# Copyright (c) 2022 Ultimaker B.V. # Cura is released under the terms of the LGPLv3 or higher. from PyQt6.QtCore import QTimer from UM.Application import Application from UM.Logger import Logger from UM.Scene.SceneNode import SceneNode from UM.Scene.Iterator.BreadthFirstIterator import BreadthFirstIterator from UM.Math.Vector import Vector from UM.Scene.Selection import Selection from UM.Scene.SceneNodeSettings import SceneNodeSettings from cura.Scene.ConvexHullDecorator import ConvexHullDecorator from cura.Operations import PlatformPhysicsOperation from cura.Scene import ZOffsetDecorator import random # used for list shuffling class PlatformPhysics: def __init__(self, controller, volume): super().__init__() self._controller = controller self._controller.getScene().sceneChanged.connect(self._onSceneChanged) self._controller.toolOperationStarted.connect(self._onToolOperationStarted) self._controller.toolOperationStopped.connect(self._onToolOperationStopped) self._build_volume = volume self._enabled = True self._change_timer = QTimer() self._change_timer.setInterval(100) self._change_timer.setSingleShot(True) self._change_timer.timeout.connect(self._onChangeTimerFinished) self._move_factor = 1.1 # By how much should we multiply overlap to calculate a new spot? self._max_overlap_checks = 10 # How many times should we try to find a new spot per tick? self._minimum_gap = 2 # It is a minimum distance (in mm) between two models, applicable for small models Application.getInstance().getPreferences().addPreference("physics/automatic_push_free", False) Application.getInstance().getPreferences().addPreference("physics/automatic_drop_down", True) def _onSceneChanged(self, source): if not source.callDecoration("isSliceable"): return self._change_timer.start() def _onChangeTimerFinished(self): if not self._enabled: return root = self._controller.getScene().getRoot() build_volume = Application.getInstance().getBuildVolume() build_volume.updateNodeBoundaryCheck() # Keep a list of nodes that are moving. We use this so that we don't move two intersecting objects in the # same direction. transformed_nodes = [] nodes = list(BreadthFirstIterator(root)) # Only check nodes inside build area. nodes = [node for node in nodes if (hasattr(node, "_outside_buildarea") and not node._outside_buildarea)] # We try to shuffle all the nodes to prevent "locked" situations, where iteration B inverts iteration A. # By shuffling the order of the nodes, this might happen a few times, but at some point it will resolve. random.shuffle(nodes) for node in nodes: if node is root or not isinstance(node, SceneNode) or node.getBoundingBox() is None: continue bbox = node.getBoundingBox() # Move it downwards if bottom is above platform move_vector = Vector() if Application.getInstance().getPreferences().getValue("physics/automatic_drop_down") and not (node.getParent() and node.getParent().callDecoration("isGroup") or node.getParent() != root) and node.isEnabled(): #If an object is grouped, don't move it down z_offset = node.callDecoration("getZOffset") if node.getDecorator(ZOffsetDecorator.ZOffsetDecorator) else 0 move_vector = move_vector.set(y = -bbox.bottom + z_offset) # If there is no convex hull for the node, start calculating it and continue. if not node.getDecorator(ConvexHullDecorator) and not node.callDecoration("isNonPrintingMesh"): node.addDecorator(ConvexHullDecorator()) # only push away objects if this node is a printing mesh if not node.callDecoration("isNonPrintingMesh") and Application.getInstance().getPreferences().getValue("physics/automatic_push_free"): # Do not move locked nodes if node.getSetting(SceneNodeSettings.LockPosition): continue # Check for collisions between convex hulls for other_node in BreadthFirstIterator(root): # Ignore root, ourselves and anything that is not a normal SceneNode. if other_node is root or not issubclass(type(other_node), SceneNode) or other_node is node or other_node.callDecoration("getBuildPlateNumber") != node.callDecoration("getBuildPlateNumber"): continue # Ignore collisions of a