Cura/cura/Arranging/Nest2DArrange.py
Erwan MATHIEU a4a35ba485 Fix overlapping objects after auto-arrange
CURA-12453
* Use DONT_ALIGN alignment, otherwise all the transforms get re-centered, including the ones of the fixed objects
* Remove DONT_ALIGN strategy for starting point, which is a non-handled case in the inner library
2025-03-10 13:46:31 +01:00

194 lines
8.9 KiB
Python

# Copyright (c) 2020 Ultimaker B.V.
# Cura is released under the terms of the LGPLv3 or higher.
import numpy
from pynest2d import Point, Box, Item, NfpConfig, nest
from typing import List, TYPE_CHECKING, Optional, Tuple
from UM.Application import Application
from UM.Decorators import deprecated
from UM.Logger import Logger
from UM.Math.Matrix import Matrix
from UM.Math.Polygon import Polygon
from UM.Math.Quaternion import Quaternion
from UM.Math.Vector import Vector
from UM.Operations.AddSceneNodeOperation import AddSceneNodeOperation
from UM.Operations.GroupedOperation import GroupedOperation
from UM.Operations.RotateOperation import RotateOperation
from UM.Operations.TranslateOperation import TranslateOperation
from cura.Arranging.Arranger import Arranger
if TYPE_CHECKING:
from UM.Scene.SceneNode import SceneNode
from cura.BuildVolume import BuildVolume
class Nest2DArrange(Arranger):
def __init__(self,
nodes_to_arrange: List["SceneNode"],
build_volume: "BuildVolume",
fixed_nodes: Optional[List["SceneNode"]] = None,
*,
factor: int = 10000,
lock_rotation: bool = False):
"""
:param nodes_to_arrange: The list of nodes that need to be moved.
:param build_volume: The build volume that we want to place the nodes in. It gets size & disallowed areas from this.
:param fixed_nodes: List of nods that should not be moved, but should be used when deciding where the others nodes
are placed.
:param factor: The library that we use is int based. This factor defines how accuracte we want it to be.
:param lock_rotation: If set to true the orientation of the object will remain the same
"""
super().__init__()
self._nodes_to_arrange = nodes_to_arrange
self._build_volume = build_volume
self._fixed_nodes = fixed_nodes
self._factor = factor
self._lock_rotation = lock_rotation
def findNodePlacement(self) -> Tuple[bool, List[Item]]:
spacing = int(1.5 * self._factor) # 1.5mm spacing.
edge_disallowed_size = self._build_volume.getEdgeDisallowedSize()
machine_width = self._build_volume.getWidth() - (edge_disallowed_size * 2)
machine_depth = self._build_volume.getDepth() - (edge_disallowed_size * 2)
build_plate_bounding_box = Box(int(machine_width * self._factor), int(machine_depth * self._factor))
# Use a tiny margin for the build_plate_polygon (the nesting doesn't like overlapping disallowed areas)
half_machine_width = 0.5 * machine_width - 1
half_machine_depth = 0.5 * machine_depth - 1
build_plate_polygon = Polygon(numpy.array([
[half_machine_width, -half_machine_depth],
[-half_machine_width, -half_machine_depth],
[-half_machine_width, half_machine_depth],
[half_machine_width, half_machine_depth]
], numpy.float32))
def _convert_points(points):
if points is not None and len(points) > 2: # numpy array has to be explicitly checked against None
converted_points = []
for point in points:
converted_points.append(Point(int(point[0] * self._factor), int(point[1] * self._factor)))
return [converted_points]
else:
return []
polygons_nodes_to_arrange = []
for node in self._nodes_to_arrange:
hull_polygon = node.callDecoration("getConvexHull")
if not hull_polygon or hull_polygon.getPoints is None:
Logger.log("w", "Object {} cannot be arranged because it has no convex hull.".format(node.getName()))
continue
polygons_nodes_to_arrange += _convert_points(hull_polygon.getPoints())
polygons_disallowed_areas = []
for area in self._build_volume.getDisallowedAreas():
