blendercam/scripts/addons/cam/chunk.py

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46 KiB
Python

# blender CAM chunk.py (c) 2012 Vilem Novak
#
# ***** BEGIN GPL LICENSE BLOCK *****
#
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ***** END GPL LICENCE BLOCK *****
import shapely
from shapely.geometry import polygon as spolygon
from shapely import geometry as sgeometry
from cam import polygon_utils_cam
from cam.simple import *
from cam.exception import CamException
from cam.numba_wrapper import jit,prange
import math
import numpy as np
def Rotate_pbyp(originp, p, ang): # rotate point around another point with angle
ox, oy, oz = originp
px, py, oz = p
if ang == abs(math.pi / 2):
d = ang / abs(ang)
qx = ox + d * (oy - py)
qy = oy + d * (px - ox)
else:
qx = ox + math.cos(ang) * (px - ox) - math.sin(ang) * (py - oy)
qy = oy + math.sin(ang) * (px - ox) + math.cos(ang) * (py - oy)
rot_p = [qx, qy, oz]
return rot_p
@jit(nopython=True,parallel=True,fastmath=True,cache=True)
def _internalXyDistanceTo(ourpoints,theirpoints,cutoff):
v1=ourpoints[0]
v2=theirpoints[0]
minDistSq = (v1[0]-v2[0])**2 + (v1[1]-v2[1])**2
cutoffSq= cutoff**2
for v1 in ourpoints:
for v2 in theirpoints:
distSq= (v1[0]-v2[0])**2 + (v1[1]-v2[1])**2
if distSq<cutoffSq:
return sqrt(distSq)
minDistSq=min(distSq,minDistSq)
return sqrt(minDistSq)
# for building points - stores points as lists for easy insert /append behaviour
class camPathChunkBuilder:
def __init__(self,inpoints=None, startpoints=None, endpoints=None, rotations=None):
if inpoints is None:
inpoints=[]
self.points=inpoints
self.startpoints=startpoints or []
self.endpoints=endpoints or []
self.rotations=rotations or []
self.depth = None
def to_chunk(self):
chunk = camPathChunk(self.points,self.startpoints,self.endpoints,self.rotations)
if len(self.points)>2 and np.array_equal(self.points[0],self.points[-1]):
chunk.closed = True
if self.depth is not None:
chunk.depth = self.depth
return chunk
# an actual chunk - stores points as numpy arrays
class camPathChunk:
# parents=[]
# children=[]
# sorted=False
# progressIndex=-1# for e.g. parallel strategy, when trying to save time..
def __init__(self, inpoints, startpoints=None, endpoints=None, rotations=None):
# name this as _points so nothing external accesses it directly
# for 3 axes, this is only storage of points. For N axes, here go the sampled points
if len(inpoints)==0:
self.points = np.empty(shape=(0,3))
else:
self.points = np.array(inpoints)
self.poly = None # get polygon just in time
self.simppoly = None
if startpoints:
self.startpoints = startpoints # from where the sweep test begins, but also retract point for given path
else:
self.startpoints = []
if endpoints:
self.endpoints = endpoints
else:
self.endpoints = [] # where sweep test ends
if rotations:
self.rotations = rotations
else:
self.rotations = [] # rotation of the machine axes
self.closed = False
self.children = []
self.parents = []
# self.unsortedchildren=False
self.sorted = False # if the chunk has allready been milled in the simulation
self.length = 0 # this is total length of this chunk.
self.zstart = 0 # this is stored for ramps mainly,
# because they are added afterwards, but have to use layer info
self.zend = 0 #
def update_poly(self):
if len(self.points) > 2:
self.poly = sgeometry.Polygon(self.points[:,0:2])
else:
self.poly = sgeometry.Polygon()
def get_point(self,n):
return self.points[n].tolist()
def get_points(self):
return self.points.tolist()
def get_points_np(self):
return self.points
def set_points(self,points):
self.points=np.array(points)
def count(self):
return len(self.points)
def copy(self):
nchunk = camPathChunk(inpoints=self.points.copy(), startpoints=self.startpoints, endpoints=self.endpoints, rotations=self.rotations)
nchunk.closed = self.closed
nchunk.children = self.children
nchunk.parents = self.parents
nchunk.sorted = self.sorted
nchunk.length = self.length
return nchunk
def shift(self, x, y, z):
self.points = self.points + np.array([x,y,z])
for i, p in enumerate(self.startpoints):
self.startpoints[i] = (p[0] + x, p[1] + y, p[2] + z)
for i, p in enumerate(self.endpoints):
self.endpoints[i] = (p[0] + x, p[1] + y, p[2] + z)
def setZ(self, z,if_bigger=False):
