from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator from UM.Logger import Logger from UM.Math.Vector import Vector from cura.Arranging.ShapeArray import ShapeArray from cura.Scene import ZOffsetDecorator 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: build_volume = None def __init__(self, x, y, offset_x, offset_y, scale= 1.0): 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 self._last_priority = 0 self._is_empty = True ## 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, x = 220, y = 220): arranger = Arrange(x, y, x // 2, y // 2, 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") if not vertices: continue points = copy.deepcopy(vertices._points) shape_arr = ShapeArray.fromPolygon(points, scale = scale) arranger.place(0, 0, shape_arr) # If a build volume was set, add the disallowed areas if Arrange.build_volume: disallowed_areas = Arrange.build_volume.getDisallowedAreas() for area in disallowed_areas: points = copy.deepcopy(area._points) shape_arr = ShapeArray.fromPolygon(points, scale = scale) arranger.place(0, 0, shape_arr, update_empty = False) 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 def findNodePlacement(self, node, offset_shape_arr, hull_shape_arr, step = 1): new_node = copy.deepcopy(node) best_spot = self.bestSpot( offset_shape_arr, start_prio = self._last_priority, step = step) x, y = best_spot.x, best_spot.y # Save the last priority. self._last_priority = best_spot.priority # Ensure that the object is above the build platform new_node.removeDecorator(ZOffsetDecorator.ZOffsetDecorator) if new_node.getBoundingBox(): center_y = new_node.getWorldPosition().y - new_node.getBoundingBox().bottom else: center_y = 0 if x is not None: # We could find a place new_node.setPosition(Vector(x, center_y, y)) found_spot = True self.place(x, y, hull_shape_arr) # place the object in arranger else: Logger.log("d", "Could not find spot!"), found_spot = False new_node.setPosition(Vector(200, center_y, 100)) return new_node, found_spot ## Fill priority, center is best. Lower value is better # This is a strategy for the arranger. def centerFirst(self): # 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 # This is a strategy for the arranger. 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 # None 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 None except IndexError: # out of bounds if you try to place an object outside return None 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 priority in self._priority_unique_values[start_idx::step]: tryout_idx = numpy.where(self._priority == priority) 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 is not None: return LocationSuggestion(x = projected_x, y = projected_y, penalty_points = penalty_points, priority = priority) return LocationSuggestion(x = None, y = None, penalty_points = None, priority = priority) # 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 # \param update_empty updates the _is_empty, used when adding disallowed areas def place(self, x, y, shape_arr, update_empty = True): 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 new_occupied = numpy.where(shape_arr.arr[ min_y - offset_y:max_y - offset_y, min_x - offset_x:max_x - offset_x] == 1) if update_empty and new_occupied: self._is_empty = False occupied_slice[new_occupied] = 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 @property def isEmpty(self): return self._is_empty