Add UI for mesh export

This commit is contained in:
Tiago Conceição
2021-10-28 18:53:53 +01:00
parent 5fca021631
commit c62cdc6bf9
19 changed files with 1063 additions and 124 deletions
+5
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@@ -215,6 +215,11 @@ The UVtools executable allow to set some arguments to do special functions:
- **Example 2:** UVtools -e model.zip mymodel
- **Example 3:** UVtools --extract model.zip .
- **Note:** Nothing happen when providing wrong files/folder, will quit.
- **Export a file to a 3D mesh**
- **Syntax:** UVtools --export-mesh \<input_file\> [output_mesh_file]
- **Example 1:** UVtools --export-mesh model.zip
- **Example 2:** UVtools --export-mesh model.zip model_exported.stl
- **Note:** Nothing happen when providing wrong files, will quit.
# Requirements
@@ -34,7 +34,7 @@
</ItemGroup>
<ItemGroup>
<PackageReference Include="Avalonia" Version="0.10.8" />
<PackageReference Include="Avalonia" Version="0.10.9" />
</ItemGroup>
<ItemGroup>
@@ -106,6 +106,16 @@ namespace UVtools.Core.Extensions
return (uint)bytes.Length;
}
public static uint WriteLine(this FileStream fs, string text, int offset = 0)
=> fs.WriteLine(text, Encoding.UTF8, offset);
public static uint WriteLine(this FileStream fs, string text, Encoding encoding, int offset = 0)
{
var bytes = encoding.GetBytes(text+Environment.NewLine);
fs.Write(bytes, offset, bytes.Length);
return (uint)bytes.Length;
}
public static uint WriteSerialize(this FileStream fs, object data, int offset = 0)
{
return Helpers.SerializeWriteFileStream(fs, data, offset);
+99 -9
View File
@@ -1,21 +1,111 @@
using System;
using System.Collections.Generic;
/*
* GNU AFFERO GENERAL PUBLIC LICENSE
* Version 3, 19 November 2007
* Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
* Everyone is permitted to copy and distribute verbatim copies
* of this license document, but changing it is not allowed.
*/
using System;
using System.IO;
using System.Linq;
using System.Numerics;
using System.Text;
using System.Threading.Tasks;
using UVtools.Core.Extensions;
using UVtools.Core.FileFormats;
namespace UVtools.Core.MeshFormats
{
public abstract class MeshFile
public abstract class MeshFile : IDisposable
{
public string FilePath;
public MeshFile(string filePath)
#region Static
public static readonly FileExtension[] AvailableMeshFiles =
{
STLMeshFile.FileExtension
};
public static FileExtension FindFileExtension(string filePath)
{
var ext = Path.GetExtension(filePath);
return AvailableMeshFiles.FirstOrDefault(fileExtension => $".{fileExtension.Extension}" == ext);
}
public static MeshFile CreateInstance(string filePath, FileMode fileMode, MeshFileFormat fileFormat = MeshFileFormat.BINARY)
{
var fileExtension = FindFileExtension(filePath);
return fileExtension?.FileFormatType.CreateInstance<MeshFile>(filePath, fileMode, fileFormat);
}
#endregion
#region Enums
public enum MeshFileFormat : byte
{
ASCII,
BINARY
}
#endregion
#region Properties
/// <summary>
/// Gets the file format for this mesh
/// </summary>
public MeshFileFormat FileFormat { get; } = MeshFileFormat.BINARY;
/// <summary>
/// Gets the file path of the stream
/// </summary>
public string FilePath { get; }
/// <summary>
/// Gets the current file stream
/// </summary>
public FileStream MeshStream { get; }
/// <summary>
/// Gets the number of triangles
/// </summary>
public uint TriangleCount { get; protected set; }
#endregion
#region Constructor
protected MeshFile(string filePath, FileMode fileMode, MeshFileFormat meshFileFormat = MeshFileFormat.BINARY)
{
FilePath = filePath;
FileFormat = meshFileFormat;
MeshStream = new FileStream(filePath, fileMode);
}
public abstract void Create();
#endregion
#region Methods
/// <summary>
/// Call once before write content to the file, use this to build up the header if any
/// </summary>
public virtual void BeginWrite(){}
/// <summary>
/// Writes an triangle to the file
/// </summary>
/// <param name="p1"></param>
/// <param name="p2"></param>
/// <param name="p3"></param>
/// <param name="normal"></param>
public abstract void WriteTriangle(Vector3 p1, Vector3 p2, Vector3 p3, Vector3 normal);
public abstract void Close();
/// <summary>
/// Call once before close the file, use this to build up the footer if any
/// </summary>
public virtual void EndWrite(){}
/// <inheritdoc />
public void Dispose()
{
MeshStream?.Dispose();
}
#endregion
}
}
+74 -63
View File
@@ -1,101 +1,112 @@
using System;
/*
* GNU AFFERO GENERAL PUBLIC LICENSE
* Version 3, 19 November 2007
* Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
* Everyone is permitted to copy and distribute verbatim copies
* of this license document, but changing it is not allowed.
