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- import math
- from typing import List, TYPE_CHECKING, Tuple, Set
- if TYPE_CHECKING:
- from UM.Scene.SceneNode import SceneNode
- from cura.BuildVolume import BuildVolume
- from UM.Application import Application
- from UM.Math.Vector import Vector
- from UM.Operations.AddSceneNodeOperation import AddSceneNodeOperation
- from UM.Operations.GroupedOperation import GroupedOperation
- from UM.Operations.TranslateOperation import TranslateOperation
- from cura.Arranging.Arranger import Arranger
- class GridArrange(Arranger):
- def __init__(self, nodes_to_arrange: List["SceneNode"], build_volume: "BuildVolume", fixed_nodes: List["SceneNode"] = None):
- if fixed_nodes is None:
- fixed_nodes = []
- self._nodes_to_arrange = nodes_to_arrange
- self._build_volume = build_volume
- self._build_volume_bounding_box = build_volume.getBoundingBox()
- self._fixed_nodes = fixed_nodes
- self._margin_x: float = 1
- self._margin_y: float = 1
- self._grid_width = 0
- self._grid_height = 0
- for node in self._nodes_to_arrange:
- bounding_box = node.getBoundingBox()
- self._grid_width = max(self._grid_width, bounding_box.width)
- self._grid_height = max(self._grid_height, bounding_box.depth)
- self._grid_width += self._margin_x
- self._grid_height += self._margin_y
- # Round up the grid size to the nearest cm
- grid_precision = 10 # 1cm
- self._grid_width = math.ceil(self._grid_width / grid_precision) * grid_precision
- self._grid_height = math.ceil(self._grid_height / grid_precision) * grid_precision
- self._offset_x = 0
- self._offset_y = 0
- self._findOptimalGridOffset()
- coord_initial_leftover_x = self._build_volume_bounding_box.right + 2 * self._grid_width
- coord_initial_leftover_y = (self._build_volume_bounding_box.back + self._build_volume_bounding_box.front) * 0.5
- self._initial_leftover_grid_x, self._initial_leftover_grid_y = self._coordSpaceToGridSpace(
- coord_initial_leftover_x, coord_initial_leftover_y)
- self._initial_leftover_grid_x = math.floor(self._initial_leftover_grid_x)
- self._initial_leftover_grid_y = math.floor(self._initial_leftover_grid_y)
- # Find grid indexes that intersect with fixed objects
- self._fixed_nodes_grid_ids = set()
- for node in self._fixed_nodes:
- self._fixed_nodes_grid_ids = self._fixed_nodes_grid_ids.union(
- self._intersectingGridIdxInclusive(node.getBoundingBox()))
- #grid indexes that are in disallowed area
- for polygon in self._build_volume.getDisallowedAreas():
- self._fixed_nodes_grid_ids = self._fixed_nodes_grid_ids.union(
- self._getIntersectingGridIdForPolygon(polygon))
- self._build_plate_grid_ids = self._intersectingGridIdxExclusive(self._build_volume_bounding_box)
- # Filter out the corner grid squares if the build plate shape is elliptic
- if self._build_volume.getShape() == "elliptic":
- self._build_plate_grid_ids = set(
- filter(lambda grid_id: self._checkGridUnderDiscSpace(grid_id[0], grid_id[1]),
- self._build_plate_grid_ids))
- self._allowed_grid_idx = self._build_plate_grid_ids.difference(self._fixed_nodes_grid_ids)
- def createGroupOperationForArrange(self, *, add_new_nodes_in_scene: bool = False) -> Tuple[GroupedOperation, int]:
- # Find the sequence in which items are placed
