# Copyright (c) 2018 Ultimaker B.V. # Cura is released under the terms of the LGPLv3 or higher. from UM.Application import Application from UM.Job import Job from UM.Scene.SceneNode import SceneNode from UM.Math.Vector import Vector from UM.Operations.TranslateOperation import TranslateOperation from UM.Operations.GroupedOperation import GroupedOperation from UM.Message import Message from UM.i18n import i18nCatalog i18n_catalog = i18nCatalog("cura") from cura.Scene.ZOffsetDecorator import ZOffsetDecorator from cura.Arranging.Arrange import Arrange from cura.Arranging.ShapeArray import ShapeArray from typing import List ## Do arrangements on multiple build plates (aka builtiplexer) class ArrangeArray: def __init__(self, x: int, y: int, fixed_nodes: List[SceneNode]) -> None: self._x = x self._y = y self._fixed_nodes = fixed_nodes self._count = 0 self._first_empty = None self._has_empty = False self._arrange = [] # type: List[Arrange] def _update_first_empty(self): for i, a in enumerate(self._arrange): if a.isEmpty: self._first_empty = i self._has_empty = True return self._first_empty = None self._has_empty = False def add(self): new_arrange = Arrange.create(x = self._x, y = self._y, fixed_nodes = self._fixed_nodes) self._arrange.append(new_arrange) self._count += 1 self._update_first_empty() def count(self): return self._count def get(self, index): print(self._arrange) return self._arrange[index] def getFirstEmpty(self): if not self._has_empty: self.add() return self._arrange[self._first_empty] class ArrangeObjectsAllBuildPlatesJob(Job): def __init__(self, nodes: List[SceneNode], min_offset = 8) -> None: super().__init__() self._nodes = nodes self._min_offset = min_offset def run(self): status_message = Message(i18n_catalog.i18nc("@info:status", "Finding new location for objects"), lifetime = 0, dismissable=False, progress = 0, title = i18n_catalog.i18nc("@info:title", "Finding Location")) status_message.show() # Collect nodes to be placed nodes_arr = [] # fill with (size, node, offset_shape_arr, hull_shape_arr) for node in self._nodes: offset_shape_arr, hull_shape_arr = ShapeArray.fromNode(node, min_offset = self._min_offset) nodes_arr.append((offset_shape_arr.arr.shape[0] * offset_shape_arr.arr.shape[1], node, offset_shape_arr, hull_shape_arr)) # Sort the nodes with the biggest area first. nodes_arr.sort(key=lambda item: item[0]) nodes_arr.reverse() global_container_stack = Application.getInstance().getGlobalContainerStack() machine_width = global_container_stack.getProperty("machine_width", "value") machine_depth = global_container_stack.getProperty("machine_depth", "value") x, y = machine_width, machine_depth arrange_array = ArrangeArray(x = x, y = y, fixed_nodes = []) arrange_array.add() # Place nodes one at a time start_priority = 0 grouped_operation = GroupedOperation() found_solution_for_all = True left_over_nodes = [] # nodes that do not fit on an empty build plate for idx, (size, node, offset_shape_arr, hull_shape_arr) in enumerate(nodes_arr): # For performance reasons, we assume that when a location does not fit, # it will also not fit for the next object (while what can be untrue). try_placement = True current_build_plate_number = 0 # always start with the first one while try_placement: # make sure that current_build_plate_number is not going crazy or you'll have a lot of arrange objects while current_build_plate_number >= arrange_array.count(): arrange_array.add() arranger = arrange_array.get(current_build_plate_number) best_spot = arranger.bestSpot(hull_shape_arr, start_prio=start_priority) x, y = best_spot.x, best_spot.y node.removeDecorator(ZOffsetDecorator) if node.getBoundingBox(): center_y = node.getWorldPosition().y - node.getBoundingBox().bottom else: center_y = 0 if x is not None: # We could find a place arranger.place(x, y, offset_shape_arr) # place the object in the arranger node.callDecoration("setBuildPlateNumber", current_build_plate_number) grouped_operation.addOperation(TranslateOperation(node, Vector(x, center_y, y), set_position = True)) try_placement = False else: # very naive, because we skip to the next build plate if one model doesn't fit. if arranger.isEmpty: # apparently we can never place this object left_over_nodes.append(node) try_placement = False else: # try next build plate current_build_plate_number += 1 try_placement = True status_message.setProgress((idx + 1) / len(nodes_arr) * 100) Job.yieldThread() for node in left_over_nodes: node.callDecoration("setBuildPlateNumber", -1) # these are not on any build plate found_solution_for_all = False grouped_operation.push() status_message.hide() if not found_solution_for_all: no_full_solution_message = Message(i18n_catalog.i18nc("@info:status", "Unable to find a location within the build volume for all objects"), title = i18n_catalog.i18nc("@info:title", "Can't Find Location")) no_full_solution_message.show()