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- # Copyright (c) 2015 Ultimaker B.V.
- # Cura is released under the terms of the LGPLv3 or higher.
- from PyQt5.QtCore import QTimer
- from UM.Application import Application
- from UM.Scene.SceneNode import SceneNode
- from UM.Scene.Iterator.BreadthFirstIterator import BreadthFirstIterator
- from UM.Math.Vector import Vector
- from UM.Scene.Selection import Selection
- from UM.Preferences import Preferences
- from cura.Scene.ConvexHullDecorator import ConvexHullDecorator
- from cura.Operations import PlatformPhysicsOperation
- from cura.Scene import ZOffsetDecorator
- import random # used for list shuffling
- class PlatformPhysics:
- def __init__(self, controller, volume):
- super().__init__()
- self._controller = controller
- self._controller.getScene().sceneChanged.connect(self._onSceneChanged)
- self._controller.toolOperationStarted.connect(self._onToolOperationStarted)
- self._controller.toolOperationStopped.connect(self._onToolOperationStopped)
- self._build_volume = volume
- self._enabled = True
- self._change_timer = QTimer()
- self._change_timer.setInterval(100)
- self._change_timer.setSingleShot(True)
- self._change_timer.timeout.connect(self._onChangeTimerFinished)
- self._move_factor = 1.1 # By how much should we multiply overlap to calculate a new spot?
- self._max_overlap_checks = 10 # How many times should we try to find a new spot per tick?
- self._minimum_gap = 2 # It is a minimum distance (in mm) between two models, applicable for small models
- Preferences.getInstance().addPreference("physics/automatic_push_free", True)
- Preferences.getInstance().addPreference("physics/automatic_drop_down", True)
- def _onSceneChanged(self, source):
- self._change_timer.start()
- def _onChangeTimerFinished(self):
- if not self._enabled:
- return
- root = self._controller.getScene().getRoot()
- # Keep a list of nodes that are moving. We use this so that we don't move two intersecting objects in the
- # same direction.
- transformed_nodes = []
- # We try to shuffle all the nodes to prevent "locked" situations, where iteration B inverts iteration A.
- # By shuffling the order of the nodes, this might happen a few times, but at some point it will resolve.
- nodes = list(BreadthFirstIterator(root))
- # Only check nodes inside build area.
- nodes = [node for node in nodes if (hasattr(node, "_outside_buildarea") and not node._outside_buildarea)]
- random.shuffle(nodes)
- for node in nodes:
- if node is root or not isinstance(node, SceneNode) or node.getBoundingBox() is None:
- continue
- bbox = node.getBoundingBox()
- # Move it downwards if bottom is above platform
- move_vector = Vector()
- if Preferences.getInstance().getValue("physics/automatic_drop_down") and not (node.getParent() and node.getParent().callDecoration("isGroup")) and node.isEnabled(): #If an object is grouped, don't move it down
- z_offset = node.callDecoration("getZOffset") if node.getDecorator(ZOffsetDecorator.ZOffsetDecorator) else 0
- move_vector = move_vector.set(y = -bbox.bottom + z_offset)
- # If there is no convex hull for the node, start calculating it and continue.
- if not node.getDecorator(ConvexHullDecorator):
- node.addDecorator(ConvexHullDecorator())
- # only push away objects if this node is a printing mesh
- if not node.callDecoration("isNonPrintingMesh") and Preferences.getInstance().getValue("physics/automatic_push_free"):
- # Check for collisions between convex hulls
- for other_node in BreadthFirstIterator(root):
- # Ignore root, ourselves and anything that is not a normal SceneNode.
- if other_node is root or not issubclass(type(other_node), SceneNode) or other_node is node or other_node.callDecoration("getBuildPlateNumber") != node.callDecoration("getBuildPlateNumber"):
- continue
-
- # Ignore collisions of a group with it's own children
- if other_node in node.getAllChildren() or node in other_node.getAllChildren():
- continue
-
- # Ignore collisions within a group
- if other_node.getParent() and node.getParent() and (other_node.getParent().callDecoration("isGroup") is not None or node.getParent().callDecoration("isGroup") is not None):
- continue
-
- # Ignore nodes that do not have the right properties set.
