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+# Copyright (c) 2015 Ultimaker B.V.
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+# Cura is released under the terms of the AGPLv3 or higher.
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+
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+from UM.Scene.Iterator import Iterator
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+from functools import cmp_to_key
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+
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+## Iterator that returns a list of nodes in the order that they need to be printed
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+# If there is no solution an empty list is returned.
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+# Take note that the list of nodes can have children (that may or may not contain mesh data)
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+class OneAtATimeIterator(Iterator.Iterator):
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+ def __init__(self, scene_node):
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+ super(OneAtATimeIterator, self).__init__(scene_node) # Call super to make multiple inheritence work.
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+ self._hit_map = [[]]
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+ self._original_node_list = []
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+
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+ def _fillStack(self):
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+ node_list = []
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+ for node in self._scene_node.getChildren():
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+ if node.callDecoration("getConvexHull"):
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+ node_list.append(node)
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+
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+ if len(node_list) < 2:
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+ return node_list
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+
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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(j,i) for i in node_list] for j in node_list]
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+
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+ # Check if we have to files that block eachother. 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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+
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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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+ sorted(node_list, key = cmp_to_key(self._calculateScore))
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+
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+ todo_node_list = [_objectOrder([], node_list)]
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+ while len(todo_node_list) > 0:
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+ current = todo_node_list.pop()
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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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+ if not self._checkHitMultiple(node, current.order) and not self._checkBlockMultiple(node, current.todo):
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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.remove(node)
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+ new_order = current.order[:] + [node]
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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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+ todo_node_list = None
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+ self._node_stack = new_order
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+ return
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+ todo_node_list.append(_objectOrder(new_order, new_todo_list))
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+
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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, other_nodes):
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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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+ if self._hit_map[node_index][self._original_node_list.index(other_node)]:
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+ return True
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+ return False
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+
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+ def _checkBlockMultiple(self, node, other_nodes):
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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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+ if self._hit_map[self._original_node_list.index(other_node)][node_index] and node_index != self._original_node_list.index(other_node):
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+ return True
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+ return False
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+
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+ ## Calculate score simply sums the number of other objects it 'blocks'
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+ def _calculateScore(self, a, b):
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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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+ # Checks if A can be printed before B
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+ def _checkHit(self, a, b):
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+ if a == b:
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+ return False
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+
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+ overlap = a.callDecoration("getConvexHullBoundary").intersectsPolygon(b.callDecoration("getConvexHullHead"))
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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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+
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+
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+## Internal object used to keep track of a possible order in which to print objects.
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+class _objectOrder():
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+ def __init__(self, order, todo):
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+ """
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+ :param order: List of indexes in which to print objects, ordered by printing order.
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+ :param todo: List of indexes which are not yet inserted into the order list.
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+ """
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+ self.order = order
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+ self.todo = todo
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+
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