mirror of
https://git.mirrors.martin98.com/https://github.com/Ultimaker/Cura
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152 lines
6.1 KiB
Python
152 lines
6.1 KiB
Python
# Copyright (c) 2019 Ultimaker B.V.
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# Cura is released under the terms of the LGPLv3 or higher.
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from typing import List
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from UM.Scene.Iterator import Iterator
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from UM.Scene.SceneNode import SceneNode
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from functools import cmp_to_key
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class OneAtATimeIterator(Iterator.Iterator):
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"""Iterator that returns a list of nodes in the order that they need to be printed
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If there is no solution an empty list is returned.
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Take note that the list of nodes can have children (that may or may not contain mesh data)
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"""
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def __init__(self, scene_node) -> None:
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super().__init__(scene_node) # Call super to make multiple inheritance work.
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self._hit_map = [[]] # type: List[List[bool]] # For each node, which other nodes this hits. A grid of booleans on which nodes hit which.
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self._original_node_list = [] # type: List[SceneNode] # The nodes that need to be checked for collisions.
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def _fillStack(self) -> None:
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"""Fills the ``_node_stack`` with a list of scene nodes that need to be printed in order. """
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node_list = []
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for node in self._scene_node.getChildren():
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if not issubclass(type(node), SceneNode):
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continue
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# Node can't be printed, so don't bother sending it.
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if getattr(node, "_outside_buildarea", False):
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continue
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if node.callDecoration("getConvexHull"):
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node_list.append(node)
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if len(node_list) < 2:
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self._node_stack = node_list[:]
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return
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# Copy the list
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self._original_node_list = node_list[:]
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# Initialise the hit map (pre-compute all hits between all objects)
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self._hit_map = [[self._checkHit(i, j) for i in node_list] for j in node_list]
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# Check if we have to files that block each other. If this is the case, there is no solution!
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for a in range(0, len(node_list)):
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for b in range(0, len(node_list)):
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if a != b and self._hit_map[a][b] and self._hit_map[b][a]:
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return
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# Sort the original list so that items that block the most other objects are at the beginning.
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# This does not decrease the worst case running time, but should improve it in most cases.
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sorted(node_list, key = cmp_to_key(self._calculateScore))
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todo_node_list = [_ObjectOrder([], node_list)]
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while len(todo_node_list) > 0:
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current = todo_node_list.pop()
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for node in current.todo:
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# Check if the object can be placed with what we have and still allows for a solution in the future
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if not self._checkHitMultiple(node, current.order) and not self._checkBlockMultiple(node, current.todo):
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# We found a possible result. Create new todo & order list.
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new_todo_list = current.todo[:]
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new_todo_list.remove(node)
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new_order = current.order[:] + [node]
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if len(new_todo_list) == 0:
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# We have no more nodes to check, so quit looking.
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self._node_stack = new_order
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return
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todo_node_list.append(_ObjectOrder(new_order, new_todo_list))
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self._node_stack = [] #No result found!
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# Check if first object can be printed before the provided list (using the hit map)
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def _checkHitMultiple(self, node: SceneNode, other_nodes: List[SceneNode]) -> bool:
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node_index = self._original_node_list.index(node)
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for other_node in other_nodes:
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other_node_index = self._original_node_list.index(other_node)
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if self._hit_map[node_index][other_node_index]:
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return True
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return False
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def _checkBlockMultiple(self, node: SceneNode, other_nodes: List[SceneNode]) -> bool:
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"""Check for a node whether it hits any of the other nodes.
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:param node: The node to check whether it collides with the other nodes.
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:param other_nodes: The nodes to check for collisions.
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:return: returns collision between nodes
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"""
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node_index = self._original_node_list.index(node)
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for other_node in other_nodes:
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other_node_index = self._original_node_list.index(other_node)
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if self._hit_map[other_node_index][node_index] and node_index != other_node_index:
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return True
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return False
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def _calculateScore(self, a: SceneNode, b: SceneNode) -> int:
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"""Calculate score simply sums the number of other objects it 'blocks'
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:param a: node
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:param b: node
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:return: sum of the number of other objects
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"""
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score_a = sum(self._hit_map[self._original_node_list.index(a)])
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score_b = sum(self._hit_map[self._original_node_list.index(b)])
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return score_a - score_b
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def _checkHit(self, a: SceneNode, b: SceneNode) -> bool:
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"""Checks if a can be printed before b
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:param a: node
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:param b: node
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:return: true if a can be printed before b
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"""
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if a == b:
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return False
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a_hit_hull = a.callDecoration("getConvexHullBoundary")
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b_hit_hull = b.callDecoration("getConvexHullHeadFull")
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overlap = a_hit_hull.intersectsPolygon(b_hit_hull)
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if overlap:
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return True
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# Adhesion areas must never overlap, regardless of printing order
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# This would cause over-extrusion
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a_hit_hull = a.callDecoration("getAdhesionArea")
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b_hit_hull = b.callDecoration("getAdhesionArea")
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overlap = a_hit_hull.intersectsPolygon(b_hit_hull)
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if overlap:
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return True
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else:
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return False
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class _ObjectOrder:
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"""Internal object used to keep track of a possible order in which to print objects."""
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def __init__(self, order: List[SceneNode], todo: List[SceneNode]) -> None:
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"""Creates the _ObjectOrder instance.
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:param order: List of indices in which to print objects, ordered by printing order.
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:param todo: List of indices which are not yet inserted into the order list.
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"""
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self.order = order
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self.todo = todo
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