*/
using System;
using System.IO;
using System.Numerics;
using System.Text;
using UVtools.Core.Extensions;
using UVtools.Core.FileFormats;
namespace UVtools.Core.MeshFormats
{
public enum STLFormat
{
ASCII, BINARY
}
public class STLMeshFile : MeshFile
{
STLFormat outputFormat;
string objectName;
FileStream stream;
StreamWriter asciiWriter;
uint triangleCount;
public STLMeshFile(string filePath, STLFormat format, string name = null) : base(filePath)
#region Constants
public const string DefaultObjectName = "UVTools STL Object";
//public const string DefaultHeader = "STL File Generated by UVTools";
#endregion
#region Properties
public static FileExtension FileExtension => new(typeof(STLMeshFile), "stl", "Standard Triangle Language");
public string ObjectName { get; } = DefaultObjectName;
#endregion
#region Constructor
public STLMeshFile(string filePath, FileMode fileMode, MeshFileFormat fileFormat, string name) : base(filePath, fileMode, fileFormat)
{
outputFormat = format;
objectName = name ?? "UVTools STL Object";
ObjectName = name ?? DefaultObjectName;
}
public override void Create()
public STLMeshFile(string filePath, FileMode fileMode, MeshFileFormat fileFormat) : this(filePath, fileMode, fileFormat, DefaultObjectName) { }
public STLMeshFile(string filePath, FileMode fileMode) : this(filePath, fileMode, MeshFileFormat.BINARY, DefaultObjectName) { }
#endregion
#region Methods
public override void BeginWrite()
{
stream = File.Create(FilePath);
if (outputFormat == STLFormat.ASCII)
if (FileFormat == MeshFileFormat.ASCII)
{
asciiWriter = new StreamWriter(stream);
asciiWriter.WriteLine($"solid \"{objectName}\"");
MeshStream.WriteLine($"solid \"{ObjectName}\"");
}
else
{
byte[] header = new byte[80];
byte[] headerText = UTF8Encoding.UTF8.GetBytes("STL File Generated by UVTools");
var header = new byte[80];
var headerText = Encoding.UTF8.GetBytes($"{About.Software} v{About.VersionStr}");
Array.Copy(headerText, header, headerText.Length);
stream.Write(header);
stream.Position += 4;
MeshStream.Write(header);
MeshStream.Seek(4, SeekOrigin.Current);
}
}
public override void WriteTriangle(Vector3 p1, Vector3 p2, Vector3 p3, Vector3 normal)
{
if (outputFormat == STLFormat.ASCII)
if (FileFormat == MeshFileFormat.ASCII)
{
asciiWriter.WriteLine($" facet normal {normal.X} {normal.Y} {normal.Z}");
asciiWriter.WriteLine(" outer loop");
asciiWriter.WriteLine($" vertex {p1.X.ToString("E11")} {p1.Y.ToString("E11")} {p1.Z.ToString("E11")}");
asciiWriter.WriteLine($" vertex {p2.X.ToString("E11")} {p2.Y.ToString("E11")} {p2.Z.ToString("E11")}");
asciiWriter.WriteLine($" vertex {p3.X.ToString("E11")} {p3.Y.ToString("E11")} {p3.Z.ToString("E11")}");
asciiWriter.WriteLine(" endloop");
asciiWriter.WriteLine(" endfacet");
} else
MeshStream.WriteLine($" facet normal {normal.X} {normal.Y} {normal.Z}");
MeshStream.WriteLine(" outer loop");
MeshStream.WriteLine($" vertex {p1.X:E11} {p1.Y:E11} {p1.Z:E11}");
MeshStream.WriteLine($" vertex {p2.X:E11} {p2.Y:E11} {p2.Z:E11}");
MeshStream.WriteLine($" vertex {p3.X:E11} {p3.Y:E11} {p3.Z:E11}");
MeshStream.WriteLine(" endloop");
MeshStream.WriteLine(" endfacet");
}
else
{
triangleCount++;
MeshStream.Write(BitConverter.GetBytes(normal.X));
MeshStream.Write(BitConverter.GetBytes(normal.Y));
MeshStream.Write(BitConverter.GetBytes(normal.Z));
stream.Write(BitConverter.GetBytes(normal.X));
stream.Write(BitConverter.GetBytes(normal.Y));
stream.Write(BitConverter.GetBytes(normal.Z));
MeshStream.Write(BitConverter.GetBytes(p1.X));
MeshStream.Write(BitConverter.GetBytes(p1.Y));
MeshStream.Write(BitConverter.GetBytes(p1.Z));
stream.Write(BitConverter.GetBytes(p1.X));
stream.Write(BitConverter.GetBytes(p1.Y));
stream.Write(BitConverter.GetBytes(p1.Z));
MeshStream.Write(BitConverter.GetBytes(p2.X));
MeshStream.Write(BitConverter.GetBytes(p2.Y));
MeshStream.Write(BitConverter.GetBytes(p2.Z));
stream.Write(BitConverter.GetBytes(p2.X));
stream.Write(BitConverter.GetBytes(p2.Y));
stream.Write(BitConverter.GetBytes(p2.Z));
stream.Write(BitConverter.GetBytes(p3.X));
stream.Write(BitConverter.GetBytes(p3.Y));
stream.Write(BitConverter.GetBytes(p3.Z));
stream.Write(new byte[2]);
MeshStream.Write(BitConverter.GetBytes(p3.X));
MeshStream.Write(BitConverter.GetBytes(p3.Y));
MeshStream.Write(BitConverter.GetBytes(p3.Z));
MeshStream.Write(new byte[2]);
}
TriangleCount++;
}
public override void Close()
public override void EndWrite()
{
if (asciiWriter is not null)
if (FileFormat == MeshFileFormat.ASCII)
{
asciiWriter.WriteLine($"endsolid \"{objectName}\"");
asciiWriter.Flush();
asciiWriter.Close();
} else
MeshStream.WriteLine($"endsolid \"{ObjectName}\"");
}
else
{
stream.Position = 80;
stream.Write(BitConverter.GetBytes(triangleCount));
stream.Flush();
stream.Close();
MeshStream.Seek(80, SeekOrigin.Begin);
MeshStream.WriteUIntLittleEndian(TriangleCount);
}
MeshStream.Flush();
}
#endregion
}
}
@@ -185,7 +185,6 @@ namespace UVtools.Core.Operations
public OperationLayerExportGif(FileFormat slicerFile) : base(slicerFile)
{
_filePath = SlicerFile.FileFullPath + ".gif";
_flipDirection = SlicerFile.DisplayMirror;
_skip = TotalLayers switch
{
@@ -199,6 +198,11 @@ namespace UVtools.Core.Operations
}*/
}
public override void InitWithSlicerFile()
{
_filePath = SlicerFile.FileFullPath + ".gif";