- coord_build_plate_center_x = self._build_volume_bounding_box.width * 0.5 + self._build_volume_bounding_box.left
- coord_build_plate_center_y = self._build_volume_bounding_box.depth * 0.5 + self._build_volume_bounding_box.back
- grid_build_plate_center_x, grid_build_plate_center_y = self._coordSpaceToGridSpace(coord_build_plate_center_x,
- coord_build_plate_center_y)
- sequence: List[Tuple[int, int]] = list(self._allowed_grid_idx)
- sequence.sort(key=lambda grid_id: (grid_build_plate_center_x - grid_id[0]) ** 2 + (
- grid_build_plate_center_y - grid_id[1]) ** 2)
- scene_root = Application.getInstance().getController().getScene().getRoot()
- grouped_operation = GroupedOperation()
- for grid_id, node in zip(sequence, self._nodes_to_arrange):
- if add_new_nodes_in_scene:
- grouped_operation.addOperation(AddSceneNodeOperation(node, scene_root))
- grid_x, grid_y = grid_id
- operation = self._moveNodeOnGrid(node, grid_x, grid_y)
- grouped_operation.addOperation(operation)
- leftover_nodes = self._nodes_to_arrange[len(sequence):]
- left_over_grid_y = self._initial_leftover_grid_y
- for node in leftover_nodes:
- if add_new_nodes_in_scene:
- grouped_operation.addOperation(AddSceneNodeOperation(node, scene_root))
- # find the first next grid position that isn't occupied by a fixed node
- while (self._initial_leftover_grid_x, left_over_grid_y) in self._fixed_nodes_grid_ids:
- left_over_grid_y = left_over_grid_y - 1
- operation = self._moveNodeOnGrid(node, self._initial_leftover_grid_x, left_over_grid_y)
- grouped_operation.addOperation(operation)
- left_over_grid_y = left_over_grid_y - 1
- return grouped_operation, len(leftover_nodes)
- def _findOptimalGridOffset(self):
- if len(self._fixed_nodes) == 0:
- self._offset_x = 0
- self._offset_y = 0
- return
- if len(self._fixed_nodes) == 1:
- center_grid_x = 0.5 * self._grid_width + self._build_volume_bounding_box.left
- center_grid_y = 0.5 * self._grid_height + self._build_volume_bounding_box.back
- bounding_box = self._fixed_nodes[0].getBoundingBox()
- center_node_x = (bounding_box.left + bounding_box.right) * 0.5
- center_node_y = (bounding_box.back + bounding_box.front) * 0.5
- self._offset_x = center_node_x - center_grid_x
- self._offset_y = center_node_y - center_grid_y
- return
- # If there are multiple fixed nodes, an optimal solution is not always possible
- # We will try to find an offset that minimizes the number of grid intersections
- # with fixed nodes. The algorithm below achieves this by utilizing a scanline
- # algorithm. In this algorithm each axis is solved separately as offsetting
- # is completely independent in each axis. The comments explaining the algorithm
- # below are for the x-axis, but the same applies for the y-axis.
- #
- # Each node either occupies ceil((node.right - node.right) / grid_width) or
- # ceil((node.right - node.right) / grid_width) + 1 grid squares. We will call
- # these the node's "footprint".
- #
- # ┌────────────────┐
- # minimum foot-print │ NODE │
- # └────────────────┘
- # │ grid 1 │ grid 2 │ grid 3 │ grid 4 | grid 5 |
- # ┌────────────────┐
- # maximum foot-print │ NODE │
- # └────────────────┘
- #
- # The algorithm will find the grid offset such that the number of nodes with
- # a _minimal_ footprint is _maximized_.
