# Copyright (c) 2017 Ultimaker B.V. # Cura is released under the terms of the LGPLv3 or higher. from UM.Job import Job from UM.Scene.SceneNode import SceneNode from UM.Math.Vector import Vector from UM.Operations.SetTransformOperation import SetTransformOperation from UM.Operations.TranslateOperation import TranslateOperation from UM.Operations.GroupedOperation import GroupedOperation from UM.Logger import Logger from UM.Message import Message from UM.i18n import i18nCatalog i18n_catalog = i18nCatalog("cura") from cura.ZOffsetDecorator import ZOffsetDecorator from cura.Arrange import Arrange from cura.ShapeArray import ShapeArray from typing import List class ArrangeObjectsJob(Job): def __init__(self, nodes: List[SceneNode], fixed_nodes: List[SceneNode], min_offset = 8): super().__init__() self._nodes = nodes self._fixed_nodes = fixed_nodes self._min_offset = min_offset def run(self): status_message = Message(i18n_catalog.i18nc("@info:status", "Finding new location for objects"), lifetime = 0, dismissable=False, progress = 0, title = i18n_catalog.i18nc("@info:title", "Finding Location")) status_message.show() arranger = Arrange.create(fixed_nodes = self._fixed_nodes) # Collect nodes to be placed nodes_arr = [] # fill with (size, node, offset_shape_arr, hull_shape_arr) for node in self._nodes: offset_shape_arr, hull_shape_arr = ShapeArray.fromNode(node, min_offset = self._min_offset) nodes_arr.append((offset_shape_arr.arr.shape[0] * offset_shape_arr.arr.shape[1], node, offset_shape_arr, hull_shape_arr)) # Sort the nodes with the biggest area first. nodes_arr.sort(key=lambda item: item[0]) nodes_arr.reverse() # Place nodes one at a time start_priority = 0 last_priority = start_priority last_size = None grouped_operation = GroupedOperation() found_solution_for_all = True for idx, (size, node, offset_shape_arr, hull_shape_arr) in enumerate(nodes_arr): # For performance reasons, we assume that when a location does not fit, # it will also not fit for the next object (while what can be untrue). # We also skip possibilities by slicing through the possibilities (step = 10) if last_size == size: # This optimization works if many of the objects have the same size start_priority = last_priority else: start_priority = 0 best_spot = arranger.bestSpot(offset_shape_arr, start_prio=start_priority, step=10) x, y = best_spot.x, best_spot.y node.removeDecorator(ZOffsetDecorator) if node.getBoundingBox(): center_y = node.getWorldPosition().y - node.getBoundingBox().bottom else: center_y = 0 if x is not None: # We could find a place last_size = size last_priority = best_spot.priority arranger.place(x, y, hull_shape_arr) # take place before the next one grouped_operation.addOperation(TranslateOperation(node, Vector(x, center_y, y), set_position = True)) else: Logger.log("d", "Arrange all: could not find spot!") found_solution_for_all = False grouped_operation.addOperation(TranslateOperation(node, Vector(200, center_y, - idx * 20), set_position = True)) status_message.setProgress((idx + 1) / len(nodes_arr) * 100) Job.yieldThread() grouped_operation.push() status_message.hide() if not found_solution_for_all: no_full_solution_message = Message(i18n_catalog.i18nc("@info:status", "Unable to find a location within the build volume for all objects"), title = i18n_catalog.i18nc("@info:title", "Can't Find Location")) no_full_solution_message.show()