if if_bigger:
self.points[:,2]=z if z>self.points[:,2] else self.points[:,2]
else:
self.points[:,2]=z
def offsetZ(self, z):
self.points[:,2]+=z
def flipX(self, x_centre):
self.points[:,0]= x_centre - self.points[:,0]
def isbelowZ(self, z):
return np.any(self.points[:,2]<z)
def clampZ(self, z):
np.clip(self.points[:,2],z,None,self.points[:,2])
def clampmaxZ(self, z):
np.clip(self.points[:,2],None,z,self.points[:,2])
def dist(self, pos, o):
if self.closed:
dist_sq = (pos[0]-self.points[:,0])**2 + (pos[1]-self.points[:,1])**2
return sqrt(np.min(dist_sq))
else:
if o.movement.type == 'MEANDER':
d1 = dist2d(pos, self.points[0])
d2 = dist2d(pos, self.points[-1])
# if d2<d1:
# ch.points.reverse()
return min(d1, d2)
else:
return dist2d(pos, self.points[0])
def distStart(self, pos, o):
return dist2d(pos, self.points[0])
def xyDistanceWithin(self,other,cutoff):
if self.poly is None:
self.update_poly()
if other.poly is None:
other.update_poly()
if not self.poly.is_empty and not other.poly.is_empty:
return self.poly.dwithin(other.poly,cutoff)
else:
return _internalXyDistanceTo(self.points,other.points,cutoff)<cutoff
# if cutoff is set, then the first distance < cutoff is returned
def xyDistanceTo(self,other,cutoff=0):
if self.poly is None:
self.update_poly()
if other.poly is None:
other.update_poly()
if not self.poly.is_empty and not other.poly.is_empty:
# both polygons have >2 points
# simplify them if they aren't already, to speed up distance finding
if self.simppoly is None:
self.simppoly=self.poly.simplify(0.0003).boundary
if other.simppoly is None:
other.simppoly=other.poly.simplify(0.0003).boundary
return self.simppoly.distance(other.simppoly)
else: # this is the old method, preferably should be replaced in most cases except parallel
# where this method works probably faster.
# print('warning, sorting will be slow due to bad parenting in parentChildDist')
return _internalXyDistanceTo(self.points,other.points,cutoff)
def adaptdist(self, pos, o):
# reorders chunk so that it starts at the closest point to pos.
if self.closed:
dist_sq = (pos[0]-self.points[:,0])**2 + (pos[1]-self.points[:,1])**2
point_idx = np.argmin(dist_sq)
new_points = np.concatenate((self.points[point_idx:],self.points[:point_idx+1]))
self.points=new_points
else:
if o.movement.type == 'MEANDER':
d1 = dist2d(pos, self.points[0])
d2 = dist2d(pos, self.points[-1])
if d2 < d1:
self.points=np.flip(self.points,axis=0)
def getNextClosest(self, o, pos):
# finds closest chunk that can be milled, when inside sorting hierarchy.
mind = 100000000000
self.cango = False
closest = None
testlist = []
testlist.extend(self.children)
tested = []
tested.extend(self.children)
ch = None
while len(testlist) > 0:
chtest = testlist.pop()
if not chtest.sorted:
self.cango = False
cango = True
for child in chtest.children:
if not child.sorted:
if child not in tested:
testlist.append(child)
tested.append(child)
cango = False
if cango:
d = chtest.dist(pos, o)
if d < mind:
ch = chtest
mind = d
if ch is not None:
# print('found some')
return ch
# print('returning none')
return None
def getLength(self):
# computes length of the chunk - in 3d
point_differences=self.points[0:-1,:] - self.points[1:,:]
distances=np.linalg.norm(point_differences,axis=1)
self.length = np.sum(distances)
def reverse(self):
self.points=np.flip(self.points,axis=0)
self.startpoints.reverse()
self.endpoints.reverse()
self.rotations.reverse()
def pop(self, index):
print("WARNING: Popping from chunk is slow",self,index)
self.points=np.concatenate((self.points[0:index],self.points[index+1:]),axis=0)
if len(self.startpoints) > 0:
self.startpoints.pop(index)
self.endpoints.pop(index)
self.rotations.pop(index)
def dedupePoints(self):
if len(self.points)>1:
keep_points=np.empty(self.points.shape[0],dtype=bool)
keep_points[0]=True
diff_points=np.sum((self.points[1:]-self.points[:1])**2,axis=1)
keep_points[1:]=diff_points>0.000000001
self.points=self.points[keep_points,:]
def insert(self,at_index,point,startpoint=None, endpoint=None, rotation=None):
self.append(point,startpoint=startpoint,endpoint=endpoint,rotation=rotation,at_index=at_index)
def append(self, point, startpoint=None, endpoint=None, rotation=None,at_index=None):