- # The scanline algorithm works as follows, we create events for both end points
- # of each node's footprint. The event have two properties,
- # - the coordinate: the amount the endpoint can move to the
- # left before it crosses a grid line
- # - the change: either +1 or -1, indicating whether crossing the grid line
- # would result in a minimal footprint node becoming a maximal footprint
- class Event:
- def __init__(self, coord: float, change: float):
- self.coord = coord
- self.change = change
- # create events for both the horizontal and vertical axis
- events_horizontal: List[Event] = []
- events_vertical: List[Event] = []
- for node in self._fixed_nodes:
- bounding_box = node.getBoundingBox()
- left = bounding_box.left - self._build_volume_bounding_box.left
- right = bounding_box.right - self._build_volume_bounding_box.left
- back = bounding_box.back - self._build_volume_bounding_box.back
- front = bounding_box.front - self._build_volume_bounding_box.back
- value_left = math.ceil(left / self._grid_width) * self._grid_width - left
- value_right = math.ceil(right / self._grid_width) * self._grid_width - right
- value_back = math.ceil(back / self._grid_height) * self._grid_height - back
- value_front = math.ceil(front / self._grid_height) * self._grid_height - front
- # give nodes a weight according to their size. This
- # weight is heuristically chosen to be proportional to
- # the number of grid squares the node-boundary occupies
- weight = bounding_box.width + bounding_box.depth
- events_horizontal.append(Event(value_left, weight))
- events_horizontal.append(Event(value_right, -weight))
- events_vertical.append(Event(value_back, weight))
- events_vertical.append(Event(value_front, -weight))
- events_horizontal.sort(key=lambda event: event.coord)
- events_vertical.sort(key=lambda event: event.coord)
- def findOptimalShiftAxis(events: List[Event], interval: float) -> float:
- # executing the actual scanline algorithm
- # iteratively go through events (left to right) and keep track of the
- # current footprint. The optimal location is the one with the minimal
- # footprint. If there are multiple locations with the same minimal
- # footprint, the optimal location is the one with the largest range
- # between the left and right endpoint of the footprint.
- prev_offset = events[-1].coord - interval
- current_minimal_footprint_count = 0
- best_minimal_footprint_count = float('inf')
- best_offset_span = float('-inf')
- best_offset = 0.0
- for event in events:
- offset_span = event.coord - prev_offset
- if current_minimal_footprint_count < best_minimal_footprint_count or (
- current_minimal_footprint_count == best_minimal_footprint_count and offset_span > best_offset_span):
- best_minimal_footprint_count = current_minimal_footprint_count
- best_offset_span = offset_span
- best_offset = event.coord
- current_minimal_footprint_count += event.change
- prev_offset = event.coord
- return best_offset - best_offset_span * 0.5
- center_grid_x = 0.5 * self._grid_width
- center_grid_y = 0.5 * self._grid_height
- optimal_center_x = self._grid_width - findOptimalShiftAxis(events_horizontal, self._grid_width)
- optimal_center_y = self._grid_height - findOptimalShiftAxis(events_vertical, self._grid_height)
- self._offset_x = optimal_center_x - center_grid_x
- self._offset_y = optimal_center_y - center_grid_y
- def _moveNodeOnGrid(self, node: "SceneNode", grid_x: int, grid_y: int) -> "Operation.Operation":
- coord_grid_x, coord_grid_y = self._gridSpaceToCoordSpace(grid_x, grid_y)
- center_grid_x = coord_grid_x + (0.5 * self._grid_width)
- center_grid_y = coord_grid_y + (0.5 * self._grid_height)
- bounding_box = node.getBoundingBox()
- center_node_x = (bounding_box.left + bounding_box.right) * 0.5
- center_node_y = (bounding_box.back + bounding_box.front) * 0.5
