|
@@ -0,0 +1,172 @@
|
|
|
+from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
|
|
|
+from UM.Logger import Logger
|
|
|
+from cura.ShapeArray import ShapeArray
|
|
|
+
|
|
|
+from collections import namedtuple
|
|
|
+
|
|
|
+import numpy
|
|
|
+import copy
|
|
|
+
|
|
|
+
|
|
|
+## Return object for bestSpot
|
|
|
+LocationSuggestion = namedtuple("LocationSuggestion", ["x", "y", "penalty_points", "priority"])
|
|
|
+
|
|
|
+## The Arrange classed is used together with ShapeArray. Use it to find
|
|
|
+# good locations for objects that you try to put on a build place.
|
|
|
+# Different priority schemes can be defined so it alters the behavior while using
|
|
|
+# the same logic.
|
|
|
+class Arrange:
|
|
|
+ def __init__(self, x, y, offset_x, offset_y, scale=1):
|
|
|
+ self.shape = (y, x)
|
|
|
+ self._priority = numpy.zeros((x, y), dtype=numpy.int32)
|
|
|
+ self._priority_unique_values = []
|
|
|
+ self._occupied = numpy.zeros((x, y), dtype=numpy.int32)
|
|
|
+ self._scale = scale # convert input coordinates to arrange coordinates
|
|
|
+ self._offset_x = offset_x
|
|
|
+ self._offset_y = offset_y
|
|
|
+
|
|
|
+ ## Helper to create an Arranger instance
|
|
|
+ #
|
|
|
+ # Either fill in scene_root and create will find all sliceable nodes by itself,
|
|
|
+ # or use fixed_nodes to provide the nodes yourself.
|
|
|
+ # \param scene_root Root for finding all scene nodes
|
|
|
+ # \param fixed_nodes Scene nodes to be placed
|
|
|
+ @classmethod
|
|
|
+ def create(cls, scene_root = None, fixed_nodes = None, scale = 0.5):
|
|
|
+ arranger = Arrange(220, 220, 110, 110, scale = scale)
|
|
|
+ arranger.centerFirst()
|
|
|
+
|
|
|
+ if fixed_nodes is None:
|
|
|
+ fixed_nodes = []
|
|
|
+ for node_ in DepthFirstIterator(scene_root):
|
|
|
+ # Only count sliceable objects
|
|
|
+ if node_.callDecoration("isSliceable"):
|
|
|
+ fixed_nodes.append(node_)
|
|
|
+ # place all objects fixed nodes
|
|
|
+ for fixed_node in fixed_nodes:
|
|
|
+ vertices = fixed_node.callDecoration("getConvexHull")
|
|
|
+ points = copy.deepcopy(vertices._points)
|
|
|
+ shape_arr = ShapeArray.fromPolygon(points, scale = scale)
|
|
|
+ arranger.place(0, 0, shape_arr)
|
|
|
+ return arranger
|
|
|
+
|
|
|
+ ## Find placement for a node (using offset shape) and place it (using hull shape)
|
|
|
+ # return the nodes that should be placed
|
|
|
+ # \param node
|
|
|
+ # \param offset_shape_arr ShapeArray with offset, used to find location
|
|
|
+ # \param hull_shape_arr ShapeArray without offset, for placing the shape
|
|
|
+ # \param count Number of objects
|
|
|
+ def findNodePlacements(self, node, offset_shape_arr, hull_shape_arr, count = 1, step = 1):
|
|
|
+ nodes = []
|
|
|
+ start_prio = 0
|
|
|
+ for i in range(count):
|
|
|
+ new_node = copy.deepcopy(node)
|
|
|
+
|
|
|
+ best_spot = self.bestSpot(
|
|
|
+ offset_shape_arr, start_prio = start_prio, step = step)
|
|
|
+ x, y = best_spot.x, best_spot.y
|
|
|
+ start_prio = best_spot.priority
|
|
|
+ transformation = new_node._transformation
|
|
|
+ if x is not None: # We could find a place
|
|
|
+ transformation._data[0][3] = x
|
|
|
+ transformation._data[2][3] = y
|
|
|
+ self.place(x, y, hull_shape_arr) # take place before the next one
|
|
|
+ else:
|
|
|
+ Logger.log("d", "Could not find spot!")
