Cura/cura/PlatformPhysics.py
2015-06-03 19:10:21 +02:00

96 lines
4.1 KiB
Python

# Copyright (c) 2015 Ultimaker B.V.
# Cura is released under the terms of the AGPLv3 or higher.
from PyQt5.QtCore import QTimer
from UM.Scene.SceneNode import SceneNode
from UM.Scene.Iterator.BreadthFirstIterator import BreadthFirstIterator
from UM.Operations.TranslateOperation import TranslateOperation
from UM.Operations.ScaleToBoundsOperation import ScaleToBoundsOperation
from UM.Math.Float import Float
from UM.Math.Vector import Vector
from UM.Math.AxisAlignedBox import AxisAlignedBox
from UM.Application import Application
from UM.Scene.Selection import Selection
from . import PlatformPhysicsOperation
from . import ConvexHullJob
import time
import threading
class PlatformPhysics:
def __init__(self, controller, volume):
super().__init__()
self._controller = controller
self._controller.getScene().sceneChanged.connect(self._onSceneChanged)
self._build_volume = volume
self._change_timer = QTimer()
self._change_timer.setInterval(100)
self._change_timer.setSingleShot(True)
self._change_timer.timeout.connect(self._onChangeTimerFinished)
def _onSceneChanged(self, source):
self._change_timer.start()
def _onChangeTimerFinished(self):
root = self._controller.getScene().getRoot()
for node in BreadthFirstIterator(root):
if node is root or type(node) is not SceneNode:
continue
bbox = node.getBoundingBox()
if not bbox or not bbox.isValid():
continue
# Mark the node as outside the build volume if the bounding box test fails.
if self._build_volume.getBoundingBox().intersectsBox(bbox) != AxisAlignedBox.IntersectionResult.FullIntersection:
node._outside_buildarea = True
else:
node._outside_buildarea = False
# Move the node upwards if the bottom is below the build platform.
move_vector = Vector()
if not Float.fuzzyCompare(bbox.bottom, 0.0):
move_vector.setY(-bbox.bottom)
# If there is no convex hull for the node, start calculating it and continue.
if not hasattr(node, "_convex_hull"):
if not hasattr(node, "_convex_hull_job"):
job = ConvexHullJob.ConvexHullJob(node)
job.start()
node._convex_hull_job = job
elif Selection.isSelected(node):
pass
else:
# Check for collisions between convex hulls
for other_node in BreadthFirstIterator(root):
# Ignore root, ourselves and anything that is not a normal SceneNode.
if other_node is root or type(other_node) is not SceneNode or other_node is node:
continue
# Ignore nodes that do not have the right properties set.
if not hasattr(other_node, "_convex_hull") or not other_node.getBoundingBox():
continue
# Check to see if the bounding boxes intersect. If not, we can ignore the node as there is no way the hull intersects.
if node.getBoundingBox().intersectsBox(other_node.getBoundingBox()) == AxisAlignedBox.IntersectionResult.NoIntersection:
continue
# Get the overlap distance for both convex hulls. If this returns None, there is no intersection.
overlap = node._convex_hull.intersectsPolygon(other_node._convex_hull)
if overlap is None:
continue
move_vector.setX(overlap[0] * 1.1)
move_vector.setZ(overlap[1] * 1.1)
if move_vector != Vector():
op = PlatformPhysicsOperation.PlatformPhysicsOperation(node, move_vector)
op.push()
if node.getBoundingBox().intersectsBox(self._build_volume.getBoundingBox()) == AxisAlignedBox.IntersectionResult.FullIntersection:
op = ScaleToBoundsOperation(node, self._build_volume.getBoundingBox())
op.push()