Revert the OneAtATimeIterator to the pre 06-2018 implementation.

This seems like a better starting point to fix print head collisions,
because we got less bug reports for it compared to the 2018 rewrite.

CURA-6785
This commit is contained in:
Nino van Hooff 2019-09-26 10:42:54 +02:00
parent 7db44ac789
commit e9965ab2a6

View File

@ -1,149 +1,112 @@
# Copyright (c) 2018 Ultimaker B.V.
# Copyright (c) 2015 Ultimaker B.V.
# Cura is released under the terms of the LGPLv3 or higher.
import sys
from shapely import affinity
from shapely.geometry import Polygon
from UM.Scene.Iterator.Iterator import Iterator
from UM.Scene.Iterator import Iterator
from UM.Scene.SceneNode import SceneNode
from functools import cmp_to_key
from UM.Application import Application
# Iterator that determines the object print order when one-at a time mode is enabled.
#
# In one-at-a-time mode, only one extruder can be enabled to print. In order to maximize the number of objects we can
# print, we need to print from the corner that's closest to the extruder that's being used. Here is an illustration:
#
# +--------------------------------+
# | |
# | |
# | | - Rectangle represents the complete print head including fans, etc.
# | X X | y - X's are the nozzles
# | (1) (2) | ^
# | | |
# +--------------------------------+ +--> x
#
# In this case, the nozzles are symmetric, nozzle (1) is closer to the bottom left corner while (2) is closer to the
# bottom right. If we use nozzle (1) to print, then we better off printing from the bottom left corner so the print
# head will not collide into an object on its top-right side, which is a very large unused area. Following the same
# logic, if we are printing with nozzle (2), then it's better to print from the bottom-right side.
#
# This iterator determines the print order following the rules above.
#
class OneAtATimeIterator(Iterator):
## Iterator that returns a list of nodes in the order that they need to be printed
# If there is no solution an empty list is returned.
# Take note that the list of nodes can have children (that may or may not contain mesh data)
class OneAtATimeIterator(Iterator.Iterator):
def __init__(self, scene_node):
from cura.CuraApplication import CuraApplication
self._global_stack = CuraApplication.getInstance().getGlobalContainerStack()
super().__init__(scene_node) # Call super to make multiple inheritence work.
self._hit_map = [[]]
self._original_node_list = []
super().__init__(scene_node) # Call super to make multiple inheritance work.
def getMachineNearestCornerToExtruder(self, global_stack):
head_and_fans_coordinates = global_stack.getHeadAndFansCoordinates()
used_extruder = None
for extruder in global_stack.extruders.values():
if extruder.isEnabled:
used_extruder = extruder
break
extruder_offsets = [used_extruder.getProperty("machine_nozzle_offset_x", "value"),
used_extruder.getProperty("machine_nozzle_offset_y", "value")]
# find the corner that's closest to the origin
min_distance2 = sys.maxsize
min_coord = None
for coord in head_and_fans_coordinates:
x = coord[0] - extruder_offsets[0]
y = coord[1] - extruder_offsets[1]
distance2 = x**2 + y**2
if distance2 <= min_distance2:
min_distance2 = distance2
min_coord = coord
return min_coord
def _checkForCollisions(self) -> bool:
all_nodes = []
for node in self._scene_node.getChildren():
if not issubclass(type(node), SceneNode):
continue
convex_hull = node.callDecoration("getConvexHullHead")
if not convex_hull:
continue
bounding_box = node.getBoundingBox()
if not bounding_box:
continue
from UM.Math.Polygon import Polygon
bounding_box_polygon = Polygon([[bounding_box.left, bounding_box.front],
[bounding_box.left, bounding_box.back],
[bounding_box.right, bounding_box.back],
[bounding_box.right, bounding_box.front]])
all_nodes.append({"node": node,
"bounding_box": bounding_box_polygon,
"convex_hull": convex_hull})
has_collisions = False
for i, node_dict in enumerate(all_nodes):
for j, other_node_dict in enumerate(all_nodes):
if i == j:
continue
if node_dict["bounding_box"].intersectsPolygon(other_node_dict["convex_hull"]):
has_collisions = True
break
if has_collisions:
break
return has_collisions
def _fillStack(self):
min_coord = self.getMachineNearestCornerToExtruder(self._global_stack)
transform_x = -int(round(min_coord[0] / abs(min_coord[0])))