if at_index is None:
self.points=np.concatenate((self.points,np.array([point])))
if startpoint is not None:
self.startpoints.append(startpoint)
if endpoint is not None:
self.endpoints.append(endpoint)
if rotation is not None:
self.rotations.append(rotation)
else:
self.points=np.concatenate((self.points[0:at_index],np.array([point]),self.points[at_index:]))
if startpoint is not None:
self.startpoints[at_index:at_index]=[startpoint]
if endpoint is not None:
self.endpoints[at_index:at_index]=[endpoint]
if rotation is not None:
self.rotations[at_index:at_index]=[rotation]
def extend(self, points, startpoints=None, endpoints=None, rotations=None,at_index=None):
if len(points)==0:
return
if at_index is None:
self.points=np.concatenate((self.points,np.array(points)))
if startpoints is not None:
self.startpoints.extend(startpoints)
if endpoints is not None:
self.endpoints.extend(endpoints)
if rotations is not None:
self.rotations.extend(rotations)
else:
self.points=np.concatenate((self.points[0:at_index],np.array(points),self.points[at_index:]))
if startpoints is not None:
self.startpoints[at_index:at_index]=startpoints
if endpoints is not None:
self.endpoints[at_index:at_index]=endpoints
if rotations is not None:
self.rotations[at_index:at_index]=rotations
def clip_points(self,minx,maxx,miny,maxy):
""" remove any points outside this range """
included_values= (self.points[:,0]>=minx) and ((self.points[:,0]<=maxx)
and (self.points[:,1]>=maxy) and (self.points[:,1]<=maxy))
self.points=self.points[included_values]
def rampContour(self, zstart, zend, o):
stepdown = zstart - zend
chunk_points=[]
estlength = (zstart - zend) / tan(o.movement.ramp_in_angle)
self.getLength()
ramplength = estlength # min(ch.length,estlength)
ltraveled = 0
endpoint = None
i = 0
# z=zstart
znew = 10
rounds = 0 # for counting if ramping makes more layers
while endpoint is None and not (znew == zend and i == 0): #
# for i,s in enumerate(ch.points):
# print(i, znew, zend, len(ch.points))
s = self.points[i]
if i > 0:
s2 = self.points[i - 1]
ltraveled += dist2d(s, s2)
ratio = ltraveled / ramplength
elif rounds > 0 and i == 0:
s2 = self.points[-1]
ltraveled += dist2d(s, s2)
ratio = ltraveled / ramplength
else:
ratio = 0
znew = zstart - stepdown * ratio
if znew <= zend:
ratio = ((z - zend) / (z - znew))
v1 = Vector(chunk_points[-1])
v2 = Vector((s[0], s[1], znew))
v = v1 + ratio * (v2 - v1)
chunk_points.append((v.x, v.y, max(s[2], v.z)))
if zend == o.min.z and endpoint is None and self.closed:
endpoint = i + 1
if endpoint == len(self.points):
endpoint = 0
# print(endpoint,len(ch.points))
# else:
znew = max(znew, zend, s[2])
chunk_points.append((s[0], s[1], znew))
z = znew
if endpoint is not None:
break
i += 1
if i >= len(self.points):
i = 0
rounds += 1
# if not o.use_layers:
# endpoint=0
if endpoint is not None: # append final contour on the bottom z level
i = endpoint
started = False
# print('finaliz')
if i == len(self.points):
i = 0
while i != endpoint or not started:
started = True
s = self.points[i]
chunk_points.append((s[0], s[1], s[2]))
# print(i,endpoint)
i += 1
if i == len(self.points):
i = 0
# ramp out
if o.movement.ramp_out and (not o.use_layers or not o.first_down or (o.first_down and endpoint is not None)):
z = zend
# i=endpoint
while z < o.maxz:
if i == len(self.points):
i = 0
s1 = self.points[i]
i2 = i - 1
if i2 < 0:
i2 = len(self.points) - 1
s2 = self.points[i2]
l = dist2d(s1, s2)
znew = z + tan(o.movement.ramp_out_angle) * l
if znew > o.maxz:
ratio = ((z - o.maxz) / (z - znew))
v1 = Vector(chunk_points[-1])
v2 = Vector((s1[0], s1[1], znew))
v = v1 + ratio * (v2 - v1)
chunk_points.append((v.x, v.y, v.z))
else:
chunk_points.append((s1[0], s1[1], znew))
z = znew
i += 1
# TODO: convert to numpy properly
self.points = np.array(chunk_points)
def rampZigZag(self, zstart, zend, o):
# TODO: convert to numpy properly
if zend==None:
zend = self.points[0][2]
chunk_points = []
# print(zstart,zend)
if zend < zstart: # this check here is only for stupid setup,
# when the chunks lie actually above operation start z.
stepdown = zstart - zend
estlength = (zstart - zend) / tan(o.movement.ramp_in_angle)
self.getLength()
if self.length > 0: # for single point chunks..
