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It should really just not print anything except what pytest prints, so you can easily see what tests have failed and what have not.
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 UM.Application import Application
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from UM.Job import Job
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from UM.Scene.SceneNode import SceneNode
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from UM.Math.Vector import Vector
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from UM.Operations.TranslateOperation import TranslateOperation
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from UM.Operations.GroupedOperation import GroupedOperation
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from UM.Message import Message
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from UM.i18n import i18nCatalog
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i18n_catalog = i18nCatalog("cura")
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from cura.Scene.ZOffsetDecorator import ZOffsetDecorator
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from cura.Arranging.Arrange import Arrange
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from cura.Arranging.ShapeArray import ShapeArray
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from typing import List
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## Do arrangements on multiple build plates (aka builtiplexer)
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class ArrangeArray:
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def __init__(self, x: int, y: int, fixed_nodes: List[SceneNode]) -> None:
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self._x = x
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self._y = y
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self._fixed_nodes = fixed_nodes
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self._count = 0
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self._first_empty = None
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self._has_empty = False
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self._arrange = [] # type: List[Arrange]
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def _update_first_empty(self):
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for i, a in enumerate(self._arrange):
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if a.isEmpty:
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self._first_empty = i
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self._has_empty = True
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return
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self._first_empty = None
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self._has_empty = False
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def add(self):
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new_arrange = Arrange.create(x = self._x, y = self._y, fixed_nodes = self._fixed_nodes)
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self._arrange.append(new_arrange)
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self._count += 1
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self._update_first_empty()
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def count(self):
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return self._count
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def get(self, index):
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return self._arrange[index]
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def getFirstEmpty(self):
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if not self._has_empty:
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self.add()
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return self._arrange[self._first_empty]
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class ArrangeObjectsAllBuildPlatesJob(Job):
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def __init__(self, nodes: List[SceneNode], min_offset = 8) -> None:
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super().__init__()
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self._nodes = nodes
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self._min_offset = min_offset
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def run(self):
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status_message = Message(i18n_catalog.i18nc("@info:status", "Finding new location for objects"),
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lifetime = 0,
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dismissable=False,
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progress = 0,
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title = i18n_catalog.i18nc("@info:title", "Finding Location"))
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status_message.show()
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# Collect nodes to be placed
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nodes_arr = [] # fill with (size, node, offset_shape_arr, hull_shape_arr)
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for node in self._nodes:
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offset_shape_arr, hull_shape_arr = ShapeArray.fromNode(node, min_offset = self._min_offset)
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nodes_arr.append((offset_shape_arr.arr.shape[0] * offset_shape_arr.arr.shape[1], node, offset_shape_arr, hull_shape_arr))
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# Sort the nodes with the biggest area first.
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nodes_arr.sort(key=lambda item: item[0])
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nodes_arr.reverse()
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global_container_stack = Application.getInstance().getGlobalContainerStack()
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machine_width = global_container_stack.getProperty("machine_width", "value")
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machine_depth = global_container_stack.getProperty("machine_depth", "value")
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x, y = machine_width, machine_depth
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arrange_array = ArrangeArray(x = x, y = y, fixed_nodes = [])
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arrange_array.add()
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# Place nodes one at a time
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start_priority = 0
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grouped_operation = GroupedOperation()
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found_solution_for_all = True
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left_over_nodes = [] # nodes that do not fit on an empty build plate
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for idx, (size, node, offset_shape_arr, hull_shape_arr) in enumerate(nodes_arr):
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# For performance reasons, we assume that when a location does not fit,
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# it will also not fit for the next object (while what can be untrue).
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try_placement = True
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current_build_plate_number = 0 # always start with the first one
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while try_placement:
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# make sure that current_build_plate_number is not going crazy or you'll have a lot of arrange objects
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while current_build_plate_number >= arrange_array.count():
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arrange_array.add()
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arranger = arrange_array.get(current_build_plate_number)
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best_spot = arranger.bestSpot(hull_shape_arr, start_prio=start_priority)
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x, y = best_spot.x, best_spot.y
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node.removeDecorator(ZOffsetDecorator)
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if node.getBoundingBox():
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center_y = node.getWorldPosition().y - node.getBoundingBox().bottom
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else:
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center_y = 0
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if x is not None: # We could find a place
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arranger.place(x, y, offset_shape_arr) # place the object in the arranger
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node.callDecoration("setBuildPlateNumber", current_build_plate_number)
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grouped_operation.addOperation(TranslateOperation(node, Vector(x, center_y, y), set_position = True))
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try_placement = False
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else:
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# very naive, because we skip to the next build plate if one model doesn't fit.
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if arranger.isEmpty:
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# apparently we can never place this object
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left_over_nodes.append(node)
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try_placement = False
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else:
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# try next build plate
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current_build_plate_number += 1
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try_placement = True
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status_message.setProgress((idx + 1) / len(nodes_arr) * 100)
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Job.yieldThread()
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for node in left_over_nodes:
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node.callDecoration("setBuildPlateNumber", -1) # these are not on any build plate
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found_solution_for_all = False
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grouped_operation.push()
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status_message.hide()
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if not found_solution_for_all:
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no_full_solution_message = Message(i18n_catalog.i18nc("@info:status", "Unable to find a location within the build volume for all objects"),
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title = i18n_catalog.i18nc("@info:title", "Can't Find Location"))
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no_full_solution_message.show()
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