|
|
|
+ transformation._data[0][3] = 200
|
|
|
+ transformation._data[2][3] = 100 + i * 20
|
|
|
+
|
|
|
+ nodes.append(new_node)
|
|
|
+ return nodes
|
|
|
+
|
|
|
+ ## Fill priority, center is best. lower value is better
|
|
|
+ def centerFirst(self):
|
|
|
+ # Distance x + distance y: creates diamond shape
|
|
|
+ #self._priority = numpy.fromfunction(
|
|
|
+ # lambda i, j: abs(self._offset_x-i)+abs(self._offset_y-j), self.shape, dtype=numpy.int32)
|
|
|
+ # Square distance: creates a more round shape
|
|
|
+ self._priority = numpy.fromfunction(
|
|
|
+ lambda i, j: (self._offset_x - i) ** 2 + (self._offset_y - j) ** 2, self.shape, dtype=numpy.int32)
|
|
|
+ self._priority_unique_values = numpy.unique(self._priority)
|
|
|
+ self._priority_unique_values.sort()
|
|
|
+
|
|
|
+ ## Fill priority, back is best. lower value is better
|
|
|
+ def backFirst(self):
|
|
|
+ self._priority = numpy.fromfunction(
|
|
|
+ lambda i, j: 10 * j + abs(self._offset_x - i), self.shape, dtype=numpy.int32)
|
|
|
+ self._priority_unique_values = numpy.unique(self._priority)
|
|
|
+ self._priority_unique_values.sort()
|
|
|
+
|
|
|
+ ## Return the amount of "penalty points" for polygon, which is the sum of priority
|
|
|
+ # 999999 if occupied
|
|
|
+ # \param x x-coordinate to check shape
|
|
|
+ # \param y y-coordinate
|
|
|
+ # \param shape_arr the ShapeArray object to place
|
|
|
+ def checkShape(self, x, y, shape_arr):
|
|
|
+ x = int(self._scale * x)
|
|
|
+ y = int(self._scale * y)
|
|
|
+ offset_x = x + self._offset_x + shape_arr.offset_x
|
|
|
+ offset_y = y + self._offset_y + shape_arr.offset_y
|
|
|
+ occupied_slice = self._occupied[
|
|
|
+ offset_y:offset_y + shape_arr.arr.shape[0],
|
|
|
+ offset_x:offset_x + shape_arr.arr.shape[1]]
|
|
|
+ try:
|
|
|
+ if numpy.any(occupied_slice[numpy.where(shape_arr.arr == 1)]):
|
|
|
+ return 999999
|
|
|
+ except IndexError: # out of bounds if you try to place an object outside
|
|
|
+ return 999999
|
|
|
+ prio_slice = self._priority[
|
|
|
+ offset_y:offset_y + shape_arr.arr.shape[0],
|
|
|
+ offset_x:offset_x + shape_arr.arr.shape[1]]
|
|
|
+ return numpy.sum(prio_slice[numpy.where(shape_arr.arr == 1)])
|
|
|
+
|
|
|
+ ## Find "best" spot for ShapeArray
|
|
|
+ # Return namedtuple with properties x, y, penalty_points, priority
|
|
|
+ # \param shape_arr ShapeArray
|
|
|
+ # \param start_prio Start with this priority value (and skip the ones before)
|
|
|
+ # \param step Slicing value, higher = more skips = faster but less accurate
|
|
|
+ def bestSpot(self, shape_arr, start_prio = 0, step = 1):
|
|
|
+ start_idx_list = numpy.where(self._priority_unique_values == start_prio)
|
|
|
+ if start_idx_list:
|
|
|
+ start_idx = start_idx_list[0][0]
|
|
|
+ else:
|
|
|
+ start_idx = 0
|
|
|
+ for prio in self._priority_unique_values[start_idx::step]:
|
|
|
+ tryout_idx = numpy.where(self._priority == prio)
|
|
|
+ for idx in range(len(tryout_idx[0])):
|
|
|
+ x = tryout_idx[0][idx]
|
|
|
+ y = tryout_idx[1][idx]
|
|
|
+ projected_x = x - self._offset_x
|
|
|
+ projected_y = y - self._offset_y
|
|
|
+
|
|
|
+ # array to "world" coordinates
|
|
|
+ penalty_points = self.checkShape(projected_x, projected_y, shape_arr)
|
|
|
+ if penalty_points != 999999:
|
|
|
+ return LocationSuggestion(x = projected_x, y = projected_y, penalty_points = penalty_points, priority = prio)
|
|
|
+ return LocationSuggestion(x = None, y = None, penalty_points = None, priority = prio) # No suitable location found :-(
|
|
|
+
|
|
|
+ ## Place the object.
|
|
|
+ # Marks the locations in self._occupied and self._priority
|
|
|
+ # \param x x-coordinate
|
|
|
+ # \param y y-coordinate
|
|
|
+ # \param shape_arr ShapeArray object
|
|
|
+ def place(self, x, y, shape_arr):
|
|
|
+ x = int(self._scale * x)
|
|
|
+ y = int(self._scale * y)
|
|
|
+ offset_x = x + self._offset_x + shape_arr.offset_x
|
|
|
+ offset_y = y + self._offset_y + shape_arr.offset_y
|
|
|
+ shape_y, shape_x = self._occupied.shape
|
|
|
+
|
|
|
+ min_x = min(max(offset_x, 0), shape_x - 1)
|
|
|
+ min_y = min(max(offset_y, 0), shape_y - 1)
|
|
|
+ max_x = min(max(offset_x + shape_arr.arr.shape[1], 0), shape_x - 1)
|
|
|
+ max_y = min(max(offset_y + shape_arr.arr.shape[0], 0), shape_y - 1)
|
|
|
+ occupied_slice = self._occupied[min_y:max_y, min_x:max_x]
|
|
|
+ # we use a slice of shape because it can be out of bounds
|
|
|
+ occupied_slice[numpy.where(shape_arr.arr[
|
|
|
+ min_y - offset_y:max_y - offset_y, min_x - offset_x:max_x - offset_x] == 1)] = 1
|
|
|
+
|
|
|
+ # Set priority to low (= high number), so it won't get picked at trying out.
|
|
|
+ prio_slice = self._priority[min_y:max_y, min_x:max_x]
|
|
|
+ prio_slice[numpy.where(shape_arr.arr[
|
|
|
+ min_y - offset_y:max_y - offset_y, min_x - offset_x:max_x - offset_x] == 1)] = 999
|