ramplength = estlength
zigzaglength = ramplength / 2.000
turns = 1
print('turns %i' % turns)
if zigzaglength > self.length:
turns = ceil(zigzaglength / self.length)
ramplength = turns * self.length * 2.0
zigzaglength = self.length
ramppoints = self.points.tolist()
else:
zigzagtraveled = 0.0
haspoints = False
ramppoints = [(self.points[0][0], self.points[0][1], self.points[0][2])]
i = 1
while not haspoints:
# print(i,zigzaglength,zigzagtraveled)
p1 = ramppoints[-1]
p2 = self.points[i]
d = dist2d(p1, p2)
zigzagtraveled += d
if zigzagtraveled >= zigzaglength or i + 1 == len(self.points):
ratio = 1 - (zigzagtraveled - zigzaglength) / d
if (i + 1 == len(
self.points)): # this condition is for a rare case of combined layers+bridges+ramps..
ratio = 1
v = p1 + ratio * (p2 - p1)
ramppoints.append(v.tolist())
haspoints = True
else:
ramppoints.append(p2)
i += 1
negramppoints = ramppoints.copy()
negramppoints.reverse()
ramppoints.extend(negramppoints[1:])
traveled = 0.0
chunk_points.append((self.points[0][0], self.points[0][1], max(self.points[0][2], zstart)))
for r in range(turns):
for p in range(0, len(ramppoints)):
p1 = chunk_points[-1]
p2 = ramppoints[p]
d = dist2d(p1, p2)
traveled += d
ratio = traveled / ramplength
znew = zstart - stepdown * ratio
chunk_points.append((p2[0], p2[1], max(p2[2], znew))) # max value here is so that it doesn't go
# below surface in the case of 3d paths
# chunks = setChunksZ([ch],zend)
chunk_points.extend(self.points.tolist())
######################################
# ramp out - this is the same thing, just on the other side..
if o.movement.ramp_out:
zstart = o.maxz
zend = self.points[-1][2]
if zend < zstart: # again, sometimes a chunk could theoretically end above the starting level.
stepdown = zstart - zend
estlength = (zstart - zend) / tan(o.movement.ramp_out_angle)
self.getLength()
if self.length > 0:
ramplength = estlength
zigzaglength = ramplength / 2.000
turns = 1
print('turns %i' % turns)
if zigzaglength > self.length:
turns = ceil(zigzaglength / self.length)
ramplength = turns * self.length * 2.0
zigzaglength = self.length
ramppoints = self.points.tolist()
ramppoints.reverse() # revert points here, we go the other way.
else:
zigzagtraveled = 0.0
haspoints = False
ramppoints = [(self.points[-1][0], self.points[-1][1], self.points[-1][2])]
i = len(self.points) - 2
while not haspoints:
# print(i,zigzaglength,zigzagtraveled)
p1 = ramppoints[-1]
p2 = self.points[i]
d = dist2d(p1, p2)
zigzagtraveled += d
if zigzagtraveled >= zigzaglength or i + 1 == len(self.points):
ratio = 1 - (zigzagtraveled - zigzaglength) / d
if (i + 1 == len(
self.points)): # this condition is for a rare case of
# combined layers+bridges+ramps...
ratio = 1
# print((ratio,zigzaglength))
v = p1 + ratio * (p2 - p1)
ramppoints.append(v.tolist())
haspoints = True
# elif :
else:
ramppoints.append(p2)
i -= 1
negramppoints = ramppoints.copy()
negramppoints.reverse()
ramppoints.extend(negramppoints[1:])
traveled = 0.0
for r in range(turns):
for p in range(0, len(ramppoints)):
p1 = chunk_points[-1]
p2 = ramppoints[p]
d = dist2d(p1, p2)
traveled += d
ratio = 1 - (traveled / ramplength)
znew = zstart - stepdown * ratio
chunk_points.append((p2[0], p2[1], max(p2[2], znew)))
# max value here is so that it doesn't go below surface in the case of 3d paths
self.points = np.array(chunk_points)
# modify existing path start point
def changePathStart(self, o):
if o.profile_start > 0:
newstart = o.profile_start
chunkamt = len(self.points)
newstart = newstart % chunkamt
self.points=np.concatenate((self.points[newstart:],self.points[:newstart]))
def breakPathForLeadinLeadout(self, o):
iradius = o.lead_in
oradius = o.lead_out
if iradius + oradius > 0:
chunkamt = len(self.points)
for i in range(chunkamt - 1):
apoint = self.points[i]
bpoint = self.points[i + 1]
bmax = bpoint[0] - apoint[0]
bmay = bpoint[1] - apoint[1]
segmentLength = math.hypot(bmax, bmay) # find segment length
if segmentLength > 2 * max(iradius,
oradius): # Be certain there is enough room for the leadin and leadiout
# add point on the line here
newpointx = (bpoint[0] + apoint[0]) / 2 # average of the two x points to find center
newpointy = (bpoint[1] + apoint[1]) / 2 # average of the two y points to find center
self.points=np.concatenate((self.points[:i+1],np.array([[newpointx, newpointy, apoint[2]]]),self.points[i+1:]))
def leadContour(self, o):
perimeterDirection = 1 # 1 is clockwise, 0 is CCW
if o.movement.spindle_rotation == 'CW':
if o.movement.type == 'CONVENTIONAL':
perimeterDirection = 0
if self.parents: # if it is inside another parent
