Update some documentation to the new style

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Jaime van Kessel 2020-04-10 14:05:17 +02:00
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@ -16,18 +16,17 @@ from collections import namedtuple
import numpy import numpy
import copy import copy
## Return object for bestSpot ## Return object for bestSpot
LocationSuggestion = namedtuple("LocationSuggestion", ["x", "y", "penalty_points", "priority"]) LocationSuggestion = namedtuple("LocationSuggestion", ["x", "y", "penalty_points", "priority"])
## The Arrange classed is used together with ShapeArray. Use it to find
# good locations for objects that you try to put on a build place.
# Different priority schemes can be defined so it alters the behavior while using
# the same logic.
#
# Note: Make sure the scale is the same between ShapeArray objects and the Arrange instance.
class Arrange: class Arrange:
"""
The Arrange classed is used together with ShapeArray. Use it to find good locations for objects that you try to put
on a build place. Different priority schemes can be defined so it alters the behavior while using the same logic.
Note: Make sure the scale is the same between ShapeArray objects and the Arrange instance.
"""
build_volume = None # type: Optional[BuildVolume] build_volume = None # type: Optional[BuildVolume]
def __init__(self, x, y, offset_x, offset_y, scale = 0.5): def __init__(self, x, y, offset_x, offset_y, scale = 0.5):
@ -42,14 +41,21 @@ class Arrange:
self._last_priority = 0 self._last_priority = 0
self._is_empty = True self._is_empty = True
## Helper to create an Arranger instance
#
# Either fill in scene_root and create will find all sliceable nodes by itself,
# or use fixed_nodes to provide the nodes yourself.
# \param scene_root Root for finding all scene nodes
# \param fixed_nodes Scene nodes to be placed
@classmethod @classmethod
def create(cls, scene_root = None, fixed_nodes = None, scale = 0.5, x = 350, y = 250, min_offset = 8): def create(cls, scene_root = None, fixed_nodes = None, scale = 0.5, x = 350, y = 250, min_offset = 8):
"""
Helper to create an Arranger instance
Either fill in scene_root and create will find all sliceable nodes by itself, or use fixed_nodes to provide the
nodes yourself.
:param scene_root: Root for finding all scene nodes
:param fixed_nodes: Scene nodes to be placed
:param scale:
:param x:
:param y:
:param min_offset:
:return:
"""
arranger = Arrange(x, y, x // 2, y // 2, scale = scale) arranger = Arrange(x, y, x // 2, y // 2, scale = scale)
arranger.centerFirst() arranger.centerFirst()
@ -88,12 +94,15 @@ class Arrange:
def resetLastPriority(self): def resetLastPriority(self):
self._last_priority = 0 self._last_priority = 0
## Find placement for a node (using offset shape) and place it (using hull shape)
# return the nodes that should be placed
# \param node
# \param offset_shape_arr ShapeArray with offset, for placing the shape
# \param hull_shape_arr ShapeArray without offset, used to find location
def findNodePlacement(self, node: SceneNode, offset_shape_arr: ShapeArray, hull_shape_arr: ShapeArray, step = 1): def findNodePlacement(self, node: SceneNode, offset_shape_arr: ShapeArray, hull_shape_arr: ShapeArray, step = 1):
"""
Find placement for a node (using offset shape) and place it (using hull shape)
:param node:
:param offset_shape_arr: hapeArray with offset, for placing the shape
:param hull_shape_arr: ShapeArray without offset, used to find location
:param step:
:return: the nodes that should be placed
"""
best_spot = self.bestSpot( best_spot = self.bestSpot(
hull_shape_arr, start_prio = self._last_priority, step = step) hull_shape_arr, start_prio = self._last_priority, step = step)
x, y = best_spot.x, best_spot.y x, y = best_spot.x, best_spot.y
@ -119,29 +128,35 @@ class Arrange:
node.setPosition(Vector(200, center_y, 100)) node.setPosition(Vector(200, center_y, 100))
return found_spot return found_spot
## Fill priority, center is best. Lower value is better
# This is a strategy for the arranger.
def centerFirst(self): def centerFirst(self):
"""
Fill priority, center is best. Lower value is better.
