwoNodesBlockEachOther(node_list):
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+ return [] # No solution
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# Sort the original list so that items that block the most other objects are at the beginning.
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# Sort the original list so that items that block the most other objects are at the beginning.
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# This does not decrease the worst case running time, but should improve it in most cases.
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# This does not decrease the worst case running time, but should improve it in most cases.
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- sorted(node_list, key = cmp_to_key(self._calculateScore))
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+ sorted(node_list, key = cmp_to_key(hit_checker.calculateScore))
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todo_node_list = [_ObjectOrder([], node_list)]
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todo_node_list = [_ObjectOrder([], node_list)]
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while len(todo_node_list) > 0:
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while len(todo_node_list) > 0:
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current = todo_node_list.pop()
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current = todo_node_list.pop()
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for node in current.todo:
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for node in current.todo:
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# Check if the object can be placed with what we have and still allows for a solution in the future
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# Check if the object can be placed with what we have and still allows for a solution in the future
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- if not self._checkHitMultiple(node, current.order) and not self._checkBlockMultiple(node, current.todo):
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+ if hit_checker.canPrintAfter(node, current.order) and hit_checker.canPrintBefore(node, current.todo):
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# We found a possible result. Create new todo & order list.
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# We found a possible result. Create new todo & order list.
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new_todo_list = current.todo[:]
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new_todo_list = current.todo[:]
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new_todo_list.remove(node)
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new_todo_list.remove(node)
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new_order = current.order[:] + [node]
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new_order = current.order[:] + [node]
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if len(new_todo_list) == 0:
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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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# We have no more nodes to check, so quit looking.
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- self._node_stack = new_order
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- return
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+ return new_order # Solution found!
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todo_node_list.append(_ObjectOrder(new_order, new_todo_list))
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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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-
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-
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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: 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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- if self._hit_map[node_index][other_node_index]:
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- return True
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- return False
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-
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- def _checkBlockMultiple(self, node: SceneNode, other_nodes: List[SceneNode]) -> bool:
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- """Check for a node whether it hits any of the other nodes.
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-
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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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- :return: returns collision between nodes
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- """
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-
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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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- if self._hit_map[other_node_index][node_index] and node_index != other_node_index:
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- return True
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- return False
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-
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- def _calculateScore(self, a: SceneNode, b: SceneNode) -> int:
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- """Calculate score simply sums the number of other objects it 'blocks'
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-
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- :param a: node
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- :param b: node
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- :return: sum of the number of other objects
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- """
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-
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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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-
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- def _checkHit(self, a: SceneNode, b: SceneNode) -> bool:
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- """Checks if a can be printed before b
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-
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- :param a: node
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- :param b: node
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- :return: true if a can be printed before b
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- """
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-
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- if a == b:
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- return False
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-
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- a_hit_hull = a.callDecoration("getConvexHullBoundary")
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- b_hit_hull = b.callDecoration("getConvexHullHeadFull")
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- overlap = a_hit_hull.intersectsPolygon(b_hit_hull)
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-
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- if overlap:
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- return True
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-
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- # Adhesion areas must never overlap, regardless of printing order
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- # This would cause over-extrusion
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- a_hit_hull = a.callDecoration("getAdhesionArea")
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- b_hit_hull = b.callDecoration("getAdhesionArea")
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- overlap = a_hit_hull.intersectsPolygon(b_hit_hull)
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-
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- if overlap:
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- return True
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- else:
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- return False
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+ return [] # No result found!
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class _ObjectOrder:
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class _ObjectOrder:
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