}
#endregion
#region Methods
@@ -101,10 +101,14 @@ namespace UVtools.Core.Operations
public OperationLayerExportHeatMap(FileFormat slicerFile) : base(slicerFile)
{
_filePath = SlicerFile.FileFullPath + ".heatmap.png";
_flipDirection = SlicerFile.DisplayMirror;
}
public override void InitWithSlicerFile()
{
_filePath = SlicerFile.FileFullPath + ".heatmap.png";
}
#endregion
#region Methods
@@ -158,10 +158,14 @@ namespace UVtools.Core.Operations
public OperationLayerExportImage(FileFormat slicerFile) : base(slicerFile)
{
_outputFolder = Path.Combine(Path.GetDirectoryName(SlicerFile.FileFullPath) ?? string.Empty, FileFormat.GetFileNameStripExtensions(SlicerFile.FileFullPath));
_flipDirection = SlicerFile.DisplayMirror;
}
public override void InitWithSlicerFile()
{
_outputFolder = Path.Combine(Path.GetDirectoryName(SlicerFile.FileFullPath) ?? string.Empty, FileFormat.GetFileNameStripExtensions(SlicerFile.FileFullPath));
}
#endregion
#region Methods
@@ -0,0 +1,636 @@
/*
* GNU AFFERO GENERAL PUBLIC LICENSE
* Version 3, 19 November 2007
* Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
* Everyone is permitted to copy and distribute verbatim copies
* of this license document, but changing it is not allowed.
*/
using System;
using System.Collections.Generic;
using System.Drawing;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Emgu.CV;
using Emgu.CV.CvEnum;
using KdTree;
using KdTree.Math;
using UVtools.Core.Extensions;
using UVtools.Core.FileFormats;
using UVtools.Core.MeshFormats;
using UVtools.Core.Voxel;
namespace UVtools.Core.Operations
{
[Serializable]
public sealed class OperationLayerExportMesh : Operation
{
#region MyRegion
public enum ExportMeshQuality : byte
{
Accurate = 1,
Average = 2,
Quick = 3,
Dirty = 6,
Minecraft = 8
}
#endregion
#region Members
private string _filePath;
private ExportMeshQuality _quality = ExportMeshQuality.Accurate;
private Enumerations.RotateDirection _rotateDirection = Enumerations.RotateDirection.None;
private Enumerations.FlipDirection _flipDirection = Enumerations.FlipDirection.None;
#endregion
#region Overrides
public override bool CanHaveProfiles => false;
public override string Title => "Export layers to mesh";
public override string Description =>
"Reconstructs and export a layer range to a 3D mesh via voxelization.\n" +
"Note: Depending on quality and triangle count, this will often render heavy files.\n" +
"This process will not recover your original 3D model as data was already lost when sliced.";
public override string ConfirmationText =>
$"generate a mesh from layers {LayerIndexStart} through {LayerIndexEnd}?";
public override string ProgressTitle =>
$"Generating a mesh from layers {LayerIndexStart} through {LayerIndexEnd}";
public override string ProgressAction => "Packed layers";
public override string ValidateInternally()
{
var sb = new StringBuilder();
if (MeshFile.FindFileExtension(_filePath) is null)
{
sb.AppendLine("The used file extension is invalid.");
}
return sb.ToString();
}
/*public override string ToString()
{
var result = $"[Crop by ROI: {_cropByRoi}]" +
LayerRangeString;
if (!string.IsNullOrEmpty(ProfileName)) result = $"{ProfileName}: {result}";
return result;
}*/
#endregion
#region Properties
public string FilePath
{
get => _filePath;
set => RaiseAndSetIfChanged(ref _filePath, value);
}
public ExportMeshQuality Quality
{
get => _quality;
set => RaiseAndSetIfChanged(ref _quality, value);
}
public Enumerations.RotateDirection RotateDirection
{
get => _rotateDirection;
set => RaiseAndSetIfChanged(ref _rotateDirection, value);
}
public Enumerations.FlipDirection FlipDirection
{
get => _flipDirection;
set => RaiseAndSetIfChanged(ref _flipDirection, value);
}
#endregion
#region Constructor
public OperationLayerExportMesh() { }
public OperationLayerExportMesh(FileFormat slicerFile) : base(slicerFile)
{
_flipDirection = SlicerFile.DisplayMirror;
}
public override void InitWithSlicerFile()
{
_filePath = Path.Combine(Path.GetDirectoryName(SlicerFile.FileFullPath), $"{SlicerFile.FilenameNoExt}.stl");
}
#endregion
#region Methods
protected override unsafe bool ExecuteInternally(OperationProgress progress)
{
var fileExtension = MeshFile.FindFileExtension(_filePath);
if (fileExtension is null) return false;
//using var meshFile = fileExtension.FileFormatType.CreateInstance<MeshFile>(_filePath, FileMode.Create);
//new Voxelizer().CreateVoxelMesh(fileExtension.FileFormatType, SlicerFile, _filePath, progress);
/* Voxelization has 4 overall stages
* 1.) Generate all visible faces, this is for each pixel we determine which of its faces are visible from outside the model
* 2.) Collapse faces horizontally, this combines faces that are coplanar horizontally into a longer face, this reduces triangles
* 3.) Collapse faces that are coplanar and the same size vertically leveraging KD Trees for fast lookups, O(logn) vs O(n) for a normal list
* 4.) Generate triangles for faces and write out to STL
*/
/* Basic information for the file, how many layers, how big should each voxel be) */
var pixelSize = SlicerFile.PixelSize;
float xWidth = (pixelSize.Width > 0 ? pixelSize.Width : 0.035f) * (byte)_quality;
float yWidth = (pixelSize.Height > 0 ? pixelSize.Height : 0.035f) * (byte)_quality;
var zHeight = SlicerFile.LayerHeight;
