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- # Copyright (c) 2018 Ultimaker B.V.
- # Cura is released under the terms of the LGPLv3 or higher.
- import sys
- from shapely import affinity
- from shapely.geometry import Polygon
- from UM.Scene.Iterator.Iterator import Iterator
- from UM.Scene.SceneNode import SceneNode
- # Iterator that determines the object print order when one-at a time mode is enabled.
- #
- # In one-at-a-time mode, only one extruder can be enabled to print. In order to maximize the number of objects we can
- # print, we need to print from the corner that's closest to the extruder that's being used. Here is an illustration:
- #
- # +--------------------------------+
- # | |
- # | |
- # | | - Rectangle represents the complete print head including fans, etc.
- # | X X | y - X's are the nozzles
- # | (1) (2) | ^
- # | | |
- # +--------------------------------+ +--> x
- #
- # In this case, the nozzles are symmetric, nozzle (1) is closer to the bottom left corner while (2) is closer to the
- # bottom right. If we use nozzle (1) to print, then we better off printing from the bottom left corner so the print
- # head will not collide into an object on its top-right side, which is a very large unused area. Following the same
- # logic, if we are printing with nozzle (2), then it's better to print from the bottom-right side.
- #
- # This iterator determines the print order following the rules above.
- #
- class OneAtATimeIterator(Iterator):
- def __init__(self, scene_node):
- from cura.CuraApplication import CuraApplication
- self._global_stack = CuraApplication.getInstance().getGlobalContainerStack()
- self._original_node_list = []
- super().__init__(scene_node) # Call super to make multiple inheritance work.
- def getMachineNearestCornerToExtruder(self, global_stack):
- head_and_fans_coordinates = global_stack.getHeadAndFansCoordinates()
- used_extruder = None
- for extruder in global_stack.extruders.values():
- if extruder.isEnabled:
- used_extruder = extruder
- break
- extruder_offsets = [used_extruder.getProperty("machine_nozzle_offset_x", "value"),
- used_extruder.getProperty("machine_nozzle_offset_y", "value")]
- # find the corner that's closest to the origin
- min_distance2 = sys.maxsize
- min_coord = None
- for coord in head_and_fans_coordinates:
- x = coord[0] - extruder_offsets[0]
- y = coord[1] - extruder_offsets[1]
- distance2 = x**2 + y**2
- if distance2 <= min_distance2:
- min_distance2 = distance2
- min_coord = coord
- return min_coord
- def _checkForCollisions(self) -> bool:
- all_nodes = []
- for node in self._scene_node.getChildren():
- if not issubclass(type(node), SceneNode):
- continue
- convex_hull = node.callDecoration("getConvexHullHead")
- if not convex_hull:
- continue
- bounding_box = node.getBoundingBox()
- if not bounding_box:
- continue
- from UM.Math.Polygon import Polygon
- bounding_box_polygon = Polygon([[bounding_box.left, bounding_box.front],
- [bounding_box.left, bounding_box.back],
- [bounding_box.right, bounding_box.back],
- [bounding_box.right, bounding_box.front]])
- all_nodes.append({"node": node,
- "bounding_box": bounding_box_polygon,
- "convex_hull": convex_hull})
- has_collisions = False
- for i, node_dict in enumerate(all_nodes):
- for j, other_node_dict in enumerate(all_nodes):
- if i == j:
- continue
- if node_dict["bounding_box"].intersectsPolygon(other_node_dict["convex_hull"]):
- has_collisions = True
- break
- if has_collisions:
- break
- return has_collisions
- def _fillStack(self):
- min_coord = self.getMachineNearestCornerToExtruder(self._global_stack)
- transform_x = -int(round(min_coord[0] / abs(min_coord[0])))
- transform_y = -int(round(min_coord[1] / abs(min_coord[1])))
- machine_size = [self._global_stack.getProperty("machine_width", "value"),
- self._global_stack.getProperty("machine_depth", "value")]
- def flip_x(polygon):
- tm2 = [-1, 0, 0, 1, 0, 0]
- return affinity.affine_transform(affinity.translate(polygon, xoff = -machine_size[0]), tm2)
- def flip_y(polygon):
- tm2 = [1, 0, 0, -1, 0, 0]
- return affinity.affine_transform(affinity.translate(polygon, yoff = -machine_size[1]), tm2)
- if self._checkForCollisions():
- self._node_stack = []
- return
- node_list = []
- for node in self._scene_node.getChildren():
- if not issubclass(type(node), SceneNode):
- continue
- convex_hull = node.callDecoration("getConvexHull")
- if convex_hull:
- xmin = min(x for x, _ in convex_hull._points)
- xmax = max(x for x, _ in convex_hull._points)
- ymin = min(y for _, y in convex_hull._points)
- ymax = max(y for _, y in convex_hull._points)
- convex_hull_polygon = Polygon.from_bounds(xmin, ymin, xmax, ymax)
- if transform_x < 0:
- convex_hull_polygon = flip_x(convex_hull_polygon)
- if transform_y < 0:
- convex_hull_polygon = flip_y(convex_hull_polygon)
- node_list.append({"node": node,
- "min_coord": [convex_hull_polygon.bounds[0], convex_hull_polygon.bounds[1]],
- })
- node_list = sorted(node_list, key = lambda d: d["min_coord"])
- self._node_stack = [d["node"] for d in node_list]
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