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"""
The objectScene module contain a objectScene class,
this class contains a group of printableObjects that are located on the build platform.
The objectScene handles the printing order of these objects, and if they collide.
"""
__copyright__ = "Copyright (C) 2013 David Braam - Released under terms of the AGPLv3 License"
import random
import numpy
from Cura.util import profile
from Cura.util import polygon
class _objectOrder(object):
"""
Internal object used by the _objectOrderFinder to keep track of a possible order in which to print objects.
"""
def __init__(self, order, todo):
"""
:param order: List of indexes in which to print objects, ordered by printing order.
:param todo: List of indexes which are not yet inserted into the order list.
"""
self.order = order
self.todo = todo
class _objectOrderFinder(object):
"""
Internal object used by the Scene class to figure out in which order to print objects.
"""
def __init__(self, scene, leftToRight, frontToBack, gantryHeight):
self._scene = scene
self._objs = scene.objects()
self._leftToRight = leftToRight
self._frontToBack = frontToBack
initialList = []
for n in xrange(0, len(self._objs)):
if scene.checkPlatform(self._objs[n]):
initialList.append(n)
if len(initialList) == 1:
self.order = initialList
return
for n in initialList:
if self._objs[n].getSize()[2] > gantryHeight and len(initialList) > 1:
self.order = None
return
if len(initialList) == 0:
self.order = []
return
self._hitMap = [None] * (max(initialList)+1)
for a in initialList:
self._hitMap[a] = [False] * (max(initialList)+1)
for b in initialList:
self._hitMap[a][b] = self._checkHit(a, b)
#Check if we have 2 files that overlap so that they can never be printed one at a time.
for a in initialList:
for b in initialList:
if a != b and self._hitMap[a][b] and self._hitMap[b][a]:
self.order = None
return
initialList.sort(self._objIdxCmp)
n = 0
self._todo = [_objectOrder([], initialList)]
while len(self._todo) > 0:
n += 1
current = self._todo.pop()
#print len(self._todo), len(current.order), len(initialList), current.order
for addIdx in current.todo:
if not self._checkHitFor(addIdx, current.order) and not self._checkBlocks(addIdx, current.todo):
todoList = current.todo[:]
todoList.remove(addIdx)
order = current.order[:] + [addIdx]
if len(todoList) == 0:
self._todo = None
self.order = order
return
self._todo.append(_objectOrder(order, todoList))
self.order = None
def _objIdxCmp(self, a, b):
scoreA = sum(self._hitMap[a])
scoreB = sum(self._hitMap[b])
return scoreA - scoreB
def _checkHitFor(self, addIdx, others):
for idx in others:
if self._hitMap[addIdx][idx]:
return True
return False
def _checkBlocks(self, addIdx, others):
for idx in others:
if addIdx != idx and self._hitMap[idx][addIdx]:
return True
return False
#Check if printing one object will cause printhead colission with other object.
def _checkHit(self, addIdx, idx):
obj = self._scene._objectList[idx]
addObj = self._scene._objectList[addIdx]
return polygon.polygonCollision(obj._boundaryHull + obj.getPosition(), addObj._headAreaHull + addObj.getPosition())
class Scene(object):
"""
The scene class keep track of an collection of objects on a build platform and their state.
It can figure out in which order to print them (if any) and if an object can be printed at all.
"""
def __init__(self, sceneView=None):
self._objectList = []
self._sizeOffsets = numpy.array([0.0,0.0], numpy.float32)
self._machineSize = numpy.array([100,100,100], numpy.float32)
self._headSizeOffsets = numpy.array([18.0,18.0], numpy.float32)
self._minExtruderCount = None
self._extruderOffset = [numpy.array([0,0], numpy.float32)] * 4
#Print order variables
self._leftToRight = False
self._frontToBack = True
self._gantryHeight = 60
self._oneAtATime = True
self._lastOneAtATime = False
self._lastResultOneAtATime = True
self._sceneView = sceneView
# update the physical machine dimensions
def updateMachineDimensions(self):
self._machineSize = numpy.array([profile.getMachineSettingFloat('machine_width'), profile.getMachineSettingFloat('machine_depth'), profile.getMachineSettingFloat('machine_height')])
self._machinePolygons = profile.getMachineSizePolygons()
self.updateHeadSize()