perimeterDirection ^= 1 # toggle with a bitwise XOR
print("has parent")
if perimeterDirection == 1:
print("path direction is Clockwise")
else:
print("path direction is counterclockwise")
iradius = o.lead_in
oradius = o.lead_out
start = self.points[0]
nextp = self.points[1]
rpoint = Rotate_pbyp(start, nextp, math.pi / 2)
dx = rpoint[0] - start[0]
dy = rpoint[1] - start[1]
la = math.hypot(dx, dy)
pvx = (iradius * dx) / la + start[0] # arc center(x)
pvy = (iradius * dy) / la + start[1] # arc center(y)
arc_c = [pvx, pvy, start[2]]
# TODO: this could easily be numpy
chunk_points = [] # create a new cutting path
# add lead in arc in the begining
if round(o.lead_in, 6) > 0.0:
for i in range(15):
iangle = -i * (math.pi / 2) / 15
arc_p = Rotate_pbyp(arc_c, start, iangle)
chunk_points.insert(0, arc_p)
# glue rest of the path to the arc
chunk_points.extend(self.points.tolist())
# for i in range(len(self.points)):
# chunk_points.append(self.points[i])
# add lead out arc to the end
if round(o.lead_in, 6) > 0.0:
for i in range(15):
iangle = i * (math.pi / 2) / 15
arc_p = Rotate_pbyp(arc_c, start, iangle)
chunk_points.append(arc_p)
self.points = np.array(chunk_points)
def chunksCoherency(chunks):
# checks chunks for their stability, for pencil path.
# it checks if the vectors direction doesn't jump too much too quickly,
# if this happens it splits the chunk on such places,
# too much jumps = deletion of the chunk. this is because otherwise the router has to slow down too often,
# but also means that some parts detected by cavity algorithm won't be milled
nchunks = []
for chunk in chunks:
if len(chunk.points) > 2:
nchunk = camPathChunkBuilder()
# doesn't check for 1 point chunks here, they shouldn't get here at all.
lastvec = Vector(chunk.points[1]) - Vector(chunk.points[0])
for i in range(0, len(chunk.points) - 1):
nchunk.points.append(chunk.points[i])
vec = Vector(chunk.points[i + 1]) - Vector(chunk.points[i])
angle = vec.angle(lastvec, vec)
# print(angle,i)
if angle > 1.07: # 60 degrees is maximum toleration for pencil paths.
if len(nchunk_points) > 4: # this is a testing threshold
nchunks.append(nchunk.to_chunk())
nchunk = camPathChunkBuilder()
lastvec = vec
if len(nchunk_points) > 4: # this is a testing threshold
nchunk.points=np.array(nchunk_points)
nchunks.append(nchunk)
return nchunks
def setChunksZ(chunks, z):
newchunks = []
for ch in chunks:
chunk = ch.copy()
chunk.setZ(z)
newchunks.append(chunk)
return newchunks
# don't make this @jit parallel, because it sometimes gets called with small N
# and the overhead of threading is too much.
@jit(nopython=True,fastmath=True,cache=True)
def _optimize_internal(points,keep_points,e,protect_vertical,protect_vertical_limit):
# inlined so that numba can optimize it nicely
def _mag_sq(v1):
return v1[0]**2 + v1[1]**2 + v1[2]**2
def _dot_pr(v1,v2):
return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2]
def _applyVerticalLimit(v1, v2, cos_limit):
"""test path segment on verticality threshold, for protect_vertical option"""
z = abs(v1[2] - v2[2])
if z > 0:
# don't use this vector because dot product of 0,0,1 is trivially just v2[2]
# vec_up = np.array([0, 0, 1])
vec_diff= v1-v2
vec_diff2 = v2-v1
vec_diff_mag = np.sqrt(_mag_sq(vec_diff))
# dot product = cos(angle) * mag1 * mag2
cos1_times_mag = vec_diff[2]
cos2_times_mag = vec_diff2[2]
if cos1_times_mag > cos_limit*vec_diff_mag:
# vertical, moving down
v1[0] = v2[0]
v1[1] = v2[1]
elif cos2_times_mag > cos_limit*vec_diff_mag:
# vertical, moving up
v2[0] = v1[0]
v2[1] = v1[1]
cos_limit = cos( protect_vertical_limit )
prev_i = 0
for i in range(1,points.shape[0]-1):
v1 = points[prev_i]
v2=points[i+1]
vmiddle=points[i]
line_direction = v2-v1
line_length = sqrt(_mag_sq(line_direction))
if line_length==0:
# don't keep duplicate points
keep_points[i]=False
continue
# normalize line direction
line_direction*= (1.0/line_length) # N in formula below
# X = A + tN (line formula) Distance to point P
# A = v1, N = line_direction, P = vmiddle
# distance = || (P - A) - ((P-A).N)N ||
point_offset = vmiddle - v1
distance_sq = _mag_sq(point_offset - (line_direction * _dot_pr(point_offset,line_direction)))
# compare on squared distance to save a sqrt
if distance_sq < e*e:
keep_points[i]=False
else:
keep_points[i]=True
if protect_vertical:
_applyVerticalLimit(points[prev_i], points[i], cos_limit)
prev_i=i
def optimizeChunk(chunk, operation):
if len(chunk.points) > 2:
points = chunk.points
naxispoints = False
if len(chunk.startpoints) > 0:
startpoints = chunk.startpoints
endpoints = chunk.endpoints
naxispoints = True
