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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
194 lines
8.9 KiB
Python
194 lines
8.9 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.Decorators import deprecated
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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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from cura.Arranging.Arranger import Arranger
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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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class Nest2DArrange(Arranger):
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def __init__(self,
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nodes_to_arrange: List["SceneNode"],
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build_volume: "BuildVolume",
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fixed_nodes: Optional[List["SceneNode"]] = None,
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*,
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factor: int = 10000,
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lock_rotation: bool = False):
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"""
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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 lock_rotation: If set to true the orientation of the object will remain the same
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"""
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super().__init__()
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self._nodes_to_arrange = nodes_to_arrange
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self._build_volume = build_volume
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self._fixed_nodes = fixed_nodes
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self._factor = factor
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self._lock_rotation = lock_rotation
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def findNodePlacement(self) -> Tuple[bool, List[Item]]:
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spacing = int(1.5 * self._factor) # 1.5mm spacing.
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edge_disallowed_size = self._build_volume.getEdgeDisallowedSize()
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machine_width = self._build_volume.getWidth() - (edge_disallowed_size * 2)
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machine_depth = self._build_volume.getDepth() - (edge_disallowed_size * 2)
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build_plate_bounding_box = Box(int(machine_width * self._factor), int(machine_depth * self._factor))
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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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def _convert_points(points):
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if points is not None and len(points) > 2: # numpy array has to be explicitly checked against None
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converted_points = []
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for point in points:
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converted_points.append(Point(int(point[0] * self._factor), int(point[1] * self._factor)))
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return [converted_points]
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else:
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return []
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polygons_nodes_to_arrange = []
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for node in self._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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polygons_nodes_to_arrange += _convert_points(hull_polygon.getPoints())
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polygons_disallowed_areas = []
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for area in self._build_volume.getDisallowedAreas():
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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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polygons_disallowed_areas += _convert_points(clipped_area.getPoints())
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polygons_fixed_nodes = []
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if self._fixed_nodes is None:
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self._fixed_nodes = []
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for node in self._fixed_nodes:
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hull_polygon = node.callDecoration("getConvexHull")
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if hull_polygon is not None:
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polygons_fixed_nodes += _convert_points(hull_polygon.getPoints())
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strategies = [NfpConfig.Alignment.CENTER,
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NfpConfig.Alignment.BOTTOM_LEFT,
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NfpConfig.Alignment.BOTTOM_RIGHT,
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NfpConfig.Alignment.TOP_LEFT,
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NfpConfig.Alignment.TOP_RIGHT]
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found_solution_for_all = False
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while not found_solution_for_all and len(strategies) > 0:
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# Add all the items we want to arrange
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node_items = []
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for polygon in polygons_nodes_to_arrange:
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node_items.append(Item(polygon))
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for polygon in polygons_disallowed_areas:
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disallowed_area = Item(polygon)
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disallowed_area.markAsDisallowedAreaInBin(0)
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node_items.append(disallowed_area)
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for polygon in polygons_fixed_nodes:
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item = Item(polygon)
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item.markAsFixedInBin(0)
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node_items.append(item)
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config = NfpConfig()
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config.accuracy = 1.0
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config.alignment = NfpConfig.Alignment.DONT_ALIGN
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config.starting_point = strategies[0]
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strategies = strategies[1:]
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if self._lock_rotation:
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config.rotations = [0.0]
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num_bins = nest(node_items, build_plate_bounding_box, spacing, 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 createGroupOperationForArrange(self, add_new_nodes_in_scene: bool = False) -> Tuple[GroupedOperation, int]:
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scene_root = Application.getInstance().getController().getScene().getRoot()
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found_solution_for_all, node_items = self.findNodePlacement()
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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(self._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(
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TranslateOperation(node, Vector(node_item.translation().x() / self._factor, 0,
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node_item.translation().y() / self._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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return grouped_operation, not_fit_count
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@deprecated("Use the Nest2DArrange class instead")
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def findNodePlacement(nodes_to_arrange: List["SceneNode"], build_volume: "BuildVolume",
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fixed_nodes: Optional[List["SceneNode"]] = None, factor=10000) -> Tuple[bool, List[Item]]:
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arranger = Nest2DArrange(nodes_to_arrange, build_volume, fixed_nodes, factor=factor)
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return arranger.findNodePlacement()
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@deprecated("Use the Nest2DArrange class instead")
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def createGroupOperationForArrange(nodes_to_arrange: List["SceneNode"],
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build_volume: "BuildVolume",
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fixed_nodes: Optional[List["SceneNode"]] = None,
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factor=10000,
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add_new_nodes_in_scene: bool = False) -> Tuple[GroupedOperation, int]:
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arranger = Nest2DArrange(nodes_to_arrange, build_volume, fixed_nodes, factor=factor)
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return arranger.createGroupOperationForArrange(add_new_nodes_in_scene=add_new_nodes_in_scene)
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@deprecated("Use the Nest2DArrange class instead")
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def arrange(nodes_to_arrange: List["SceneNode"],
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build_volume: "BuildVolume",
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fixed_nodes: Optional[List["SceneNode"]] = None,
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factor=10000,
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add_new_nodes_in_scene: bool = False) -> bool:
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arranger = Nest2DArrange(nodes_to_arrange, build_volume, fixed_nodes, factor=factor)
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return arranger.arrange(add_new_nodes_in_scene=add_new_nodes_in_scene)
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