/* For the 1st stage, we maintain up to 3 mats, the current layer, the one below us, and the one above us
* (below will be null when current layer is 0, above will be null when currentlayer is layercount-1) */
/* We init the aboveLayer to the first layer, in the loop coming up we shift above->current->below, so this effectively inits current layer */
Mat aboveLayer = null;
using (var mat = SlicerFile[LayerIndexStart].LayerMat)
{
var matRoi = mat.Roi(SlicerFile.BoundingRectangle);
if (_flipDirection != Enumerations.FlipDirection.None)
{
CvInvoke.Flip(matRoi, matRoi, Enumerations.ToOpenCVFlipType(_flipDirection));
}
if (_rotateDirection != Enumerations.RotateDirection.None)
{
CvInvoke.Rotate(matRoi, matRoi, Enumerations.ToOpenCVRotateFlags(_rotateDirection));
}
if ((byte)_quality > 1)
{
aboveLayer = new Mat();
CvInvoke.Resize(matRoi, aboveLayer, Size.Empty, 1.0 / (int)_quality, 1.0 / (int)_quality, Inter.Area);
}
else
{
aboveLayer = matRoi.Clone(); /* clone and then dispose of the ROI mat, not efficient but keeps the GetPixelPos working and clean */
}
}
Mat curLayer = null;
Mat belowLayer = null;
/* List of faces to process, great for debugging if you are haveing issues with a face of particular orientation. */
var facesToCheck = new[] { Voxelizer.FaceOrientation.Front, Voxelizer.FaceOrientation.Back, Voxelizer.FaceOrientation.Left, Voxelizer.FaceOrientation.Right, Voxelizer.FaceOrientation.Top, Voxelizer.FaceOrientation.Bottom };
/* Init of other objects that will be used in subsequent stages */
var rootFaces = new Voxelizer.UVFace[LayerRangeCount];
var layerFaceCounts = new uint[LayerRangeCount];
var layerTrees = new KdTree<float, Voxelizer.UVFace>[LayerRangeCount];
progress.Reset("layers", LayerRangeCount);
progress.Title = "Stage 1: Generating faces from layers";
//progress.ItemCount = LayerRangeCount;
/* Begin Stage 1, identifying all faces that are visible from outside the model */
for (uint treeIndex = 0; treeIndex < LayerRangeCount; treeIndex++)
{
var layerIndex = LayerIndexStart + treeIndex;
Voxelizer.UVFace currentFaceItem = null;
/* Should contain a list of all found faces on this layer, keyed by the face orientation */
var foundFaces = new Dictionary<Voxelizer.FaceOrientation, List<Point>>();
/* move current layer to below */
belowLayer = curLayer;
/* move above layer to us */
curLayer = aboveLayer;
/* bring in a new aboveLayer if we need to */
if (layerIndex < LayerIndexEnd)
{
using var mat = SlicerFile[layerIndex + 1].LayerMat;
var matRoi = mat.Roi(SlicerFile.BoundingRectangle);
if (_flipDirection != Enumerations.FlipDirection.None)
{
CvInvoke.Flip(matRoi, matRoi, Enumerations.ToOpenCVFlipType(_flipDirection));
}
if (_rotateDirection != Enumerations.RotateDirection.None)
{
CvInvoke.Rotate(matRoi, matRoi, Enumerations.ToOpenCVRotateFlags(_rotateDirection));
}
if ((byte)_quality > 1)
{
CvInvoke.Resize(matRoi, aboveLayer, new Size(), 1.0 / (int)_quality, 1.0 / (int)_quality, Inter.Area);
}
else
{
aboveLayer = matRoi.Clone();
}
//CvInvoke.Threshold(aboveLayer, aboveLayer, 1, 255, ThresholdType.Binary);
}
else
{
aboveLayer = null;
}
/* get image of pixels to do neighbor checks on */
var voxelLayer = Voxelizer.BuildVoxelLayerImage(curLayer, aboveLayer, belowLayer);
var voxelSpan = voxelLayer.GetBytePointer();
/* Seems to be faster to parallel on the Y and not the X */
Parallel.For(0, curLayer.Height, CoreSettings.ParallelOptions, y =>
{
/* Collects all the faces found for this thread, will be combined into the main dictionary later */
var threadDict = new Dictionary<Voxelizer.FaceOrientation, List<Point>>();
for (var x = 0; x < curLayer.Width; x++)
{
if (voxelSpan[voxelLayer.GetPixelPos(x, y)] == 0) continue;
var faces = Voxelizer.GetOpenFaces(curLayer, x, y, belowLayer, aboveLayer);
if (faces == Voxelizer.FaceOrientation.None) continue;
foreach (var face in facesToCheck)
{
if (!faces.HasFlag(face)) continue;
if (!threadDict.ContainsKey(face)) threadDict.Add(face, new());
threadDict[face].Add(new Point(x, y));
}
}
/* merge all found faces to main foundFaces dictionary */
lock (foundFaces)
{
foreach (var kvp in threadDict)
{
if (!foundFaces.ContainsKey(kvp.Key)) foundFaces.Add(kvp.Key, new());
lock (foundFaces[kvp.Key]) foundFaces[kvp.Key].AddRange(kvp.Value);
}
}
});
/* Begin stage 2, horizontal combining of coplanar faces */
foreach (var faceType in facesToCheck)
{
if (foundFaces.ContainsKey(faceType) == false || foundFaces[faceType].Count == 0) continue;
if (faceType
is Voxelizer.FaceOrientation.Front
or Voxelizer.FaceOrientation.Back
or Voxelizer.FaceOrientation.Top
or Voxelizer.FaceOrientation.Bottom)
{
/* sort the faces by coordinate */
foundFaces[faceType] = foundFaces[faceType].OrderBy(f => f.Y).ThenBy(f => f.X).ToList();
var startX = foundFaces[faceType][0].X;
var curX = foundFaces[faceType][0].X;
var startY = foundFaces[faceType][0].Y;
var curY = foundFaces[faceType][0].Y;
foreach (var f in foundFaces[faceType].Skip(1))
{
if (f.Y == curY)
{
/* same row...*/
if (f.X == curX + 1)
{
/* this face is adjecent to the previous, just increase the "width" */
curX++;
}
else
{
/* This face is disconnected by at least 1 pixel from the chain we've been building */
/* Create a UVFace for the current chain and reset to this one */
