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@@ -16,18 +16,17 @@ from collections import namedtuple
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import numpy
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import copy
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-
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## Return object for bestSpot
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LocationSuggestion = namedtuple("LocationSuggestion", ["x", "y", "penalty_points", "priority"])
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-## The Arrange classed is used together with ShapeArray. Use it to find
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-# good locations for objects that you try to put on a build place.
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-# Different priority schemes can be defined so it alters the behavior while using
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-# the same logic.
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-#
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-# Note: Make sure the scale is the same between ShapeArray objects and the Arrange instance.
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class Arrange:
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+ """
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+ The Arrange classed is used together with ShapeArray. Use it to find good locations for objects that you try to put
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+ on a build place. Different priority schemes can be defined so it alters the behavior while using the same logic.
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+
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+ Note: Make sure the scale is the same between ShapeArray objects and the Arrange instance.
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+ """
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build_volume = None # type: Optional[BuildVolume]
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def __init__(self, x, y, offset_x, offset_y, scale = 0.5):
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@@ -42,14 +41,21 @@ class Arrange:
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self._last_priority = 0
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self._is_empty = True
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- ## Helper to create an Arranger instance
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- #
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- # Either fill in scene_root and create will find all sliceable nodes by itself,
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- # or use fixed_nodes to provide the nodes yourself.
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- # \param scene_root Root for finding all scene nodes
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- # \param fixed_nodes Scene nodes to be placed
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@classmethod
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def create(cls, scene_root = None, fixed_nodes = None, scale = 0.5, x = 350, y = 250, min_offset = 8):
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+ """
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+ Helper to create an Arranger instance
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+
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+ Either fill in scene_root and create will find all sliceable nodes by itself, or use fixed_nodes to provide the
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+ nodes yourself.
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+ :param scene_root: Root for finding all scene nodes
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+ :param fixed_nodes: Scene nodes to be placed
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+ :param scale:
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+ :param x:
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+ :param y:
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+ :param min_offset:
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+ :return:
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+ """
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arranger = Arrange(x, y, x // 2, y // 2, scale = scale)
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arranger.centerFirst()
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@@ -88,12 +94,15 @@ class Arrange:
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def resetLastPriority(self):
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self._last_priority = 0
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- ## Find placement for a node (using offset shape) and place it (using hull shape)
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- # return the nodes that should be placed
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- # \param node
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- # \param offset_shape_arr ShapeArray with offset, for placing the shape
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- # \param hull_shape_arr ShapeArray without offset, used to find location
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def findNodePlacement(self, node: SceneNode, offset_shape_arr: ShapeArray, hull_shape_arr: ShapeArray, step = 1):
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+ """
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+ Find placement for a node (using offset shape) and place it (using hull shape)
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+ :param node:
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+ :param offset_shape_arr: hapeArray with offset, for placing the shape
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+ :param hull_shape_arr: ShapeArray without offset, used to find location
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+ :param step:
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+ :return: the nodes that should be placed
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+ """
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best_spot = self.bestSpot(
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hull_shape_arr, start_prio = self._last_priority, step = step)
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x, y = best_spot.x, best_spot.y
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@@ -119,29 +128,35 @@ class Arrange:
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node.setPosition(Vector(200, center_y, 100))
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return found_spot
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- ## Fill priority, center is best. Lower value is better
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- # This is a strategy for the arranger.
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def centerFirst(self):
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+ """
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+ Fill priority, center is best. Lower value is better.
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+ :return:
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+ """
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# Square distance: creates a more round shape
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self._priority = numpy.fromfunction(
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lambda j, i: (self._offset_x - i) ** 2 + (self._offset_y - j) ** 2, self._shape, dtype=numpy.int32)
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self._priority_unique_values = numpy.unique(self._priority)
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self._priority_unique_values.sort()
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- ## Fill priority, back is best. Lower value is better
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- # This is a strategy for the arranger.
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def backFirst(self):
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+ """
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+ Fill priority, back is best. Lower value is better
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+ :return:
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+ """
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self._priority = numpy.fromfunction(
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lambda j, i: 10 * j + abs(self._offset_x - i), self._shape, dtype=numpy.int32)
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self._priority_unique_values = numpy.unique(self._priority)
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self._priority_unique_values.sort()
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- ## Return the amount of "penalty points" for polygon, which is the sum of priority
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- # None if occupied
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- # \param x x-coordinate to check shape
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- # \param y y-coordinate
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- # \param shape_arr the ShapeArray object to place
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def checkShape(self, x, y, shape_arr):
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+ """
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+ Return the amount of "penalty points" for polygon, which is the sum of priority
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+ :param x: x-coordinate to check shape
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+ :param y:
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+ :param shape_arr: the ShapeArray object to place
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+ :return: None if occupied
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+ """
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x = int(self._scale * x)
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y = int(self._scale * y)
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offset_x = x + self._offset_x + shape_arr.offset_x
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@@ -165,12 +180,14 @@ class Arrange:
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offset_x:offset_x + shape_arr.arr.shape[1]]
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return numpy.sum(prio_slice[numpy.where(shape_arr.arr == 1)])
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- ## Find "best" spot for ShapeArray
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- # Return namedtuple with properties x, y, penalty_points, priority.
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- # \param shape_arr ShapeArray
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- # \param start_prio Start with this priority value (and skip the ones before)
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- # \param step Slicing value, higher = more skips = faster but less accurate
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def bestSpot(self, shape_arr, start_prio = 0, step = 1):
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+ """
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+ Find "best" spot for ShapeArray
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+ :param shape_arr:
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+ :param start_prio: Start with this priority value (and skip the ones before)
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+ :param step: Slicing value, higher = more skips = faster but less accurate
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+ :return: namedtuple with properties x, y, penalty_points, priority.
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+ """
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start_idx_list = numpy.where(self._priority_unique_values == start_prio)
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if start_idx_list:
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try:
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@@ -192,13 +209,16 @@ class Arrange:
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return LocationSuggestion(x = projected_x, y = projected_y, penalty_points = penalty_points, priority = priority)
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return LocationSuggestion(x = None, y = None, penalty_points = None, priority = priority) # No suitable location found :-(
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- ## Place the object.
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- # Marks the locations in self._occupied and self._priority
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- # \param x x-coordinate
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- # \param y y-coordinate
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- # \param shape_arr ShapeArray object
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- # \param update_empty updates the _is_empty, used when adding disallowed areas
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def place(self, x, y, shape_arr, update_empty = True):
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+ """
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+ Place the object.
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+ Marks the locations in self._occupied and self._priority
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+ :param x:
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+ :param y:
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+ :param shape_arr:
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+ :param update_empty: updates the _is_empty, used when adding disallowed areas
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+ :return:
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+ """
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x = int(self._scale * x)
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y = int(self._scale * y)
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offset_x = x + self._offset_x + shape_arr.offset_x
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