PlatformPhysics.py 11 KB

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  1. # Copyright (c) 2020 Ultimaker B.V.
  2. # Cura is released under the terms of the LGPLv3 or higher.
  3. from PyQt6.QtCore import QTimer
  4. from shapely.errors import TopologicalError # To capture errors if Shapely messes up.
  5. from UM.Application import Application
  6. from UM.Logger import Logger
  7. from UM.Scene.SceneNode import SceneNode
  8. from UM.Scene.Iterator.BreadthFirstIterator import BreadthFirstIterator
  9. from UM.Math.Vector import Vector
  10. from UM.Scene.Selection import Selection
  11. from UM.Scene.SceneNodeSettings import SceneNodeSettings
  12. from cura.Scene.ConvexHullDecorator import ConvexHullDecorator
  13. from cura.Operations import PlatformPhysicsOperation
  14. from cura.Scene import ZOffsetDecorator
  15. import random # used for list shuffling
  16. class PlatformPhysics:
  17. def __init__(self, controller, volume):
  18. super().__init__()
  19. self._controller = controller
  20. self._controller.getScene().sceneChanged.connect(self._onSceneChanged)
  21. self._controller.toolOperationStarted.connect(self._onToolOperationStarted)
  22. self._controller.toolOperationStopped.connect(self._onToolOperationStopped)
  23. self._build_volume = volume
  24. self._enabled = True
  25. self._change_timer = QTimer()
  26. self._change_timer.setInterval(100)
  27. self._change_timer.setSingleShot(True)
  28. self._change_timer.timeout.connect(self._onChangeTimerFinished)
  29. self._move_factor = 1.1 # By how much should we multiply overlap to calculate a new spot?
  30. self._max_overlap_checks = 10 # How many times should we try to find a new spot per tick?
  31. self._minimum_gap = 2 # It is a minimum distance (in mm) between two models, applicable for small models
  32. Application.getInstance().getPreferences().addPreference("physics/automatic_push_free", False)
  33. Application.getInstance().getPreferences().addPreference("physics/automatic_drop_down", True)
  34. def _onSceneChanged(self, source):
  35. if not source.callDecoration("isSliceable"):
  36. return
  37. self._change_timer.start()
  38. def _onChangeTimerFinished(self):
  39. if not self._enabled:
  40. return
  41. root = self._controller.getScene().getRoot()
  42. build_volume = Application.getInstance().getBuildVolume()
  43. build_volume.updateNodeBoundaryCheck()
  44. # Keep a list of nodes that are moving. We use this so that we don't move two intersecting objects in the
  45. # same direction.
  46. transformed_nodes = []
  47. nodes = list(BreadthFirstIterator(root))
  48. # Only check nodes inside build area.
  49. nodes = [node for node in nodes if (hasattr(node, "_outside_buildarea") and not node._outside_buildarea)]
  50. # We try to shuffle all the nodes to prevent "locked" situations, where iteration B inverts iteration A.
  51. # By shuffling the order of the nodes, this might happen a few times, but at some point it will resolve.
  52. random.shuffle(nodes)
  53. for node in nodes:
  54. if node is root or not isinstance(node, SceneNode) or node.getBoundingBox() is None:
  55. continue
  56. bbox = node.getBoundingBox()
  57. # Move it downwards if bottom is above platform
  58. move_vector = Vector()
  59. if Application.getInstance().getPreferences().getValue("physics/automatic_drop_down") and not (node.getParent() and node.getParent().callDecoration("isGroup") or node.getParent() != root) and node.isEnabled(): #If an object is grouped, don't move it down
  60. z_offset = node.callDecoration("getZOffset") if node.getDecorator(ZOffsetDecorator.ZOffsetDecorator) else 0
  61. move_vector = move_vector.set(y = -bbox.bottom + z_offset)
  62. # If there is no convex hull for the node, start calculating it and continue.
  63. if not node.getDecorator(ConvexHullDecorator) and not node.callDecoration("isNonPrintingMesh"):
  64. node.addDecorator(ConvexHullDecorator())
  65. # only push away objects if this node is a printing mesh
  66. if not node.callDecoration("isNonPrintingMesh") and Application.getInstance().getPreferences().getValue("physics/automatic_push_free"):
  67. # Do not move locked nodes
  68. if node.getSetting(SceneNodeSettings.LockPosition):
  69. continue
  70. # Check for collisions between convex hulls
  71. for other_node in BreadthFirstIterator(root):
  72. # Ignore root, ourselves and anything that is not a normal SceneNode.
  73. 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"):
  74. continue
  75. # Ignore collisions of a group with it's own children
  76. if other_node in node.getAllChildren() or node in other_node.getAllChildren():
  77. continue
  78. # Ignore collisions within a group
  79. if other_node.getParent() and node.getParent() and (other_node.getParent().callDecoration("isGroup") is not None or node.getParent().callDecoration("isGroup") is not None):
  80. continue
  81. # Ignore nodes that do not have the right properties set.