layerFaceCounts[treeIndex]++;
if (currentFaceItem is null)
{
rootFaces[treeIndex] = new Voxelizer.UVFace { LayerIndex = treeIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curX - startX + 1, 1) };
currentFaceItem = rootFaces[treeIndex];
}
else
{
currentFaceItem.FlatListNext = new Voxelizer.UVFace { LayerIndex = treeIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curX - startX + 1, 1) };
currentFaceItem = currentFaceItem.FlatListNext;
}
//faceTree.Add(new float[] { (float)faceType, startX, startY, layerIndex }, new UVFace() { LayerIndex = layerIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curX - startX + 1, 1) });
/* disconnected */
startX = f.X;
curX = f.X;
}
}
else
{
/* this face isn't on the same Y row as previous, therefore it is disconnected. */
/* Create a UVFace for the current chain and reset to this one */
layerFaceCounts[treeIndex]++;
if (currentFaceItem is null)
{
rootFaces[treeIndex] = new Voxelizer.UVFace { LayerIndex = treeIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curX - startX + 1, 1) };
currentFaceItem = rootFaces[treeIndex];
}
else
{
currentFaceItem.FlatListNext = new Voxelizer.UVFace { LayerIndex = treeIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curX - startX + 1, 1) };
currentFaceItem = currentFaceItem.FlatListNext;
}
startY = f.Y;
curY = f.Y;
startX = f.X;
curX = f.X;
}
}
/* we've gone through all the faces, add the final chain we've been building */
/* Create a UVFace for the final chain */
layerFaceCounts[treeIndex]++;
if (currentFaceItem is null)
{
rootFaces[treeIndex] = new Voxelizer.UVFace { LayerIndex = treeIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curX - startX + 1, 1) };
currentFaceItem = rootFaces[treeIndex];
}
else
{
currentFaceItem.FlatListNext = new Voxelizer.UVFace { LayerIndex = treeIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curX - startX + 1, 1) };
currentFaceItem = currentFaceItem.FlatListNext;
}
}
if (faceType is Voxelizer.FaceOrientation.Left or Voxelizer.FaceOrientation.Right)
{
/* sort the faces by coordinate */
foundFaces[faceType] = foundFaces[faceType].OrderBy(f => f.X).ThenBy(f => f.Y).ToList();
var startX = foundFaces[faceType][0].X;
var curX = foundFaces[faceType][0].X;
var startY = foundFaces[faceType][0].Y;
var curY = foundFaces[faceType][0].Y;
foreach (var f in foundFaces[faceType].Skip(1))
{
if (f.X == curX)
{
/* same column...*/
if (f.Y == curY + 1)
{
/* this face is adjecent to the previous, just increase the "width" */
curY++;
}
else
{
/* This face is disconnected by at least 1 pixel from the chain we've been building */
/* Create a UVFace for the current chain and reset to this one */
layerFaceCounts[treeIndex]++;
if (currentFaceItem is null)
{
rootFaces[treeIndex] = new Voxelizer.UVFace { LayerIndex = treeIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curY - startY + 1, 1) };
currentFaceItem = rootFaces[treeIndex];
}
else
{
currentFaceItem.FlatListNext = new Voxelizer.UVFace { LayerIndex = treeIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curY - startY + 1, 1) };
currentFaceItem = currentFaceItem.FlatListNext;
}
startY = f.Y;
curY = f.Y;
}
}
else
{
/* this face is on a different column, cannot be part of the current chain we're building */
/* Create a UVFace for the current chain and reset to this one */
layerFaceCounts[treeIndex]++;
if (currentFaceItem is null)
{
rootFaces[treeIndex] = new Voxelizer.UVFace { LayerIndex = treeIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curY - startY + 1, 1) };
currentFaceItem = rootFaces[treeIndex];
}
else
{
currentFaceItem.FlatListNext = new Voxelizer.UVFace { LayerIndex = treeIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curY - startY + 1, 1) };
currentFaceItem = currentFaceItem.FlatListNext;
}
startY = f.Y;
curY = f.Y;
startX = f.X;
curX = f.X;
}
}
layerFaceCounts[treeIndex]++;
if (currentFaceItem is null)
{
rootFaces[treeIndex] = new Voxelizer.UVFace { LayerIndex = treeIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curY - startY + 1, 1) };
currentFaceItem = rootFaces[treeIndex];
}
else
{
currentFaceItem.FlatListNext = new Voxelizer.UVFace { LayerIndex = treeIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curY - startY + 1, 1) };
currentFaceItem = currentFaceItem.FlatListNext;
}
}
}
progress.LockAndIncrement();
if (progress.Token.IsCancellationRequested)
{
Cleanup();
return false;
}
}
progress.Title = "Stage 2: Building KD Trees";
progress.ProcessedItems = 0;
/* We build out a 3 dimensional KD tree for each layer, having 1 big KD tree is prohibitive when you get to millions and millions of faces. */
Parallel.For(0, LayerRangeCount, layerIndex =>
{
if (progress.Token.IsCancellationRequested) return;
/* Create the KD tree for the layer, in practice there should never be dups, but just in case, set to skip */
layerTrees[layerIndex] = new KdTree<float, Voxelizer.UVFace>(3, new FloatMath(), AddDuplicateBehavior.Skip);
/* Walk the linked list of UVFaces, adding them to the tree */
var currentFaceItem = rootFaces[layerIndex];
if (currentFaceItem is null) return;
while (currentFaceItem.FlatListNext is not null)
{
layerTrees[layerIndex].Add(new[] { (float)currentFaceItem.Type, currentFaceItem.FaceRect.X, currentFaceItem.FaceRect.Y }, currentFaceItem);
