+__copyright__ = "Copyright (C) 2013 David Braam - Released under terms of the AGPLv3 License"
import random
import numpy
self.todo = todo
class _objectOrderFinder(object):
- def __init__(self, scene, offset):
+ 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 = True
- self._frontToBack = True
+ 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):
+ if not self._checkHitFor(addIdx, current.order) and not self._checkBlocks(addIdx, current.todo):
todoList = current.todo[:]
todoList.remove(addIdx)
order = current.order[:] + [addIdx]
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._checkHit(addIdx, idx):
+ 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
size = self._scene._objectList[idx].getSize()
if self._leftToRight:
- if addPos[0] + addSize[0] / 2 + self._offset[0] <= pos[0] - size[0] / 2:
+ 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:
+ 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:
+ 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
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
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():
obj.setPosition(obj.getPosition() + offset)
def printOrder(self):
- order = _objectOrderFinder(self, self._headOffsets + self._sizeOffsets).order
- if order is None:
- print "ODD! Cannot find out proper printing order!!!"
+ order = _objectOrderFinder(self, self._headOffsets + self._sizeOffsets, self._leftToRight, self._frontToBack, self._gantryHeight).order
return order
def _pushFree(self):
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 * ( 1, 0))
- posList.append(p + s * (-1, 0))
- 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