protect_vertical = operation.movement.protect_vertical and operation.machine_axes == '3'
keep_points=np.full(points.shape[0],True)
# shape points need to be on line,
# but we need to protect vertical - which
# means changing point values
# bits of this are moved from simple.py so that
# numba can optimize as a whole
_optimize_internal(points,keep_points,operation.optimisation.optimize_threshold * 0.000001,protect_vertical,operation.movement.protect_vertical_limit)
# now do numpy select by boolean array
chunk.points=points[keep_points]
if naxispoints:
# list comprehension so we don't have to do tons of appends
chunk.startpoints=[chunk.startpoints[i] for i,b in enumerate(keep_points) if b==True]
chunk.endpoints=[chunk.endpoints[i] for i,b in enumerate(keep_points) if b==True]
chunk.rotations=[chunk.rotations[i] for i,b in enumerate(keep_points) if b==True]
return chunk
def limitChunks(chunks, o,
force=False): # TODO: this should at least add point on area border...
# but shouldn't be needed at all at the first place...
if o.use_limit_curve or force:
nchunks = []
for ch in chunks:
prevsampled = True
nch = camPathChunkBuilder()
nch1 = None
closed = True
for s in ch.points:
sampled = o.ambient.contains(sgeometry.Point(s[0], s[1]))
if not sampled and len(nch.points) > 0:
nch.closed = False
closed = False
nchunks.append(nch.to_chunk())
if nch1 is None:
nch1=nchunks[-1]
nch = camPathChunkBuilder()
elif sampled:
nch.points.append(s)
prevsampled = sampled
if len(nch.points) > 2 and closed and ch.closed and np.array_equal(ch.points[0] ,ch.points[-1]):
nch.closed = True
elif ch.closed and nch1 is not None and len(nch.points) > 1 and np.array_equal(nch.points[-1], nch1.points[0]):
# here adds beginning of closed chunk to the end, if the chunks were split during limiting
nch.points.extend(nch1.points.tolist())
nchunks.remove(nch1)
print('joining stuff')
if len(nch.points) > 0:
nchunks.append(nch.to_chunk())
return nchunks
else:
return chunks
def parentChildPoly(parents, children, o):
# hierarchy based on polygons - a polygon inside another is his child.
# hierarchy works like this: - children get milled first.
for parent in parents:
if parent.poly is None:
parent.update_poly()
for child in children:
if child.poly is None:
child.update_poly()
if child != parent: # and len(child.poly)>0
if parent.poly.contains(sgeometry.Point(child.poly.boundary.coords[0])):
parent.children.append(child)
child.parents.append(parent)
def parentChildDist(parents, children, o, distance=None):
# parenting based on x,y distance between chunks
# hierarchy works like this: - children get milled first.
if distance is None:
dlim = o.dist_between_paths * 2
if (o.strategy == 'PARALLEL' or o.strategy == 'CROSS') and o.movement.parallel_step_back:
dlim = dlim * 2
else:
dlim = distance
for child in children:
for parent in parents:
isrelation = False
if parent != child:
if parent.xyDistanceWithin(child,cutoff=dlim):
parent.children.append(child)
child.parents.append(parent)
def parentChild(parents, children, o):
# connect all children to all parents. Useful for any type of defining hierarchy.
# hierarchy works like this: - children get milled first.
for child in children:
for parent in parents:
if parent != child:
parent.children.append(child)
child.parents.append(parent)
def chunksToShapely(chunks): # this does more cleve chunks to Poly with hierarchies... ;)
# print ('analyzing paths')
for ch in chunks: # first convert chunk to poly
if len(ch.points) > 2:
# pchunk=[]
ch.poly = sgeometry.Polygon(ch.points[:,0:2])
if not ch.poly.is_valid:
ch.poly = sgeometry.Polygon()
else:
ch.poly = sgeometry.Polygon()
for ppart in chunks: # then add hierarchy relations
for ptest in chunks:
if ppart != ptest:
if not ppart.poly.is_empty and not ptest.poly.is_empty:
if ptest.poly.contains(ppart.poly):
# hierarchy works like this: - children get milled first.
ppart.parents.append(ptest)
for ch in chunks: # now make only simple polygons with holes, not more polys inside others
found = False
if len(ch.parents) % 2 == 1:
for parent in ch.parents:
if len(parent.parents) + 1 == len(ch.parents):
ch.nparents = [parent] # nparents serves as temporary storage for parents,
# not to get mixed with the first parenting during the check
found = True
break
if not found:
ch.nparents = []
for ch in chunks: # then subtract the 1st level holes
ch.parents = ch.nparents
ch.nparents = None
if len(ch.parents) > 0:
try:
ch.parents[0].poly = ch.parents[0].poly.difference(
ch.poly) # sgeometry.Polygon( ch.parents[0].poly, ch.poly)
except:
print('chunksToShapely oops!')
