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Merge branch 'master' of https://github.com/Ultimaker/PluggableCura
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commit
d81a2e7a15
@ -28,7 +28,7 @@ class BuildVolume(SceneNode):
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self._disallowed_areas = []
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self._disallowed_area_mesh = None
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self._calculate_aabb = False
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self.setCalculateBoundingBox(False)
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def setWidth(self, width):
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self._width = width
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32
ConvexHullJob.py
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32
ConvexHullJob.py
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@ -0,0 +1,32 @@
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from UM.Job import Job
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from UM.Application import Application
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from UM.Math.Polygon import Polygon
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import numpy
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from ConvexHullNode import ConvexHullNode
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class ConvexHullJob(Job):
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def __init__(self, node):
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super().__init__()
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self._node = node
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def run(self):
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if not self._node or not self._node.getMeshData():
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return
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mesh = self._node.getMeshData()
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vertexData = mesh.getTransformed(self._node.getWorldTransformation()).getVertices()
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hull = Polygon(numpy.rint(vertexData[:, [0, 2]]).astype(int))
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# First, calculate the normal convex hull around the points
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hull = hull.getConvexHull()
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# Then, do a Minkowski hull with a simple 1x1 quad to outset and round the normal convex hull.
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hull = hull.getMinkowskiHull(Polygon(numpy.array([[-1, -1], [-1, 1], [1, 1], [1, -1]], numpy.float32)))
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hull_node = ConvexHullNode(self._node, hull, Application.getInstance().getController().getScene().getRoot())
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self._node._convex_hull = hull
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delattr(self._node, "_convex_hull_job")
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72
ConvexHullNode.py
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72
ConvexHullNode.py
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@ -0,0 +1,72 @@
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from UM.Scene.SceneNode import SceneNode
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from UM.Resources import Resources
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from UM.Math.Color import Color
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from UM.Math.Vector import Vector
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from UM.Mesh.MeshData import MeshData
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import numpy
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class ConvexHullNode(SceneNode):
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def __init__(self, node, hull, parent = None):
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super().__init__(parent)
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self.setCalculateBoundingBox(False)
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self._material = None
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self._original_parent = parent
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self._inherit_orientation = False
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self._inherit_scale = False
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self._node = node
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self._node.transformationChanged.connect(self._onNodePositionChanged)
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self._node.parentChanged.connect(self._onNodeParentChanged)
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#self._onNodePositionChanged(self._node)
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self._hull = hull
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hull_points = self._hull.getPoints()
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center = (hull_points.min(0) + hull_points.max(0)) / 2.0
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mesh = MeshData()
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mesh.addVertex(center[0], 0.1, center[1])
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for point in hull_points:
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mesh.addVertex(point[0], 0.1, point[1])
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indices = []
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for i in range(len(hull_points) - 1):
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indices.append([0, i + 1, i + 2])
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indices.append([0, mesh.getVertexCount() - 1, 1])
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mesh.addIndices(numpy.array(indices, numpy.int32))
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self.setMeshData(mesh)
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def render(self, renderer):
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if not self._material:
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self._material = renderer.createMaterial(Resources.getPath(Resources.ShadersLocation, 'basic.vert'), Resources.getPath(Resources.ShadersLocation, 'color.frag'))
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self._material.setUniformValue('u_color', Color(35, 35, 35, 128))
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renderer.queueNode(self, material = self._material, transparent = True)
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return True
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def _onNodePositionChanged(self, node):
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#self.setPosition(node.getWorldPosition())
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if hasattr(node, "_convex_hull"):
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delattr(node, "_convex_hull")
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self.setParent(None)
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#self._node.transformationChanged.disconnect(self._onNodePositionChanged)
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#self._node.parentChanged.disconnect(self._onNodeParentChanged)
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def _onNodeParentChanged(self, node):
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if node.getParent():
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self.setParent(self._original_parent)
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else:
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self.setParent(None)
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@ -9,6 +9,7 @@ from UM.Math.AxisAlignedBox import AxisAlignedBox
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from UM.Application import Application
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from PlatformPhysicsOperation import PlatformPhysicsOperation
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from ConvexHullJob import ConvexHullJob
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import time
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import threading
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@ -19,7 +20,6 @@ class PlatformPhysics:
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self._controller = controller
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self._controller.getScene().sceneChanged.connect(self._onSceneChanged)
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self._build_volume = volume
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self._signal_source = None
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self._change_timer = QTimer()
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self._change_timer.setInterval(100)
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@ -39,13 +39,47 @@ class PlatformPhysics:
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if not bbox or not bbox.isValid():
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continue
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# Mark the node as outside the build volume if the bounding box test fails.
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if self._build_volume.getBoundingBox().intersectsBox(bbox) != AxisAlignedBox.IntersectionResult.FullIntersection:
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node._outside_buildarea = True
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else:
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node._outside_buildarea = False
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# Move the node upwards if the bottom is below the build platform.
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move_vector = Vector()
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if not Float.fuzzyCompare(bbox.bottom, 0.0):
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self._signal_source = node
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op = PlatformPhysicsOperation(node, Vector(0, -bbox.bottom, 0))
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Application.getInstance().getOperationStack().push(op)
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self._signal_source = None
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move_vector.setY(-bbox.bottom)
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# If there is no convex hull for the node, start calculating it and continue.
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if not hasattr(node, '_convex_hull'):
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if not hasattr(node, '_convex_hull_job'):
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job = ConvexHullJob(node)
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job.start()
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node._convex_hull_job = job
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else:
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# Check for collisions between convex hulls
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for other_node in BreadthFirstIterator(root):
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# Ignore root, ourselves and anything that is not a normal SceneNode.
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if other_node is root or type(other_node) is not SceneNode or other_node is node:
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continue
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# Ignore nodes that do not have the right properties set.
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if not hasattr(other_node, '_convex_hull') or not other_node.getBoundingBox():
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continue
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# Check to see if the bounding boxes intersect. If not, we can ignore the node as there is no way the hull intersects.
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if node.getBoundingBox().intersectsBox(other_node.getBoundingBox()) == AxisAlignedBox.IntersectionResult.NoIntersection:
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continue
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# Get the overlap distance for both convex hulls. If this returns None, there is no intersection.
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overlap = node._convex_hull.intersectsPolygon(other_node._convex_hull)
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if overlap is None:
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continue
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print(overlap)
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move_vector.setX(-overlap[0])
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move_vector.setZ(-overlap[1])
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if move_vector != Vector():
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op = PlatformPhysicsOperation(node, move_vector)
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op.push()
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