currentFaceItem = currentFaceItem.FlatListNext;
}
layerTrees[layerIndex].Add(new[] { (float)currentFaceItem.Type, currentFaceItem.FaceRect.X, currentFaceItem.FaceRect.Y }, currentFaceItem);
progress.LockAndIncrement();
});
if (progress.Token.IsCancellationRequested)
{
Cleanup();
return false;
}
progress.Title = "Stage 3: Collapsing faces";
progress.ProcessedItems = 0;
long collapseCount = 0;
/* Begin Stage 3: Vertical collapse
* Since we don't modify the lists/objects and only connect them via doubly linked list
* we can process each layer independant of the others.
*/
Parallel.For(0, LayerRangeCount, i =>
{
if (progress.Token.IsCancellationRequested)
{
return;
}
/* if no faces on this layer... skip.... needed for empty layers */
if (layerTrees[i] is null) return;
/* check each point in the current layers tree */
foreach (var point in layerTrees[i])
{
/* if this point already has a parent, skip */
if (point.Value.Parent is not null) continue;
/* deterimine the point below to check.
* For front/back/left/right its the same X/Y point and Z is different, and Z is done basically by looking at the layer tree below us
* For Top/Bottom its a bit different, the Z stays the same (we query our own layer tree) but the Y coordinate is 1 less */
float[] pointBelow = null;
KdTree<float, Voxelizer.UVFace> treeBelow = null;
if (point.Value.Type is Voxelizer.FaceOrientation.Top or Voxelizer.FaceOrientation.Bottom)
{
if (point.Value.Type == Voxelizer.FaceOrientation.Top)
{
pointBelow = new[] { point.Point[0], point.Point[1], point.Point[2] - 1 };
}
else
{
pointBelow = new[] { point.Point[0], point.Point[1], point.Point[2] - 1 };
}
treeBelow = layerTrees[i];
}
else
{
pointBelow = new[] { point.Point[0], point.Point[1], point.Point[2] };
if (i > 0)
{
treeBelow = layerTrees[i - 1];
}
}
var faceBelow = treeBelow?.FindValueAt(pointBelow);
if (faceBelow is null) continue;
/* if we find a face below us it has to be the same width too */
if (point.Value.FaceRect.Width == faceBelow.FaceRect.Width)
{
/* same coordinate, same width, safe to merge together. Do so by doubly linking the items */
point.Value.Parent = faceBelow;
faceBelow.Child = point.Value;
collapseCount++;
}
}
progress.LockAndIncrement();
});
if (progress.Token.IsCancellationRequested)
{
Cleanup();
return false;
}
progress.Title = "Stage 4: Generating STL";
progress.ProcessedItems = 0;
using var mesh = fileExtension.FileFormatType.CreateInstance<MeshFile>(_filePath, FileMode.Create);
mesh.BeginWrite();
/* Begin Stage 4, generating triangles and saving to STL */
foreach (var tree in layerTrees)
{
if (tree is null) continue;
/* only process UVFaces that do not have a parent, these are the "root" faces that couldn't be combined with something above them */
foreach (var p in tree.Where(p => p.Value.Parent is null))
{
/* generate the triangles */
foreach (var f in Voxelizer.MakeFacetsForUVFace(p.Value, xWidth, yWidth, zHeight, LayerIndexStart))
{
/* write to file */
mesh.WriteTriangle(f.p1, f.p2, f.p3, f.normal);
}
}
/* check for cancellation at every layer, and if so, close the STL file properly */
if (progress.Token.IsCancellationRequested)
{
Cleanup();
return false;
}
progress.LockAndIncrement();
}
void Cleanup()
{
/* dispose of everything */
for (var x = 0; x < layerTrees.Length; x++)
{
layerTrees[x] = null;
}
layerTrees = null;
for (var x = 0; x < rootFaces.Length; x++)
{
if (rootFaces[x] is not null) rootFaces[x].FlatListNext = null;
rootFaces[x] = null;
}
rootFaces = null;
GC.Collect();
}
mesh.EndWrite();
return !progress.Token.IsCancellationRequested;
}
#endregion
#region Equality
private bool Equals(OperationLayerExportMesh other)
{
return _filePath == other._filePath && _rotateDirection == other._rotateDirection && _flipDirection == other._flipDirection;
}
public override bool Equals(object obj)
{
return ReferenceEquals(this, obj) || obj is OperationLayerExportMesh other && Equals(other);
}
public override int GetHashCode()
{
return HashCode.Combine(_filePath, (int)_rotateDirection, (int)_flipDirection);
}
#endregion
}
}
@@ -71,6 +71,9 @@ namespace UVtools.Core.Operations
{ }
public OperationLayerExportSkeleton(FileFormat slicerFile) : base(slicerFile)
{ }
public override void InitWithSlicerFile()
{
_filePath = SlicerFile.FileFullPath + ".skeleton.png";
}
@@ -11,9 +11,7 @@ using System.ComponentModel;
using System.Threading.Tasks;
using System.Xml.Serialization;
using Emgu.CV;
using Emgu.CV.Cuda;
using Emgu.CV.CvEnum;
using UVtools.Core.Extensions;
using UVtools.Core.FileFormats;
using UVtools.Core.Objects;
+1 -1
View File
@@ -49,7 +49,7 @@
<ItemGroup>
<PackageReference Include="AnimatedGif" Version="1.0.5" />
<PackageReference Include="BinarySerializer" Version="8.6.0" />
<PackageReference Include="BinarySerializer" Version="8.6.1" />
<PackageReference Include="Emgu.CV" Version="4.5.3.4721" />
<PackageReference Include="KdTree" Version="1.4.1" />
<PackageReference Include="Microsoft.CodeAnalysis.CSharp.Scripting" Version="4.0.0-6.final" />
+45 -37
View File
@@ -1,10 +1,18 @@
using Emgu.CV;
/*
* GNU AFFERO GENERAL PUBLIC LICENSE
* Version 3, 19 November 2007
* Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
* Everyone is permitted to copy and distribute verbatim copies
* of this license document, but changing it is not allowed.
