This commit is contained in:
Jaime van Kessel 2015-04-24 17:19:51 +02:00
commit d81a2e7a15
4 changed files with 144 additions and 6 deletions

View File

@ -28,7 +28,7 @@ class BuildVolume(SceneNode):
self._disallowed_areas = []
self._disallowed_area_mesh = None
self._calculate_aabb = False
self.setCalculateBoundingBox(False)
def setWidth(self, width):
self._width = width

32
ConvexHullJob.py Normal file
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@ -0,0 +1,32 @@
from UM.Job import Job
from UM.Application import Application
from UM.Math.Polygon import Polygon
import numpy
from ConvexHullNode import ConvexHullNode
class ConvexHullJob(Job):
def __init__(self, node):
super().__init__()
self._node = node
def run(self):
if not self._node or not self._node.getMeshData():
return
mesh = self._node.getMeshData()
vertexData = mesh.getTransformed(self._node.getWorldTransformation()).getVertices()
hull = Polygon(numpy.rint(vertexData[:, [0, 2]]).astype(int))
# First, calculate the normal convex hull around the points
hull = hull.getConvexHull()
# Then, do a Minkowski hull with a simple 1x1 quad to outset and round the normal convex hull.
hull = hull.getMinkowskiHull(Polygon(numpy.array([[-1, -1], [-1, 1], [1, 1], [1, -1]], numpy.float32)))
hull_node = ConvexHullNode(self._node, hull, Application.getInstance().getController().getScene().getRoot())
self._node._convex_hull = hull
delattr(self._node, "_convex_hull_job")

72
ConvexHullNode.py Normal file
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@ -0,0 +1,72 @@
from UM.Scene.SceneNode import SceneNode
from UM.Resources import Resources
from UM.Math.Color import Color
from UM.Math.Vector import Vector
from UM.Mesh.MeshData import MeshData
import numpy
class ConvexHullNode(SceneNode):
def __init__(self, node, hull, parent = None):
super().__init__(parent)
self.setCalculateBoundingBox(False)
self._material = None
self._original_parent = parent
self._inherit_orientation = False
self._inherit_scale = False
self._node = node
self._node.transformationChanged.connect(self._onNodePositionChanged)
self._node.parentChanged.connect(self._onNodeParentChanged)
#self._onNodePositionChanged(self._node)
self._hull = hull
hull_points = self._hull.getPoints()
center = (hull_points.min(0) + hull_points.max(0)) / 2.0
mesh = MeshData()
mesh.addVertex(center[0], 0.1, center[1])
for point in hull_points:
mesh.addVertex(point[0], 0.1, point[1])
indices = []
for i in range(len(hull_points) - 1):
indices.append([0, i + 1, i + 2])
indices.append([0, mesh.getVertexCount() - 1, 1])
mesh.addIndices(numpy.array(indices, numpy.int32))
self.setMeshData(mesh)
def render(self, renderer):
if not self._material:
self._material = renderer.createMaterial(Resources.getPath(Resources.ShadersLocation, 'basic.vert'), Resources.getPath(Resources.ShadersLocation, 'color.frag'))
self._material.setUniformValue('u_color', Color(35, 35, 35, 128))
renderer.queueNode(self, material = self._material, transparent = True)
return True
def _onNodePositionChanged(self, node):
#self.setPosition(node.getWorldPosition())
if hasattr(node, "_convex_hull"):
delattr(node, "_convex_hull")
self.setParent(None)
#self._node.transformationChanged.disconnect(self._onNodePositionChanged)
#self._node.parentChanged.disconnect(self._onNodeParentChanged)
def _onNodeParentChanged(self, node):
if node.getParent():
self.setParent(self._original_parent)
else:
self.setParent(None)

View File

@ -9,6 +9,7 @@ from UM.Math.AxisAlignedBox import AxisAlignedBox
from UM.Application import Application
from PlatformPhysicsOperation import PlatformPhysicsOperation
from ConvexHullJob import ConvexHullJob
import time
import threading
@ -19,7 +20,6 @@ class PlatformPhysics:
self._controller = controller
self._controller.getScene().sceneChanged.connect(self._onSceneChanged)
self._build_volume = volume
self._signal_source = None
self._change_timer = QTimer()
self._change_timer.setInterval(100)
@ -39,13 +39,47 @@ class PlatformPhysics:
if not bbox or not bbox.isValid():
continue
# Mark the node as outside the build volume if the bounding box test fails.
if self._build_volume.getBoundingBox().intersectsBox(bbox) != AxisAlignedBox.IntersectionResult.FullIntersection:
node._outside_buildarea = True
else:
node._outside_buildarea = False
# Move the node upwards if the bottom is below the build platform.
move_vector = Vector()
if not Float.fuzzyCompare(bbox.bottom, 0.0):
self._signal_source = node
op = PlatformPhysicsOperation(node, Vector(0, -bbox.bottom, 0))
Application.getInstance().getOperationStack().push(op)
self._signal_source = None
move_vector.setY(-bbox.bottom)
# If there is no convex hull for the node, start calculating it and continue.
if not hasattr(node, '_convex_hull'):
if not hasattr(node, '_convex_hull_job'):
job = ConvexHullJob(node)
job.start()
node._convex_hull_job = job
else:
# 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 type(other_node) is not SceneNode or other_node is node:
continue
# Ignore nodes that do not have the right properties set.
if not hasattr(other_node, '_convex_hull') or not other_node.getBoundingBox():
continue
# Check to see if the bounding boxes intersect. If not, we can ignore the node as there is no way the hull intersects.
if node.getBoundingBox().intersectsBox(other_node.getBoundingBox()) == AxisAlignedBox.IntersectionResult.NoIntersection:
continue
# Get the overlap distance for both convex hulls. If this returns None, there is no intersection.
overlap = node._convex_hull.intersectsPolygon(other_node._convex_hull)
if overlap is None:
continue
print(overlap)
move_vector.setX(-overlap[0])
move_vector.setZ(-overlap[1])
if move_vector != Vector():
op = PlatformPhysicsOperation(node, move_vector)
op.push()