# Size offsets are offsets caused by brim, skirt, etc.
def updateSizeOffsets(self, force=False):
newOffsets = numpy.array(profile.calculateObjectSizeOffsets(), numpy.float32)
minExtruderCount = profile.minimalExtruderCount()
if not force and numpy.array_equal(self._sizeOffsets, newOffsets) and self._minExtruderCount == minExtruderCount:
return
self._sizeOffsets = newOffsets
self._minExtruderCount = minExtruderCount
extends = [numpy.array([[-newOffsets[0],-newOffsets[1]],[ newOffsets[0],-newOffsets[1]],[ newOffsets[0], newOffsets[1]],[-newOffsets[0], newOffsets[1]]], numpy.float32)]
for n in xrange(1, 4):
headOffset = numpy.array([[0, 0], [-profile.getMachineSettingFloat('extruder_offset_x%d' % (n)), -profile.getMachineSettingFloat('extruder_offset_y%d' % (n))]], numpy.float32)
extends.append(polygon.minkowskiHull(extends[n-1], headOffset))
if minExtruderCount > 1:
extends[0] = extends[1]
for obj in self._objectList:
obj.setPrintAreaExtends(extends[len(obj._meshList) - 1])
#size of the printing head.
def updateHeadSize(self, obj = None):
xMin = profile.getMachineSettingFloat('extruder_head_size_min_x')
xMax = profile.getMachineSettingFloat('extruder_head_size_max_x')
yMin = profile.getMachineSettingFloat('extruder_head_size_min_y')
yMax = profile.getMachineSettingFloat('extruder_head_size_max_y')
gantryHeight = profile.getMachineSettingFloat('extruder_head_size_height')
objectSink = profile.getProfileSettingFloat("object_sink")
self._leftToRight = xMin < xMax
self._frontToBack = yMin < yMax
self._headSizeOffsets[0] = min(xMin, xMax)
self._headSizeOffsets[1] = min(yMin, yMax)
self._gantryHeight = gantryHeight
printOneAtATime = profile.getPreference('oneAtATime') == 'True'
self._oneAtATime = self._gantryHeight > 0 and printOneAtATime
if self._oneAtATime:
if not self._lastOneAtATime:
#print mode was changed by user. We need to reset that value to test with current scene content
self._lastResultOneAtATime = True
for obj in self._objectList:
if obj.getSize()[2] - objectSink > self._gantryHeight:
self._oneAtATime = False
if self._lastResultOneAtATime:
if self._sceneView:
self._sceneView.notification.message("Info: Print one at a time mode disabled. Object too tall.")
break
if self._lastOneAtATime and self._oneAtATime and not self._lastResultOneAtATime:
if self._sceneView:
self._sceneView.notification.message("Info: Print one at a time mode re-enabled.")
self._lastResultOneAtATime = self._oneAtATime
self._lastOneAtATime = printOneAtATime
headArea = numpy.array([[-xMin,-yMin],[ xMax,-yMin],[ xMax, yMax],[-xMin, yMax]], numpy.float32)
if obj is None:
for obj in self._objectList:
obj.setHeadArea(headArea, self._headSizeOffsets)
else:
obj.setHeadArea(headArea, self._headSizeOffsets)
def isOneAtATime(self):
return self._oneAtATime
def setExtruderOffset(self, extruderNr, offsetX, offsetY):
self._extruderOffset[extruderNr] = numpy.array([offsetX, offsetY], numpy.float32)
def objects(self):
return self._objectList
#Add new object to print area
def add(self, obj, positionOnly=False):
if not positionOnly and numpy.max(obj.getSize()[0:2]) > numpy.max(self._machineSize[0:2]) * 2.5:
scale = numpy.max(self._machineSize[0:2]) * 2.5 / numpy.max(obj.getSize()[0:2])
matrix = [[scale,0,0], [0, scale, 0], [0, 0, scale]]
obj.applyMatrix(numpy.matrix(matrix, numpy.float64))
self._findFreePositionFor(obj)
self._objectList.append(obj)
self.updateHeadSize(obj)
self.updateSizeOffsets(True)
self.pushFree(obj)
def remove(self, obj):
self._objectList.remove(obj)
#Dual(multiple) extrusion merge
def merge(self, obj1, obj2):