lastPt = None
tolerance = 0.0000003
newPoints = []
for pt in ch.points:
toleranceXok = True
toleranceYok = True
if lastPt is not None:
if abs(pt[0] - lastPt[0]) < tolerance:
toleranceXok = False
if abs(pt[1] - lastPt[1]) < tolerance:
toleranceYok = False
if toleranceXok or toleranceYok:
newPoints.append(pt)
lastPt = pt
else:
newPoints.append(pt)
lastPt = pt
toleranceXok = True
toleranceYok = True
if abs(newPoints[0][0] - lastPt[0]) < tolerance:
toleranceXok = False
if abs(newPoints[0][1] - lastPt[1]) < tolerance:
toleranceYok = False
if not toleranceXok and not toleranceYok:
newPoints.pop()
ch.points = np.array(newPoints)
ch.poly = sgeometry.Polygon(ch.points)
try:
ch.parents[0].poly = ch.parents[0].poly.difference(ch.poly)
except:
# print('chunksToShapely double oops!')
lastPt = None
tolerance = 0.0000003
newPoints = []
for pt in ch.parents[0].points:
toleranceXok = True
toleranceYok = True
# print( '{0:.9f}, {0:.9f}, {0:.9f}'.format(pt[0], pt[1], pt[2]) )
# print(pt)
if lastPt is not None:
if abs(pt[0] - lastPt[0]) < tolerance:
toleranceXok = False
if abs(pt[1] - lastPt[1]) < tolerance:
toleranceYok = False
if toleranceXok or toleranceYok:
newPoints.append(pt)
lastPt = pt
else:
newPoints.append(pt)
lastPt = pt
toleranceXok = True
toleranceYok = True
if abs(newPoints[0][0] - lastPt[0]) < tolerance:
toleranceXok = False
if abs(newPoints[0][1] - lastPt[1]) < tolerance:
toleranceYok = False
if not toleranceXok and not toleranceYok:
newPoints.pop()
# print('starting and ending points too close, removing ending point')
ch.parents[0].points = np.array(newPoints)
ch.parents[0].poly = sgeometry.Polygon(ch.parents[0].points)
ch.parents[0].poly = ch.parents[0].poly.difference(
ch.poly) # sgeometry.Polygon( ch.parents[0].poly, ch.poly)
returnpolys = []
for polyi in range(0, len(chunks)): # export only the booleaned polygons
ch = chunks[polyi]
if not ch.poly.is_empty:
if len(ch.parents) == 0:
returnpolys.append(ch.poly)
from shapely.geometry import MultiPolygon
polys = MultiPolygon(returnpolys)
return polys
def meshFromCurveToChunk(object):
mesh = object.data
# print('detecting contours from curve')
chunks = []
chunk = camPathChunkBuilder()
ek = mesh.edge_keys
d = {}
for e in ek:
d[e] = 1 #
dk = d.keys()
x = object.location.x
y = object.location.y
z = object.location.z
lastvi = 0
vtotal = len(mesh.vertices)
perc = 0
progress('processing curve - START - Vertices: ' + str(vtotal))
for vi in range(0, len(mesh.vertices) - 1):
co = (mesh.vertices[vi].co + object.location).to_tuple()
if not dk.isdisjoint([(vi, vi + 1)]) and d[(vi, vi + 1)] == 1:
chunk.points.append(co)
else:
chunk.points.append(co)
if len(chunk.points) > 2 and (not (dk.isdisjoint([(vi, lastvi)])) or not (
dk.isdisjoint([(lastvi, vi)]))): # this was looping chunks of length of only 2 points...