# Clip the disallowed areas so that they don't overlap the bounding box (The arranger chokes otherwise)
clipped_area = area.intersectionConvexHulls(build_plate_polygon)
polygons_disallowed_areas += _convert_points(clipped_area.getPoints())
polygons_fixed_nodes = []
if self._fixed_nodes is None:
self._fixed_nodes = []
for node in self._fixed_nodes:
hull_polygon = node.callDecoration("getConvexHull")
if hull_polygon is not None:
polygons_fixed_nodes += _convert_points(hull_polygon.getPoints())
strategies = [NfpConfig.Alignment.CENTER,
NfpConfig.Alignment.BOTTOM_LEFT,
NfpConfig.Alignment.BOTTOM_RIGHT,
NfpConfig.Alignment.TOP_LEFT,
NfpConfig.Alignment.TOP_RIGHT]
found_solution_for_all = False
while not found_solution_for_all and len(strategies) > 0:
# Add all the items we want to arrange
node_items = []
for polygon in polygons_nodes_to_arrange:
node_items.append(Item(polygon))
for polygon in polygons_disallowed_areas:
disallowed_area = Item(polygon)
disallowed_area.markAsDisallowedAreaInBin(0)
node_items.append(disallowed_area)
for polygon in polygons_fixed_nodes:
item = Item(polygon)
item.markAsFixedInBin(0)
node_items.append(item)
config = NfpConfig()
config.accuracy = 1.0
config.alignment = NfpConfig.Alignment.DONT_ALIGN
config.starting_point = strategies[0]
strategies = strategies[1:]
if self._lock_rotation:
config.rotations = [0.0]
num_bins = nest(node_items, build_plate_bounding_box, spacing, config)
# Strip the fixed items (previously placed) and the disallowed areas from the results again.
node_items = list(filter(lambda item: not item.isFixed(), node_items))
found_solution_for_all = num_bins == 1
return found_solution_for_all, node_items
def createGroupOperationForArrange(self, add_new_nodes_in_scene: bool = False) -> Tuple[GroupedOperation, int]:
scene_root = Application.getInstance().getController().getScene().getRoot()
found_solution_for_all, node_items = self.findNodePlacement()
not_fit_count = 0
grouped_operation = GroupedOperation()
for node, node_item in zip(self._nodes_to_arrange, node_items):
if add_new_nodes_in_scene:
grouped_operation.addOperation(AddSceneNodeOperation(node, scene_root))
if node_item.binId() == 0:
# We found a spot for it
rotation_matrix = Matrix()
rotation_matrix.setByRotationAxis(node_item.rotation(), Vector(0, -1, 0))
grouped_operation.addOperation(RotateOperation(node, Quaternion.fromMatrix(rotation_matrix)))
grouped_operation.addOperation(
TranslateOperation(node, Vector(node_item.translation().x() / self._factor, 0,
node_item.translation().y() / self._factor)))
else:
# We didn't find a spot
grouped_operation.addOperation(
TranslateOperation(node, Vector(200, node.getWorldPosition().y, -not_fit_count * 20), set_position = True))
not_fit_count += 1
return grouped_operation, not_fit_count
@deprecated("Use the Nest2DArrange class instead")
def findNodePlacement(nodes_to_arrange: List["SceneNode"], build_volume: "BuildVolume",
fixed_nodes: Optional[List["SceneNode"]] = None, factor=10000) -> Tuple[bool, List[Item]]:
arranger = Nest2DArrange(nodes_to_arrange, build_volume, fixed_nodes, factor=factor)
return arranger.findNodePlacement()
@deprecated("Use the Nest2DArrange class instead")
def createGroupOperationForArrange(nodes_to_arrange: List["SceneNode"],
build_volume: "BuildVolume",
fixed_nodes: Optional[List["SceneNode"]] = None,
factor=10000,
add_new_nodes_in_scene: bool = False) -> Tuple[GroupedOperation, int]:
arranger = Nest2DArrange(nodes_to_arrange, build_volume, fixed_nodes, factor=factor)
return arranger.createGroupOperationForArrange(add_new_nodes_in_scene=add_new_nodes_in_scene)
@deprecated("Use the Nest2DArrange class instead")
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:
arranger = Nest2DArrange(nodes_to_arrange, build_volume, fixed_nodes, factor=factor)
return arranger.arrange(add_new_nodes_in_scene=add_new_nodes_in_scene)