chiark / gitweb /
Fix object print order bug for UM2.
[cura.git] / Cura / util / objectScene.py
index 1f0ffd3ff4fffe29b6733ddf2e47cac8a4fa1024..f73016ac2b368858e7832b0abb192996b73afc96 100644 (file)
+__copyright__ = "Copyright (C) 2013 David Braam - Released under terms of the AGPLv3 License"
 import random
 import numpy
 
-class Scene():
+class _objectOrder(object):
+       def __init__(self, order, todo):
+               self.order = order
+               self.todo = todo
+
+class _objectOrderFinder(object):
+       def __init__(self, scene, offset, leftToRight, frontToBack, gantryHeight):
+               self._scene = scene
+               self._offset = offset - numpy.array([0.1,0.1])
+               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)
+               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)
+
+               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
+
+       def _checkHit(self, addIdx, idx):
+               addPos = self._scene._objectList[addIdx].getPosition()
+               addSize = self._scene._objectList[addIdx].getSize()
+               pos = self._scene._objectList[idx].getPosition()
+               size = self._scene._objectList[idx].getSize()
+
+               if self._leftToRight:
+                       if addPos[0] - addSize[0] / 2 - self._offset[0] >= pos[0] + size[0] / 2:
+                               return False
+               else:
+                       if addPos[0] + addSize[0] / 2 + self._offset[0] <= pos[0] - size[0] / 2:
+                               return False
+
+               if self._frontToBack:
+                       if addPos[1] - addSize[1] / 2 - self._offset[1] >= pos[1] + size[1] / 2:
+                               return False
+               else:
+                       if addPos[1] + addSize[1] / 2 + self._offset[1] <= pos[1] - size[1] / 2:
+                               return False
+
+               return True
+
+class Scene(object):
        def __init__(self):
                self._objectList = []
-               self._sizeOffsets = numpy.array([3.0,3.0], numpy.float32)
+               self._sizeOffsets = numpy.array([0.0,0.0], numpy.float32)
                self._machineSize = numpy.array([100,100,100], numpy.float32)
                self._headOffsets = numpy.array([18.0,18.0], numpy.float32)
+               self._leftToRight = False
+               self._frontToBack = True
+               self._gantryHeight = 60
 
        def setMachineSize(self, machineSize):
                self._machineSize = machineSize
@@ -14,6 +108,16 @@ class Scene():
        def setSizeOffsets(self, sizeOffsets):
                self._sizeOffsets = sizeOffsets
 
+       def setHeadSize(self, xMin, xMax, yMin, yMax, gantryHeight):
+               self._leftToRight = xMin < xMax
+               self._frontToBack = yMin < yMax
+               self._headOffsets[0] = min(xMin, xMax)
+               self._headOffsets[1] = min(yMin, yMax)
+               self._gantryHeight = gantryHeight
+
+       def getObjectExtend(self):
+               return self._sizeOffsets + self._headOffsets
+
        def objects(self):
                return self._objectList
 
@@ -21,10 +125,23 @@ class Scene():
                self._findFreePositionFor(obj)
                self._objectList.append(obj)
                self.pushFree()
+               if 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))
 
        def remove(self, obj):
                self._objectList.remove(obj)
 
+       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()
+
        def pushFree(self):
                n = 1000
                while self._pushFree():
@@ -53,6 +170,10 @@ class Scene():
                for obj in self._objectList:
                        obj.setPosition(obj.getPosition() + offset)
 
+       def printOrder(self):
+               order = _objectOrderFinder(self, self._headOffsets + self._sizeOffsets, self._leftToRight, self._frontToBack, self._gantryHeight).order
+               return order
+
        def _pushFree(self):
                for a in self._objectList:
                        for b in self._objectList:
@@ -105,14 +226,14 @@ class Scene():
                for a in self._objectList:
                        p = a.getPosition()
                        s = (a.getSize()[0:2] + obj.getSize()[0:2]) / 2 + self._sizeOffsets + self._headOffsets
-                       posList.append(p + s * ( 1, 1))
-                       posList.append(p + s * ( 0, 1))
-                       posList.append(p + s * (-1, 1))
-                       posList.append(p + s * ( 10))
-                       posList.append(p + s * (-10))
-                       posList.append(p + s * ( 1,-1))
-                       posList.append(p + s * ( 0,-1))
-                       posList.append(p + s * (-1,-1))
+                       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