# print('itis')
chunk.closed = True
chunk.points.append((mesh.vertices[lastvi].co + object.location).to_tuple())
# add first point to end#originally the z was mesh.vertices[lastvi].co.z+z
lastvi = vi + 1
chunk=chunk.to_chunk()
chunk.dedupePoints()
if chunk.count()>=1:
# dump single point chunks
chunks.append(chunk)
chunk = camPathChunkBuilder()
progress('processing curve - FINISHED')
vi = len(mesh.vertices) - 1
chunk.points.append((mesh.vertices[vi].co.x + x, mesh.vertices[vi].co.y + y, mesh.vertices[vi].co.z + z))
if not (dk.isdisjoint([(vi, lastvi)])) or not (dk.isdisjoint([(lastvi, vi)])):
chunk.closed = True
chunk.points.append(
(mesh.vertices[lastvi].co.x + x, mesh.vertices[lastvi].co.y + y, mesh.vertices[lastvi].co.z + z))
chunk=chunk.to_chunk()
chunk.dedupePoints()
if chunk.count()>=1:
# dump single point chunks
chunks.append(chunk)
return chunks
def makeVisible(o):
storage = [True, []]
if not o.visible_get():
storage[0] = False
cam_collection = D.collections.new("cam")
C.scene.collection.children.link(cam_collection)
cam_collection.objects.link(C.object)
for i in range(0, 20):
storage[1].append(o.layers[i])
o.layers[i] = bpy.context.scene.layers[i]
return storage
def restoreVisibility(o, storage):
o.hide_viewport = storage[0]
# print(storage)
for i in range(0, 20):
o.layers[i] = storage[1][i]
def meshFromCurve(o, use_modifiers=False):
activate(o)
bpy.ops.object.duplicate()
bpy.ops.object.parent_clear(type='CLEAR_KEEP_TRANSFORM')
co = bpy.context.active_object
if co.type == 'FONT': # support for text objects is only and only here, just convert them to curves.
bpy.ops.object.convert(target='CURVE', keep_original=False)
elif co.type != 'CURVE': # curve must be a curve...
bpy.ops.object.delete() # delete temporary object
raise CamException("Source curve object must be of type CURVE")
co.data.dimensions = '3D'
co.data.bevel_depth = 0
co.data.extrude = 0
# first, convert to mesh to avoid parenting issues with hooks, then apply locrotscale.
bpy.ops.object.convert(target='MESH', keep_original=False)
if use_modifiers:
eval_object = co.evaluated_get(bpy.context.evaluated_depsgraph_get())
newmesh = bpy.data.meshes.new_from_object(eval_object)
oldmesh = co.data
co.modifiers.clear()
co.data = newmesh
bpy.data.meshes.remove(oldmesh)
try:
bpy.ops.object.transform_apply(location=True, rotation=False, scale=False)
bpy.ops.object.transform_apply(location=False, rotation=True, scale=False)
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
except:
pass
return bpy.context.active_object
def curveToChunks(o, use_modifiers=False):
co = meshFromCurve(o, use_modifiers)
chunks = meshFromCurveToChunk(co)
co = bpy.context.active_object
bpy.ops.object.select_all(action='DESELECT')
bpy.data.objects[co.name].select_set(True)
bpy.ops.object.delete()
return chunks
def shapelyToChunks(p, zlevel): #
chunk_builders = []
# p=sortContours(p)
seq = polygon_utils_cam.shapelyToCoords(p)
i = 0
for s in seq:
# progress(p[i])
if len(s) > 1:
chunk = camPathChunkBuilder([])
for v in s:
if p.has_z:
chunk.points.append((v[0], v[1], v[2]))
else:
chunk.points.append((v[0], v[1], zlevel))
chunk_builders.append(chunk)
i += 1
chunk_builders.reverse() # this is for smaller shapes first.
return [c.to_chunk() for c in chunk_builders]
def chunkToShapely(chunk):
p = spolygon.Polygon(chunk.points)
return p
def chunksRefine(chunks, o):
"""add extra points in between for chunks"""
for ch in chunks:
# print('before',len(ch))
newchunk = []
v2 = Vector(ch.points[0])
# print(ch.points)
for s in ch.points:
v1 = Vector(s)
v = v1 - v2
if v.length > o.dist_along_paths:
d = v.length
v.normalize()
i = 0
vref = Vector((0, 0, 0))
while vref.length < d:
i += 1
vref = v * o.dist_along_paths * i
if vref.length < d:
p = v2 + vref
newchunk.append((p.x, p.y, p.z))
newchunk.append(s)
v2 = v1
ch.points = np.array(newchunk)
return chunks
def chunksRefineThreshold(chunks, distance, limitdistance):
"""add extra points in between for chunks. For medial axis strategy only !"""
for ch in chunks:
newchunk = []
v2 = Vector(ch.points[0])
for s in ch.points:
v1 = Vector(s)
v = v1 - v2
if v.length > limitdistance:
d = v.length
v.normalize()
i = 1
vref = Vector((0, 0, 0))
while vref.length < d / 2:
vref = v * distance * i
if vref.length < d:
p = v2 + vref
newchunk.append((p.x, p.y, p.z))
i += 1
vref = v * distance * i # because of the condition, so it doesn't run again.
while i > 0:
vref = v * distance * i
if vref.length < d:
p = v1 - vref
newchunk.append((p.x, p.y, p.z))
i -= 1
newchunk.append(s)
v2 = v1
ch.points = np.array(newchunk)
return chunks