transform_y = -int(round(min_coord[1] / abs(min_coord[1])))
machine_size = [self._global_stack.getProperty("machine_width", "value"),
self._global_stack.getProperty("machine_depth", "value")]
def flip_x(polygon):
tm2 = [-1, 0, 0, 1, 0, 0]
return affinity.affine_transform(affinity.translate(polygon, xoff = -machine_size[0]), tm2)
def flip_y(polygon):
tm2 = [1, 0, 0, -1, 0, 0]
return affinity.affine_transform(affinity.translate(polygon, yoff = -machine_size[1]), tm2)
if self._checkForCollisions():
self._node_stack = []
return
node_list = []
for node in self._scene_node.getChildren():
if not issubclass(type(node), SceneNode):
continue
convex_hull = node.callDecoration("getConvexHull")
if convex_hull:
xmin = min(x for x, _ in convex_hull._points)
xmax = max(x for x, _ in convex_hull._points)
ymin = min(y for _, y in convex_hull._points)
ymax = max(y for _, y in convex_hull._points)
if node.callDecoration("getConvexHull"):
node_list.append(node)
convex_hull_polygon = Polygon.from_bounds(xmin, ymin, xmax, ymax)
if transform_x < 0:
convex_hull_polygon = flip_x(convex_hull_polygon)
if transform_y < 0:
convex_hull_polygon = flip_y(convex_hull_polygon)
node_list.append({"node": node,
"min_coord": [convex_hull_polygon.bounds[0], convex_hull_polygon.bounds[1]],
})
if len(node_list) < 2:
self._node_stack = node_list[:]
return
node_list = sorted(node_list, key = lambda d: d["min_coord"])
# Copy the list
self._original_node_list = node_list[:]
## Initialise the hit map (pre-compute all hits between all objects)
self._hit_map = [[self._checkHit(i,j) for i in node_list] for j in node_list]
# Check if we have to files that block eachother. If this is the case, there is no solution!
for a in range(0,len(node_list)):
for b in range(0,len(node_list)):
if a != b and self._hit_map[a][b] and self._hit_map[b][a]:
return
# Sort the original list so that items that block the most other objects are at the beginning.
# This does not decrease the worst case running time, but should improve it in most cases.
sorted(node_list, key = cmp_to_key(self._calculateScore))
todo_node_list = [_ObjectOrder([], node_list)]
while len(todo_node_list) > 0:
current = todo_node_list.pop()
for node in current.todo:
# Check if the object can be placed with what we have and still allows for a solution in the future
if not self._checkHitMultiple(node, current.order) and not self._checkBlockMultiple(node, current.todo):
# We found a possible result. Create new todo & order list.
new_todo_list = current.todo[:]
new_todo_list.remove(node)
new_order = current.order[:] + [node]
if len(new_todo_list) == 0:
# We have no more nodes to check, so quit looking.
todo_node_list = None
self._node_stack = new_order
return
todo_node_list.append(_ObjectOrder(new_order, new_todo_list))
self._node_stack = [] #No result found!
# Check if first object can be printed before the provided list (using the hit map)
def _checkHitMultiple(self, node, other_nodes):
node_index = self._original_node_list.index(node)
for other_node in other_nodes:
other_node_index = self._original_node_list.index(other_node)
if self._hit_map[node_index][other_node_index]:
return True
return False
def _checkBlockMultiple(self, node, other_nodes):
node_index = self._original_node_list.index(node)
for other_node in other_nodes:
other_node_index = self._original_node_list.index(other_node)
if self._hit_map[other_node_index][node_index] and node_index != other_node_index:
return True
return False
## Calculate score simply sums the number of other objects it 'blocks'
def _calculateScore(self, a, b):
score_a = sum(self._hit_map[self._original_node_list.index(a)])
score_b = sum(self._hit_map[self._original_node_list.index(b)])
return score_a - score_b
# Checks if A can be printed before B
def _checkHit(self, a, b):
if a == b:
return False
overlap = a.callDecoration("getConvexHullBoundary").intersectsPolygon(b.callDecoration("getConvexHullHeadFull"))
if overlap:
return True
else:
return False
## Internal object used to keep track of a possible order in which to print objects.
class _ObjectOrder():
def __init__(self, order, todo):
"""
:param order: List of indexes in which to print objects, ordered by printing order.
:param todo: List of indexes which are not yet inserted into the order list.
"""
self.order = order
self.todo = todo
self._node_stack = [d["node"] for d in node_list]