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@@ -25,22 +25,23 @@ class OneAtATimeIterator(Iterator.Iterator):
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return
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if node.callDecoration("getConvexHull"):
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node_list.append(node)
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-
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+
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if len(node_list) < 2:
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self._node_stack = node_list[:]
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return
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-
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+
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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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+
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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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+ self._hit_map = [[self._checkHit(i,j) 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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+
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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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@@ -59,44 +60,46 @@ class OneAtATimeIterator(Iterator.Iterator):
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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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-
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+
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return
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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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+ 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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+ 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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+
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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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+ 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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+
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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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+
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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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+
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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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@@ -107,4 +110,4 @@ class _ObjectOrder():
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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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+
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