:return:
"""
# Square distance: creates a more round shape # Square distance: creates a more round shape
self._priority = numpy.fromfunction( self._priority = numpy.fromfunction(
lambda j, i: (self._offset_x - i) ** 2 + (self._offset_y - j) ** 2, self._shape, dtype=numpy.int32) lambda j, i: (self._offset_x - i) ** 2 + (self._offset_y - j) ** 2, self._shape, dtype=numpy.int32)
self._priority_unique_values = numpy.unique(self._priority) self._priority_unique_values = numpy.unique(self._priority)
self._priority_unique_values.sort() self._priority_unique_values.sort()
## Fill priority, back is best. Lower value is better
# This is a strategy for the arranger.
def backFirst(self): def backFirst(self):
"""
Fill priority, back is best. Lower value is better
:return:
"""
self._priority = numpy.fromfunction( self._priority = numpy.fromfunction(
lambda j, i: 10 * j + abs(self._offset_x - i), self._shape, dtype=numpy.int32) lambda j, i: 10 * j + abs(self._offset_x - i), self._shape, dtype=numpy.int32)
self._priority_unique_values = numpy.unique(self._priority) self._priority_unique_values = numpy.unique(self._priority)
self._priority_unique_values.sort() self._priority_unique_values.sort()
## Return the amount of "penalty points" for polygon, which is the sum of priority
# None if occupied
# \param x x-coordinate to check shape
# \param y y-coordinate
# \param shape_arr the ShapeArray object to place
def checkShape(self, x, y, shape_arr): def checkShape(self, x, y, shape_arr):
"""
Return the amount of "penalty points" for polygon, which is the sum of priority
:param x: x-coordinate to check shape
:param y:
:param shape_arr: the ShapeArray object to place
:return: None if occupied
"""
x = int(self._scale * x) x = int(self._scale * x)
y = int(self._scale * y) y = int(self._scale * y)
offset_x = x + self._offset_x + shape_arr.offset_x offset_x = x + self._offset_x + shape_arr.offset_x
@ -165,12 +180,14 @@ class Arrange:
offset_x:offset_x + shape_arr.arr.shape[1]] offset_x:offset_x + shape_arr.arr.shape[1]]
return numpy.sum(prio_slice[numpy.where(shape_arr.arr == 1)]) return numpy.sum(prio_slice[numpy.where(shape_arr.arr == 1)])
## Find "best" spot for ShapeArray
# Return namedtuple with properties x, y, penalty_points, priority.
# \param shape_arr ShapeArray
# \param start_prio Start with this priority value (and skip the ones before)
# \param step Slicing value, higher = more skips = faster but less accurate
def bestSpot(self, shape_arr, start_prio = 0, step = 1): def bestSpot(self, shape_arr, start_prio = 0, step = 1):
"""
Find "best" spot for ShapeArray
:param shape_arr:
:param start_prio: Start with this priority value (and skip the ones before)
:param step: Slicing value, higher = more skips = faster but less accurate
:return: namedtuple with properties x, y, penalty_points, priority.
"""
start_idx_list = numpy.where(self._priority_unique_values == start_prio) start_idx_list = numpy.where(self._priority_unique_values == start_prio)
if start_idx_list: if start_idx_list:
try: try:
@ -192,13 +209,16 @@ class Arrange:
return LocationSuggestion(x = projected_x, y = projected_y, penalty_points = penalty_points, priority = priority) return LocationSuggestion(x = projected_x, y = projected_y, penalty_points = penalty_points, priority = priority)
return LocationSuggestion(x = None, y = None, penalty_points = None, priority = priority) # No suitable location found :-( return LocationSuggestion(x = None, y = None, penalty_points = None, priority = priority) # No suitable location found :-(
## Place the object.
# Marks the locations in self._occupied and self._priority
# \param x x-coordinate
# \param y y-coordinate
# \param shape_arr ShapeArray object
# \param update_empty updates the _is_empty, used when adding disallowed areas
def place(self, x, y, shape_arr, update_empty = True): def place(self, x, y, shape_arr, update_empty = True):
"""
Place the object.
Marks the locations in self._occupied and self._priority
:param x:
:param y:
:param shape_arr:
:param update_empty: updates the _is_empty, used when adding disallowed areas
:return:
"""
x = int(self._scale * x) x = int(self._scale * x)
y = int(self._scale * y) y = int(self._scale * y)
offset_x = x + self._offset_x + shape_arr.offset_x offset_x = x + self._offset_x + shape_arr.offset_x