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- # Copyright (c) 2017 Ultimaker B.V.
- # Cura is released under the terms of the LGPLv3 or higher.
- 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
- class ArrangeArray:
- def __init__(self, x: int, y: int, fixed_nodes: List[SceneNode]):
- self._x = x
- self._y = y
- self._fixed_nodes = fixed_nodes
- self._count = 0
- self._first_empty = None
- self._has_empty = False
- self._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):
- return self._arrange[index]
- def getFirstEmpty(self):
- if not self._is_empty:
- self.add()
- return self._arrange[self._first_empty]
- class ArrangeObjectsAllBuildPlatesJob(Job):
- def __init__(self, nodes: List[SceneNode], min_offset = 8):
- 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()
- x, y = 200, 200
- 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).
- # We also skip possibilities by slicing through the possibilities (step = 10)
- try_placement = True
- current_build_plate_number = 0 # always start with the first one
- # # Only for first build plate
- # if last_size == size and last_build_plate_number == current_build_plate_number:
- # # This optimization works if many of the objects have the same size
- # # Continue with same build plate number
- # start_priority = last_priority
- # else:
- # start_priority = 0
- 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(offset_shape_arr, start_prio=start_priority, step=10)
- 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, hull_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()
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