- delta_x = center_grid_x - center_node_x
- delta_y = center_grid_y - center_node_y
- return TranslateOperation(node, Vector(delta_x, 0, delta_y))
- def _getGridCornerPoints(self, bounding_box: "BoundingVolume") -> Tuple[float, float, float, float]:
- coord_x1 = bounding_box.left
- coord_x2 = bounding_box.right
- coord_y1 = bounding_box.back
- coord_y2 = bounding_box.front
- grid_x1, grid_y1 = self._coordSpaceToGridSpace(coord_x1, coord_y1)
- grid_x2, grid_y2 = self._coordSpaceToGridSpace(coord_x2, coord_y2)
- return grid_x1, grid_y1, grid_x2, grid_y2
- def _getIntersectingGridIdForPolygon(self, polygon)-> Set[Tuple[int, int]]:
- # (x0, y0)
- # |
- # v
- # ┌─────────────┐
- # │ │
- # │ │
- # └─────────────┘ < (x1, y1)
- x0 = float('inf')
- y0 = float('inf')
- x1 = float('-inf')
- y1 = float('-inf')
- grid_idx = set()
- for [x, y] in polygon.getPoints():
- x0 = min(x0, x)
- y0 = min(y0, y)
- x1 = max(x1, x)
- y1 = max(y1, y)
- grid_x1, grid_y1 = self._coordSpaceToGridSpace(x0, y0)
- grid_x2, grid_y2 = self._coordSpaceToGridSpace(x1, y1)
- for grid_x in range(math.floor(grid_x1), math.ceil(grid_x2)):
- for grid_y in range(math.floor(grid_y1), math.ceil(grid_y2)):
- grid_idx.add((grid_x, grid_y))
- return grid_idx
- def _intersectingGridIdxInclusive(self, bounding_box: "BoundingVolume") -> Set[Tuple[int, int]]:
- grid_x1, grid_y1, grid_x2, grid_y2 = self._getGridCornerPoints(bounding_box)
- grid_idx = set()
- for grid_x in range(math.floor(grid_x1), math.ceil(grid_x2)):
- for grid_y in range(math.floor(grid_y1), math.ceil(grid_y2)):
- grid_idx.add((grid_x, grid_y))
- return grid_idx
- def _intersectingGridIdxExclusive(self, bounding_box: "BoundingVolume") -> Set[Tuple[int, int]]:
- grid_x1, grid_y1, grid_x2, grid_y2 = self._getGridCornerPoints(bounding_box)
- grid_idx = set()
- for grid_x in range(math.ceil(grid_x1), math.floor(grid_x2)):
- for grid_y in range(math.ceil(grid_y1), math.floor(grid_y2)):
- grid_idx.add((grid_x, grid_y))
- return grid_idx
- def _gridSpaceToCoordSpace(self, x: float, y: float) -> Tuple[float, float]:
- grid_x = x * self._grid_width + self._build_volume_bounding_box.left + self._offset_x
- grid_y = y * self._grid_height + self._build_volume_bounding_box.back + self._offset_y
- return grid_x, grid_y
- def _coordSpaceToGridSpace(self, grid_x: float, grid_y: float) -> Tuple[float, float]:
- coord_x = (grid_x - self._build_volume_bounding_box.left - self._offset_x) / self._grid_width
- coord_y = (grid_y - self._build_volume_bounding_box.back - self._offset_y) / self._grid_height
- return coord_x, coord_y
- def _checkGridUnderDiscSpace(self, grid_x: int, grid_y: int) -> bool:
- left, back = self._gridSpaceToCoordSpace(grid_x, grid_y)
- right, front = self._gridSpaceToCoordSpace(grid_x + 1, grid_y + 1)
- corners = [(left, back), (right, back), (right, front), (left, front)]
- return all([self._checkPointUnderDiscSpace(x, y) for x, y in corners])
- def _checkPointUnderDiscSpace(self, x: float, y: float) -> bool:
- disc_x, disc_y = self._coordSpaceToDiscSpace(x, y)
- distance_to_center_squared = disc_x ** 2 + disc_y ** 2
- return distance_to_center_squared <= 1.0
- def _coordSpaceToDiscSpace(self, x: float, y: float) -> Tuple[float, float]:
- # Transform coordinate system to
- #
- # coord_build_plate_left = -1
- # | coord_build_plate_right = 1
- # v (0,1) v
- # ┌───────┬───────┐ < coord_build_plate_back = -1
- # │ │ │
- # │ │(0,0) │
- # (-1,0)├───────o───────┤(1,0)
- # │ │ │
- # │ │ │
- # └───────┴───────┘ < coord_build_plate_front = +1
- # (0,-1)
- disc_x = ((x - self._build_volume_bounding_box.left) / self._build_volume_bounding_box.width) * 2.0 - 1.0
- disc_y = ((y - self._build_volume_bounding_box.back) / self._build_volume_bounding_box.depth) * 2.0 - 1.0
- return disc_x, disc_y
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