self.remove(obj2)
obj1._meshList += obj2._meshList
for m in obj2._meshList:
m._obj = obj1
obj1.processMatrix()
obj1.setPosition((obj1.getPosition() + obj2.getPosition()) / 2)
self.pushFree(obj1)
def pushFree(self, staticObj = None):
if staticObj is None:
for obj in self._objectList:
self.pushFree(obj)
return
if not self.checkPlatform(staticObj):
return
pushList = []
for obj in self._objectList:
if obj == staticObj or not self.checkPlatform(obj):
continue
if self._oneAtATime:
v = polygon.polygonCollisionPushVector(obj._headAreaMinHull + obj.getPosition(), staticObj._boundaryHull + staticObj.getPosition())
else:
v = polygon.polygonCollisionPushVector(obj._boundaryHull + obj.getPosition(), staticObj._boundaryHull + staticObj.getPosition())
if type(v) is bool:
continue
obj.setPosition(obj.getPosition() + v * 1.01)
pushList.append(obj)
for obj in pushList:
self.pushFree(obj)
def arrangeAll(self, positionOnly=False):
oldList = self._objectList
self._objectList = []
for obj in oldList:
obj.setPosition(numpy.array([0,0], numpy.float32))
self.add(obj, positionOnly)
def centerAll(self):
minPos = numpy.array([9999999,9999999], numpy.float32)
maxPos = numpy.array([-9999999,-9999999], numpy.float32)
for obj in self._objectList:
pos = obj.getPosition()
size = obj.getSize()
minPos[0] = min(minPos[0], pos[0] - size[0] / 2)
minPos[1] = min(minPos[1], pos[1] - size[1] / 2)
maxPos[0] = max(maxPos[0], pos[0] + size[0] / 2)
maxPos[1] = max(maxPos[1], pos[1] + size[1] / 2)
offset = -(maxPos + minPos) / 2
for obj in self._objectList:
obj.setPosition(obj.getPosition() + offset)
def printOrder(self):
if self._oneAtATime:
order = _objectOrderFinder(self, self._leftToRight, self._frontToBack, self._gantryHeight).order
else:
order = None
return order
#Check if two objects are hitting each-other (+ head space).
def _checkHit(self, a, b):
if a == b:
return False
if self._oneAtATime:
return polygon.polygonCollision(a._headAreaMinHull + a.getPosition(), b._boundaryHull + b.getPosition())
else:
return polygon.polygonCollision(a._boundaryHull + a.getPosition(), b._boundaryHull + b.getPosition())
def checkPlatform(self, obj):
objectSink = profile.getProfileSettingFloat("object_sink")
area = obj._printAreaHull + obj.getPosition()
if obj.getSize()[2] - objectSink > self._machineSize[2]:
return False
if not polygon.fullInside(area, self._machinePolygons[0]):
return False
#Check the "no go zones"
for poly in self._machinePolygons[1:]:
if polygon.polygonCollision(poly, area):
return False
return True
def _findFreePositionFor(self, obj):
posList = []
for a in self._objectList:
p = a.getPosition()
if self._oneAtATime:
s = (a.getSize()[0:2] + obj.getSize()[0:2]) / 2 + self._sizeOffsets + self._headSizeOffsets + numpy.array([4,4], numpy.float32)
else:
s = (a.getSize()[0:2] + obj.getSize()[0:2]) / 2 + numpy.array([4,4], numpy.float32)
posList.append(p + s * ( 1.0, 1.0))
posList.append(p + s * ( 0.0, 1.0))
posList.append(p + s * (-1.0, 1.0))
posList.append(p + s * ( 1.0, 0.0))
posList.append(p + s * (-1.0, 0.0))
posList.append(p + s * ( 1.0,-1.0))
posList.append(p + s * ( 0.0,-1.0))
posList.append(p + s * (-1.0,-1.0))
best = None
bestDist = None
for p in posList:
obj.setPosition(p)
ok = True
for a in self._objectList:
if self._checkHit(a, obj):
ok = False
break
if not ok:
continue
dist = numpy.linalg.norm(p)
if not self.checkPlatform(obj):
dist *= 3
if best is None or dist < bestDist:
best = p
bestDist = dist
if best is not None:
obj.setPosition(best)
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