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+# Copyright (c) 2017 Ultimaker B.V.
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+# Cura is released under the terms of the LGPLv3 or higher.
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+
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+from UM.Job import Job
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+from UM.Scene.SceneNode import SceneNode
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+from UM.Math.Vector import Vector
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+from UM.Operations.SetTransformOperation import SetTransformOperation
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+from UM.Operations.TranslateOperation import TranslateOperation
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+from UM.Operations.GroupedOperation import GroupedOperation
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+from UM.Logger import Logger
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+from UM.Message import Message
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+from UM.i18n import i18nCatalog
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+i18n_catalog = i18nCatalog("cura")
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+
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+from cura.ZOffsetDecorator import ZOffsetDecorator
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+from cura.Arrange import Arrange
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+from cura.ShapeArray import ShapeArray
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+
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+from typing import List
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+
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+
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+class ArrangeArray:
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+ def __init__(self, x, y, fixed_nodes):
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+ self._x = x
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+ self._y = y
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+ self._fixed_nodes = fixed_nodes
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+ self._count = 0
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+ self._first_empty = None
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+ self._has_empty = False
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+ self._arrange = []
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+
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+ def _update_first_empty(self):
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+ for i, a in enumerate(self._arrange):
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+ if a.isEmpty:
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+ self._first_empty = i
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+ self._has_empty = True
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+
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+ Logger.log("d", "lala %s %s", self._first_empty, self._has_empty)
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+ return
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+ self._first_empty = None
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+ self._has_empty = False
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+
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+ def add(self):
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+ new_arrange = Arrange.create(x = self._x, y = self._y, fixed_nodes = self._fixed_nodes)
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+ self._arrange.append(new_arrange)
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+ self._count += 1
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+ self._update_first_empty()
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+
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+ def count(self):
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+ return self._count
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+
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+ def get(self, index):
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+ return self._arrange[index]
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+
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+ def getFirstEmpty(self):
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+ if not self._is_empty:
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+ self.add()
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+ return self._arrange[self._first_empty]
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+
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+
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+class ArrangeObjectsAllBuildPlatesJob(Job):
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+ def __init__(self, nodes: List[SceneNode], min_offset = 8):
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+ super().__init__()
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+ self._nodes = nodes
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+ self._min_offset = min_offset
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+
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+ def run(self):
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+ status_message = Message(i18n_catalog.i18nc("@info:status", "Finding new location for objects"),
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+ lifetime = 0,
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+ dismissable=False,
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+ progress = 0,
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+ title = i18n_catalog.i18nc("@info:title", "Finding Location"))
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+ status_message.show()
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+
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+
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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 self._nodes:
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+ offset_shape_arr, hull_shape_arr = ShapeArray.fromNode(node, min_offset = self._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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+
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+ # Sort the nodes with the 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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+
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+ x, y = 200, 200
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+
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+ arrange_array = ArrangeArray(x = x, y = y, fixed_nodes = [])
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+ arrange_array.add()
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+
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+ # Place nodes one at a time
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+ start_priority = 0
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+ grouped_operation = GroupedOperation()
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+ found_solution_for_all = True
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+ left_over_nodes = [] # nodes that do not fit on an empty build plate
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+
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+ for idx, (size, node, offset_shape_arr, hull_shape_arr) in enumerate(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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+
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+ try_placement = True
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+
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+ current_build_plate_number = 0 # always start with the first one
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+
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+ # # Only for first build plate
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+ # if last_size == size and last_build_plate_number == current_build_plate_number:
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+ # # This optimization works if many of the objects have the same size
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+ # # Continue with same build plate number
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+ # start_priority = last_priority
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+ # else:
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+ # start_priority = 0
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+
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+ while try_placement:
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+ Logger.log("d", "start_priority %s", start_priority)
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+ # make sure that current_build_plate_number is not going crazy or you'll have a lot of arrange objects
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+ while current_build_plate_number >= arrange_array.count():
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+ arrange_array.add()
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+ arranger = arrange_array.get(current_build_plate_number)
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+
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+ best_spot = arranger.bestSpot(offset_shape_arr, start_prio=start_priority, step=10)
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+ x, y = best_spot.x, best_spot.y
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+ node.removeDecorator(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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+ if x is not None: # We could find a place
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+ arranger.place(x, y, hull_shape_arr) # place the object in the arranger
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+
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+ node.callDecoration("setBuildPlateNumber", current_build_plate_number)
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+ grouped_operation.addOperation(TranslateOperation(node, Vector(x, center_y, y), set_position = True))
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+ try_placement = False
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+ else:
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+ # very naive, because we skip to the next build plate if one model doesn't fit.
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+ if arranger.isEmpty:
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+ # apparently we can never place this object
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+ left_over_nodes.append(node)
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+ try_placement = False
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+ else:
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+ # try next build plate
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+ current_build_plate_number += 1
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+ try_placement = True
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+
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+ status_message.setProgress((idx + 1) / len(nodes_arr) * 100)
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+ Job.yieldThread()
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+
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+ for node in left_over_nodes:
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+ node.callDecoration("setBuildPlateNumber", -1) # these are not on any build plate
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+ found_solution_for_all = False
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+
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+ grouped_operation.push()
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+
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+ status_message.hide()
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+
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+ if not found_solution_for_all:
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+ no_full_solution_message = Message(i18n_catalog.i18nc("@info:status", "Unable to find a location within the build volume for all objects"),
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+ title = i18n_catalog.i18nc("@info:title", "Can't Find Location"))
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+ no_full_solution_message.show()
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