*/
using Emgu.CV;
using Emgu.CV.CvEnum;
using KdTree;
using KdTree.Math;
using System;
using System.Collections.Generic;
using System.Drawing;
using System.IO;
using System.Linq;
using System.Numerics;
using System.Threading.Tasks;
@@ -17,8 +25,8 @@ namespace UVtools.Core.Voxel
{
public class Voxelizer
{
class UVFace
public class UVFace
{
public FaceOrientation Type;
public uint LayerIndex;
@@ -38,7 +46,7 @@ namespace UVtools.Core.Voxel
}
[Flags]
enum FaceOrientation : short
public enum FaceOrientation : short
{
None = 0,
Top = 1,
@@ -49,13 +57,13 @@ namespace UVtools.Core.Voxel
Back = 32
}
unsafe FaceOrientation GetOpenFaces(Mat layer, int x, int y, Mat layerBelow = null, Mat layerAbove = null)
public static FaceOrientation GetOpenFaces(Mat layer, int x, int y, Mat layerBelow = null, Mat layerAbove = null)
{
var layerSpan = layer.GetBytePointer();
var layerSpan = layer.GetDataByteSpan();
FaceOrientation foundFaces = FaceOrientation.None;
if (layerSpan[layer.GetPixelPos(x, y)] == 0)
var foundFaces = FaceOrientation.None;
var pixelPos = layer.GetPixelPos(x, y);
if (layerSpan[pixelPos] == 0)
{
return foundFaces;
}
@@ -66,8 +74,8 @@ namespace UVtools.Core.Voxel
}
else
{
var belowSpan = layerBelow.GetBytePointer();
if (belowSpan[layerBelow.GetPixelPos(x, y)] == 0)
var belowSpan = layerBelow.GetDataByteSpan();
if (belowSpan[pixelPos] == 0)
{
foundFaces |= FaceOrientation.Bottom;
}
@@ -79,19 +87,19 @@ namespace UVtools.Core.Voxel
}
else
{
var aboveSpan = layerAbove.GetBytePointer();
if (aboveSpan[layerAbove.GetPixelPos(x, y)] == 0)
var aboveSpan = layerAbove.GetDataByteSpan();
if (aboveSpan[pixelPos] == 0)
{
foundFaces |= FaceOrientation.Top;
}
}
if (x == 0 || layerSpan[layer.GetPixelPos(x - 1, y)] == 0)
if (x == 0 || layerSpan[pixelPos-1] == 0)
{
foundFaces |= FaceOrientation.Left;
}
if (x == layer.Width - 1 || layerSpan[layer.GetPixelPos(x + 1, y)] == 0)
if (x == layer.Width - 1 || layerSpan[pixelPos+1] == 0)
{
foundFaces |= FaceOrientation.Right;
}
@@ -109,12 +117,12 @@ namespace UVtools.Core.Voxel
return foundFaces;
}
Mat BuildVoxelLayerImage(Mat curLayer, Mat layerAbove = null, Mat layerBelow = null)
public static Mat BuildVoxelLayerImage(Mat curLayer, Mat layerAbove = null, Mat layerBelow = null)
{
/* The goal of the VoxelLayerImage is to reduce as much as possible, the number of pixels we need to do 6 direction neighbor checking on */
/* the outer contours of the current layer should always be checked, they by definition should have an exposed face */
using var contours = curLayer.FindContours(out var heirarchy, RetrType.Tree);
using var contours = curLayer.FindContours(RetrType.Tree);
var onlyContours = curLayer.NewBlank();
CvInvoke.DrawContours(onlyContours, contours, -1, EmguExtensions.WhiteColor, 1);
@@ -125,15 +133,15 @@ namespace UVtools.Core.Voxel
layerBelow ??= curLayer.NewBlank();
/* anything that is in the current layer but is not in the layer above, by definition has an exposed face */
Mat upperXor = curLayer.NewBlank();
var upperXor = curLayer.NewBlank();
CvInvoke.BitwiseXor(curLayer, layerAbove, upperXor);
/* anything that is in the current layer but is not in the layer below, by definition has an exposed face */
Mat lowerXor = curLayer.NewBlank();
var lowerXor = curLayer.NewBlank();
CvInvoke.BitwiseXor(curLayer, layerBelow, lowerXor);
/* Or all of these together to get the list of pixels that have exposed face(s) */
Mat voxelLayer = curLayer.NewBlank();
var voxelLayer = curLayer.NewBlank();
CvInvoke.BitwiseOr(onlyContours, voxelLayer, voxelLayer);
CvInvoke.BitwiseOr(upperXor, voxelLayer, voxelLayer);
CvInvoke.BitwiseOr(lowerXor, voxelLayer, voxelLayer);
@@ -151,7 +159,7 @@ namespace UVtools.Core.Voxel
return voxelLayer;
}
public enum VoxelQuality : int
public enum VoxelQuality : byte
{
ACCURATE = 1,
AVERAGE = 2,
@@ -161,7 +169,7 @@ namespace UVtools.Core.Voxel
MINECRAFT = 8
}