- if not other_node.callDecoration("getConvexHull") or not other_node.getBoundingBox():
- continue
- if other_node in transformed_nodes:
- continue # Other node is already moving, wait for next pass.
- if other_node.callDecoration("isNonPrintingMesh"):
- continue
- overlap = (0, 0) # Start loop with no overlap
- current_overlap_checks = 0
- # Continue to check the overlap until we no longer find one.
- while overlap and current_overlap_checks < self._max_overlap_checks:
- current_overlap_checks += 1
- head_hull = node.callDecoration("getConvexHullHead")
- if head_hull: # One at a time intersection.
- overlap = head_hull.translate(move_vector.x, move_vector.z).intersectsPolygon(other_node.callDecoration("getConvexHull"))
- if not overlap:
- other_head_hull = other_node.callDecoration("getConvexHullHead")
- if other_head_hull:
- overlap = node.callDecoration("getConvexHull").translate(move_vector.x, move_vector.z).intersectsPolygon(other_head_hull)
- if overlap:
- # Moving ensured that overlap was still there. Try anew!
- move_vector = move_vector.set(x = move_vector.x + overlap[0] * self._move_factor,
- z = move_vector.z + overlap[1] * self._move_factor)
- else:
- # Moving ensured that overlap was still there. Try anew!
- move_vector = move_vector.set(x = move_vector.x + overlap[0] * self._move_factor,
- z = move_vector.z + overlap[1] * self._move_factor)
- else:
- own_convex_hull = node.callDecoration("getConvexHull")
- other_convex_hull = other_node.callDecoration("getConvexHull")
- if own_convex_hull and other_convex_hull:
- overlap = own_convex_hull.translate(move_vector.x, move_vector.z).intersectsPolygon(other_convex_hull)
- if overlap: # Moving ensured that overlap was still there. Try anew!
- temp_move_vector = move_vector.set(x = move_vector.x + overlap[0] * self._move_factor,
- z = move_vector.z + overlap[1] * self._move_factor)
- # if the distance between two models less than 2mm then try to find a new factor
- if abs(temp_move_vector.x - overlap[0]) < self._minimum_gap and abs(temp_move_vector.y - overlap[1]) < self._minimum_gap:
- temp_x_factor = (abs(overlap[0]) + self._minimum_gap) / overlap[0] if overlap[0] != 0 else 0 # find x move_factor, like (3.4 + 2) / 3.4 = 1.58
- temp_y_factor = (abs(overlap[1]) + self._minimum_gap) / overlap[1] if overlap[1] != 0 else 0 # find y move_factor
- temp_scale_factor = temp_x_factor if abs(temp_x_factor) > abs(temp_y_factor) else temp_y_factor
- move_vector = move_vector.set(x = move_vector.x + overlap[0] * temp_scale_factor,
- z = move_vector.z + overlap[1] * temp_scale_factor)
- else:
- move_vector = temp_move_vector
- else:
- # This can happen in some cases if the object is not yet done with being loaded.
- # Simply waiting for the next tick seems to resolve this correctly.
- overlap = None
- if not Vector.Null.equals(move_vector, epsilon = 1e-5):
- transformed_nodes.append(node)
- op = PlatformPhysicsOperation.PlatformPhysicsOperation(node, move_vector)
- op.push()
- # After moving, we have to evaluate the boundary checks for nodes
- build_volume = Application.getInstance().getBuildVolume()
- build_volume.updateNodeBoundaryCheck()
- def _onToolOperationStarted(self, tool):
- self._enabled = False
- def _onToolOperationStopped(self, tool):
- # Selection tool should not trigger an update.
- if tool.getPluginId() == "SelectionTool":
- return
- if tool.getPluginId() == "TranslateTool":
- for node in Selection.getAllSelectedObjects():
- if node.getBoundingBox().bottom < 0:
- if not node.getDecorator(ZOffsetDecorator.ZOffsetDecorator):
- node.addDecorator(ZOffsetDecorator.ZOffsetDecorator())
- node.callDecoration("setZOffset", node.getBoundingBox().bottom)
- else:
- if node.getDecorator(ZOffsetDecorator.ZOffsetDecorator):
- node.removeDecorator(ZOffsetDecorator.ZOffsetDecorator)
- self._enabled = True
- self._onChangeTimerFinished()
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