  82. if not other_node.callDecoration("getConvexHull") or not other_node.getBoundingBox():
  83. continue
  84. if other_node in transformed_nodes:
  85. continue # Other node is already moving, wait for next pass.
  86. if other_node.callDecoration("isNonPrintingMesh"):
  87. continue
  88. overlap = (0, 0) # Start loop with no overlap
  89. current_overlap_checks = 0
  90. # Continue to check the overlap until we no longer find one.
  91. while overlap and current_overlap_checks < self._max_overlap_checks:
  92. current_overlap_checks += 1
  93. head_hull = node.callDecoration("getConvexHullHead")
  94. if head_hull: # One at a time intersection.
  95. overlap = head_hull.translate(move_vector.x, move_vector.z).intersectsPolygon(other_node.callDecoration("getConvexHull"))
  96. if not overlap:
  97. other_head_hull = other_node.callDecoration("getConvexHullHead")
  98. if other_head_hull:
  99. overlap = node.callDecoration("getConvexHull").translate(move_vector.x, move_vector.z).intersectsPolygon(other_head_hull)
  100. if overlap:
  101. # Moving ensured that overlap was still there. Try anew!
  102. move_vector = move_vector.set(x = move_vector.x + overlap[0] * self._move_factor,
  103. z = move_vector.z + overlap[1] * self._move_factor)
  104. else:
  105. # Moving ensured that overlap was still there. Try anew!
  106. move_vector = move_vector.set(x = move_vector.x + overlap[0] * self._move_factor,
  107. z = move_vector.z + overlap[1] * self._move_factor)
  108. else:
  109. own_convex_hull = node.callDecoration("getConvexHull")
  110. other_convex_hull = other_node.callDecoration("getConvexHull")
  111. if own_convex_hull and other_convex_hull:
  112. try:
  113. overlap = own_convex_hull.translate(move_vector.x, move_vector.z).intersectsPolygon(other_convex_hull)
  114. except TopologicalError as e: # Can happen if the convex hull is degenerate?
  115. Logger.warning("Got a topological error when calculating convex hull intersection: {err}".format(err = str(e)))
  116. overlap = False
  117. if overlap: # Moving ensured that overlap was still there. Try anew!
  118. temp_move_vector = move_vector.set(x = move_vector.x + overlap[0] * self._move_factor,
  119. z = move_vector.z + overlap[1] * self._move_factor)
  120. # if the distance between two models less than 2mm then try to find a new factor
  121. if abs(temp_move_vector.x - overlap[0]) < self._minimum_gap and abs(temp_move_vector.y - overlap[1]) < self._minimum_gap:
  122. 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
  123. temp_y_factor = (abs(overlap[1]) + self._minimum_gap) / overlap[1] if overlap[1] != 0 else 0 # find y move_factor
  124. temp_scale_factor = temp_x_factor if abs(temp_x_factor) > abs(temp_y_factor) else temp_y_factor
  125. move_vector = move_vector.set(x = move_vector.x + overlap[0] * temp_scale_factor,
  126. z = move_vector.z + overlap[1] * temp_scale_factor)
  127. else:
  128. move_vector = temp_move_vector
  129. else:
  130. # This can happen in some cases if the object is not yet done with being loaded.
  131. # Simply waiting for the next tick seems to resolve this correctly.
  132. overlap = None
  133. if not Vector.Null.equals(move_vector, epsilon = 1e-5):
  134. transformed_nodes.append(node)
  135. op = PlatformPhysicsOperation.PlatformPhysicsOperation(node, move_vector)
  136. op.push()
  137. # After moving, we have to evaluate the boundary checks for nodes
  138. build_volume.updateNodeBoundaryCheck()
  139. def _onToolOperationStarted(self, tool):
  140. self._enabled = False
  141. def _onToolOperationStopped(self, tool):
  142. # Selection tool should not trigger an update.
  143. if tool.getPluginId() == "SelectionTool":
  144. return
  145. if tool.getPluginId() == "TranslateTool":
  146. for node in Selection.getAllSelectedObjects():
  147. if node.getBoundingBox() and node.getBoundingBox().bottom < 0:
  148. if not node.getDecorator(ZOffsetDecorator.ZOffsetDecorator):
  149. node.addDecorator(ZOffsetDecorator.ZOffsetDecorator())
  150. node.callDecoration("setZOffset", node.getBoundingBox().bottom)
  151. else:
  152. if node.getDecorator(ZOffsetDecorator.ZOffsetDecorator):
  153. node.removeDecorator(ZOffsetDecorator.ZOffsetDecorator)
  154. self._enabled = True
  155. self._onChangeTimerFinished()