# Copyright (c) 2019 Ultimaker B.V. # Cura is released under the terms of the LGPLv3 or higher. from typing import List from UM.Scene.Iterator import Iterator from UM.Scene.SceneNode import SceneNode from functools import cmp_to_key class OneAtATimeIterator(Iterator.Iterator): """Iterator that returns a list of nodes in the order that they need to be printed If there is no solution an empty list is returned. Take note that the list of nodes can have children (that may or may not contain mesh data) """ def __init__(self, scene_node) -> None: super().__init__(scene_node) # Call super to make multiple inheritance work. self._hit_map = [[]] # type: List[List[bool]] # For each node, which other nodes this hits. A grid of booleans on which nodes hit which. self._original_node_list = [] # type: List[SceneNode] # The nodes that need to be checked for collisions. def _fillStack(self) -> None: """Fills the ``_node_stack`` with a list of scene nodes that need to be printed in order. """ node_list = [] for node in self._scene_node.getChildren(): if not issubclass(type(node), SceneNode): continue # Node can't be printed, so don't bother sending it. if getattr(node, "_outside_buildarea", False): continue if node.callDecoration("getConvexHull"): node_list.append(node) if len(node_list) < 2: self._node_stack = node_list[:] return # Copy the list self._original_node_list = node_list[:] # Initialise the hit map (pre-compute all hits between all objects) self._hit_map = [[self._checkHit(i, j) for i in node_list] for j in node_list] # Check if we have to files that block each other. If this is the case, there is no solution! for a in range(0, len(node_list)): for b in range(0, len(node_list)): if a != b and self._hit_map[a][b] and self._hit_map[b][a]: return # Sort the original list so that items that block the most other objects are at the beginning. # This does not decrease the worst case running time, but should improve it in most cases. sorted(node_list, key = cmp_to_key(self._calculateScore)) todo_node_list = [_ObjectOrder([], node_list)] while len(todo_node_list) > 0: current = todo_node_list.pop() for node in current.todo: # Check if the object can be placed with what we have and still allows for a solution in the future if not self._checkHitMultiple(node, current.order) and not self._checkBlockMultiple(node, current.todo): # We found a possible result. Create new todo & order list. new_todo_list = current.todo[:] new_todo_list.remove(node) new_order = current.order[:] + [node] if len(new_todo_list) == 0: # We have no more nodes to check, so quit looking. self._node_stack = new_order return todo_node_list.append(_ObjectOrder(new_order, new_todo_list)) self._node_stack = [] #No result found! # Check if first object can be printed before the provided list (using the hit map) def _checkHitMultiple(self, node: SceneNode, other_nodes: List[SceneNode]) -> bool: node_index = self._original_node_list.index(node) for other_node in other_nodes: other_node_index = self._original_node_list.index(other_node) if self._hit_map[node_index][other_node_index]: return True return False def _checkBlockMultiple(self, node: SceneNode, other_nodes: List[SceneNode]) -> bool: """Check for a node whether it hits any of the other nodes. :param node: The node to check whether it collides with the other nodes. :param other_nodes: The nodes to check for collisions. :return: returns collision between nodes """ node_index = self._original_node_list.index(node) for other_node in other_nodes: other_node_index = self._original_node_list.index(other_node) if self._hit_map[other_node_index][node_index] and node_index != other_node_index: return True return False def _calculateScore(self, a: SceneNode, b: SceneNode) -> int: """Calculate score simply sums the number of other objects it 'blocks' :param a: node :param b: node :return: sum of the number of other objects """ score_a = sum(self._hit_map[self._original_node_list.index(a)]) score_b = sum(self._hit_map[self._original_node_list.index(b)]) return score_a - score_b def _checkHit(self, a: SceneNode, b: SceneNode) -> bool: """Checks if a can be printed before b :param a: node :param b: node :return: true if a can be printed before b """ if a == b: return False a_hit_hull = a.callDecoration("getConvexHullBoundary") b_hit_hull = b.callDecoration("getConvexHullHeadFull") overlap = a_hit_hull.intersectsPolygon(b_hit_hull) if overlap: return True # Adhesion areas must never overlap, regardless of printing order # This would cause over-extrusion a_hit_hull = a.callDecoration("getAdhesionArea") b_hit_hull = b.callDecoration("getAdhesionArea") overlap = a_hit_hull.intersectsPolygon(b_hit_hull) if overlap: return True else: return False class _ObjectOrder: """Internal object used to keep track of a possible order in which to print objects.""" def __init__(self, order: List[SceneNode], todo: List[SceneNode]) -> None: """Creates the _ObjectOrder instance. :param order: List of indices in which to print objects, ordered by printing order. :param todo: List of indices which are not yet inserted into the order list. """ self.order = order self.todo = todo