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These were floats. Rounding numpy-floats still results in floats so I'm just using int(). The result is rounded down instead of nearest, but the difference is at most 50 nanometres anyway. Contributes to issue CURA-7501.
148 lines
7.0 KiB
Python
148 lines
7.0 KiB
Python
# Copyright (c) 2020 Ultimaker B.V.
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# Cura is released under the terms of the LGPLv3 or higher.
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import numpy
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from pynest2d import Point, Box, Item, NfpConfig, nest
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from typing import List, TYPE_CHECKING, Optional, Tuple
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from UM.Application import Application
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from UM.Logger import Logger
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from UM.Math.Matrix import Matrix
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from UM.Math.Polygon import Polygon
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from UM.Math.Quaternion import Quaternion
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from UM.Math.Vector import Vector
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from UM.Operations.AddSceneNodeOperation import AddSceneNodeOperation
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from UM.Operations.GroupedOperation import GroupedOperation
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from UM.Operations.RotateOperation import RotateOperation
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from UM.Operations.TranslateOperation import TranslateOperation
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if TYPE_CHECKING:
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from UM.Scene.SceneNode import SceneNode
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from cura.BuildVolume import BuildVolume
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def findNodePlacement(nodes_to_arrange: List["SceneNode"], build_volume: "BuildVolume", fixed_nodes: Optional[List["SceneNode"]] = None, factor = 10000) -> Tuple[bool, List[Item]]:
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"""
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Find placement for a set of scene nodes, but don't actually move them just yet.
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:param nodes_to_arrange: The list of nodes that need to be moved.
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:param build_volume: The build volume that we want to place the nodes in. It gets size & disallowed areas from this.
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:param fixed_nodes: List of nods that should not be moved, but should be used when deciding where the others nodes
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are placed.
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:param factor: The library that we use is int based. This factor defines how accurate we want it to be.
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:return: tuple (found_solution_for_all, node_items)
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WHERE
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found_solution_for_all: Whether the algorithm found a place on the buildplate for all the objects
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node_items: A list of the nodes return by libnest2d, which contain the new positions on the buildplate
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"""
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machine_width = build_volume.getWidth()
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machine_depth = build_volume.getDepth()
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build_plate_bounding_box = Box(machine_width * factor, machine_depth * factor)
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if fixed_nodes is None:
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fixed_nodes = []
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# Add all the items we want to arrange
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node_items = []
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for node in nodes_to_arrange:
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hull_polygon = node.callDecoration("getConvexHull")
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if not hull_polygon or hull_polygon.getPoints is None:
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Logger.log("w", "Object {} cannot be arranged because it has no convex hull.".format(node.getName()))
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continue
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converted_points = []
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for point in hull_polygon.getPoints():
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converted_points.append(Point(int(point[0] * factor), int(point[1] * factor)))
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item = Item(converted_points)
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node_items.append(item)
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# Use a tiny margin for the build_plate_polygon (the nesting doesn't like overlapping disallowed areas)
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half_machine_width = 0.5 * machine_width - 1
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half_machine_depth = 0.5 * machine_depth - 1
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build_plate_polygon = Polygon(numpy.array([
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[half_machine_width, -half_machine_depth],
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[-half_machine_width, -half_machine_depth],
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[-half_machine_width, half_machine_depth],
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[half_machine_width, half_machine_depth]
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], numpy.float32))
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disallowed_areas = build_volume.getDisallowedAreas()
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num_disallowed_areas_added = 0
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for area in disallowed_areas:
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converted_points = []
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# Clip the disallowed areas so that they don't overlap the bounding box (The arranger chokes otherwise)
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clipped_area = area.intersectionConvexHulls(build_plate_polygon)
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if clipped_area.getPoints() is not None: # numpy array has to be explicitly checked against None
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for point in clipped_area.getPoints():
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converted_points.append(Point(int(point[0] * factor), int(point[1] * factor)))
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disallowed_area = Item(converted_points)
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disallowed_area.markAsDisallowedAreaInBin(0)
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node_items.append(disallowed_area)
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num_disallowed_areas_added += 1
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for node in fixed_nodes:
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converted_points = []
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hull_polygon = node.callDecoration("getConvexHull")
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if hull_polygon is not None and hull_polygon.getPoints() is not None: # numpy array has to be explicitly checked against None
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for point in hull_polygon.getPoints():
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converted_points.append(Point(point[0] * factor, point[1] * factor))
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item = Item(converted_points)
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item.markAsFixedInBin(0)
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node_items.append(item)
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num_disallowed_areas_added += 1
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config = NfpConfig()
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config.accuracy = 1.0
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num_bins = nest(node_items, build_plate_bounding_box, 10000, config)
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# Strip the fixed items (previously placed) and the disallowed areas from the results again.
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node_items = list(filter(lambda item: not item.isFixed(), node_items))
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found_solution_for_all = num_bins == 1
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return found_solution_for_all, node_items
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def arrange(nodes_to_arrange: List["SceneNode"], build_volume: "BuildVolume", fixed_nodes: Optional[List["SceneNode"]] = None, factor = 10000, add_new_nodes_in_scene: bool = False) -> bool:
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"""
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Find placement for a set of scene nodes, and move them by using a single grouped operation.
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:param nodes_to_arrange: The list of nodes that need to be moved.
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:param build_volume: The build volume that we want to place the nodes in. It gets size & disallowed areas from this.
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:param fixed_nodes: List of nods that should not be moved, but should be used when deciding where the others nodes
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are placed.
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:param factor: The library that we use is int based. This factor defines how accuracte we want it to be.
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:param add_new_nodes_in_scene: Whether to create new scene nodes before applying the transformations and rotations
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:return: found_solution_for_all: Whether the algorithm found a place on the buildplate for all the objects
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"""
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scene_root = Application.getInstance().getController().getScene().getRoot()
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found_solution_for_all, node_items = findNodePlacement(nodes_to_arrange, build_volume, fixed_nodes, factor)
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not_fit_count = 0
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grouped_operation = GroupedOperation()
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for node, node_item in zip(nodes_to_arrange, node_items):
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if add_new_nodes_in_scene:
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grouped_operation.addOperation(AddSceneNodeOperation(node, scene_root))
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if node_item.binId() == 0:
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# We found a spot for it
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rotation_matrix = Matrix()
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rotation_matrix.setByRotationAxis(node_item.rotation(), Vector(0, -1, 0))
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grouped_operation.addOperation(RotateOperation(node, Quaternion.fromMatrix(rotation_matrix)))
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grouped_operation.addOperation(TranslateOperation(node, Vector(node_item.translation().x() / factor, 0,
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node_item.translation().y() / factor)))
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else:
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# We didn't find a spot
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grouped_operation.addOperation(
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TranslateOperation(node, Vector(200, node.getWorldPosition().y, -not_fit_count * 20), set_position = True))
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not_fit_count += 1
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grouped_operation.push()
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return found_solution_for_all
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