group with it's own children if other_node in node.getAllChildren() or node in other_node.getAllChildren(): continue # Ignore collisions within a group if other_node.getParent() and node.getParent() and (other_node.getParent().callDecoration("isGroup") is not None or node.getParent().callDecoration("isGroup") is not None): continue # Ignore nodes that do not have the right properties set. if not other_node.callDecoration("getConvexHull") or not other_node.getBoundingBox(): continue if other_node in transformed_nodes: continue # Other node is already moving, wait for next pass. if other_node.callDecoration("isNonPrintingMesh"): continue overlap = (0, 0) # Start loop with no overlap current_overlap_checks = 0 # Continue to check the overlap until we no longer find one. while overlap and current_overlap_checks < self._max_overlap_checks: current_overlap_checks += 1 head_hull = node.callDecoration("getConvexHullHead") if head_hull: # One at a time intersection. overlap = head_hull.translate(move_vector.x, move_vector.z).intersectsPolygon(other_node.callDecoration("getConvexHull")) if not overlap: other_head_hull = other_node.callDecoration("getConvexHullHead") if other_head_hull: overlap = node.callDecoration("getConvexHull").translate(move_vector.x, move_vector.z).intersectsPolygon(other_head_hull) if overlap: # Moving ensured that overlap was still there. Try anew! move_vector = move_vector.set(x = move_vector.x + overlap[0] * self._move_factor, z = move_vector.z + overlap[1] * self._move_factor) else: # Moving ensured that overlap was still there. Try anew! move_vector = move_vector.set(x = move_vector.x + overlap[0] * self._move_factor, z = move_vector.z + overlap[1] * self._move_factor) else: own_convex_hull = node.callDecoration("getConvexHull") other_convex_hull = other_node.callDecoration("getConvexHull") if own_convex_hull and other_convex_hull: overlap = own_convex_hull.translate(move_vector.x, move_vector.z).intersectsPolygon(other_convex_hull) if overlap: # Moving ensured that overlap was still there. Try anew! temp_move_vector = move_vector.set(x = move_vector.x + overlap[0] * self._move_factor, z = move_vector.z + overlap[1] * self._move_factor) # if the distance between two models less than 2mm then try to find a new factor if abs(temp_move_vector.x - overlap[0]) < self._minimum_gap and abs(temp_move_vector.y - overlap[1]) < self._minimum_gap: temp_x_factor = (abs(overlap[0]) + self._minimum_gap) / overlap[0] if overlap[0] != 0 else 0 # find x move_factor, like (3.4 + 2) / 3.4 = 1.58 temp_y_factor = (abs(overlap[1]) + self._minimum_gap) / overlap[1] if overlap[1] != 0 else 0 # find y move_factor temp_scale_factor = temp_x_factor if abs(temp_x_factor) > abs(temp_y_factor) else temp_y_factor move_vector = move_vector.set(x = move_vector.x + overlap[0] * temp_scale_factor, z = move_vector.z + overlap[1] * temp_scale_factor) else: move_vector = temp_move_vector else: # This can happen in some cases if the object is not yet done with being loaded. # Simply waiting for the next tick seems to resolve this correctly. overlap = None if not Vector.Null.equals(move_vector, epsilon = 1e-5): transformed_nodes.append(node) op = PlatformPhysicsOperation.PlatformPhysicsOperation(node, move_vector) op.push() # After moving, we have to evaluate the boundary checks for nodes build_volume.updateNodeBoundaryCheck() def _onToolOperationStarted(self, tool): self._enabled = False def _onToolOperationStopped(self, tool): # Selection tool should not trigger an update. if tool.getPluginId() == "SelectionTool": return if tool.getPluginId() == "TranslateTool": for node in Selection.getAllSelectedObjects(): if node.getBoundingBox() and node.getBoundingBox().bottom < 0: if not node.getDecorator(ZOffsetDecorator.ZOffsetDecorator): node.addDecorator(ZOffsetDecorator.ZOffsetDecorator()) node.callDecoration("setZOffset", node.getBoundingBox().bottom) else: if node.getDecorator(ZOffsetDecorator.ZOffsetDecorator): node.removeDecorator(ZOffsetDecorator.ZOffsetDecorator) self._enabled = True self._onChangeTimerFinished()