public unsafe void CreateVoxelMesh(MeshFile mesh, FileFormat file, string filePath, OperationProgress progress, VoxelQuality quality = VoxelQuality.ACCURATE, uint layerStart = 0, uint layerStop = 0)
public unsafe void CreateVoxelMesh(Type meshType, FileFormat file, string filePath, OperationProgress progress, VoxelQuality quality = VoxelQuality.ACCURATE, uint layerStart = 0, uint layerStop = 0)
{
var layerManager = file.LayerManager;
/* Voxelization has 4 overall stages
@@ -577,9 +585,10 @@ namespace UVtools.Core.Voxel
progress.Reset();
progress.Title = "Generating STL...";
progress.ItemCount = (uint)layerCount;
progress.ItemCount = layerCount;
mesh.Create();
using var mesh = meshType.CreateInstance<MeshFile>(filePath, FileMode.Create);
mesh.BeginWrite();
/* Begin Stage 4, generating triangles and saving to STL */
foreach (var tree in layerTrees)
@@ -600,15 +609,12 @@ namespace UVtools.Core.Voxel
/* check for cancellation at every layer, and if so, close the STL file properly */
if (progress.Token.IsCancellationRequested)
{
mesh.Close();
Cleanup();
return;
}
progress.LockAndIncrement();
}
mesh.Close();
void Cleanup()
{
/* dispose of everything */
@@ -628,23 +634,25 @@ namespace UVtools.Core.Voxel
rootFaces[x] = null;
}
rootFaces = null;
System.GC.Collect();
GC.Collect();
}
mesh.EndWrite();
}
/* NOTE: this took a lot, a lot, a lot, of trial and error, just trust that it generates the correct triangles for a given face ;) */
IEnumerable<(Vector3 p1, Vector3 p2, Vector3 p3, Vector3 normal)> MakeFacetsForUVFace(UVFace face, float xSize, float ySize, float layerHeight, uint layerStart)
public static IEnumerable<(Vector3 p1, Vector3 p2, Vector3 p3, Vector3 normal)> MakeFacetsForUVFace(UVFace face, float xSize, float ySize, float layerHeight, uint layerStart)
{
/* triangles need "normal" vectors to show which is the outside of the triangle */
/* also, triangle points need to be provided in counter clockwise direction...*/
Vector3 LeftNormal = new Vector3(-1, 0, 0);
Vector3 RightNormal = new Vector3(1, 0, 0);
Vector3 TopNormal = new Vector3(0, 0, 1);
Vector3 BottomNormal = new Vector3(0, 0, -1);
Vector3 BackNormal = new Vector3(0, 1, 0);
Vector3 FrontNormal = new Vector3(0, -1, 0);
var LeftNormal = new Vector3(-1, 0, 0);
var RightNormal = new Vector3(1, 0, 0);
var TopNormal = new Vector3(0, 0, 1);
var BottomNormal = new Vector3(0, 0, -1);
var BackNormal = new Vector3(0, 1, 0);
var FrontNormal = new Vector3(0, -1, 0);
/* count the "height" of this face, which is == to itself + number of children in its doubly linked list chain */
var height = 1;
@@ -7,16 +7,13 @@
*/
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Text;
using System.Threading.Tasks;
using UVtools.Core.Scripting;
using Emgu.CV;
using Emgu.CV.CvEnum;
using Emgu.CV.Util;
using UVtools.Core;
using UVtools.Core.Extensions;
namespace UVtools.ScriptSample
{
+54
View File
@@ -11,6 +11,8 @@ using System.IO;
using System.Linq;
using MoreLinq;
using UVtools.Core.FileFormats;
using UVtools.Core.MeshFormats;
using UVtools.Core.Operations;
namespace UVtools.WPF
{
@@ -141,6 +143,58 @@ namespace UVtools.WPF
return true;
}
// Convert to other file
if (args[0] is "--export-mesh")
{
if (args.Length < 2)
{
Console.WriteLine("Invalid syntax: <input_file> [output_mesh_file]");
return true;
}
if (!File.Exists(args[1]))
{
Console.WriteLine($"Input file does not exists: {args[1]}");
return true;
}
var slicerFile = FileFormat.FindByExtensionOrFilePath(args[1], true);
if (slicerFile is null)
{
Console.WriteLine($"Invalid input file: {args[1]}");
return true;
}
var outputFile = Path.Combine(Path.GetDirectoryName(args[1]), $"{Path.GetFileNameWithoutExtension(args[1])}.stl");
if (args.Length >= 3 && !string.IsNullOrWhiteSpace(args[2]))
{
outputFile = args[2];
}
var outputExtension = MeshFile.FindFileExtension(outputFile);
if (outputExtension is null)
{
Console.WriteLine($"Invalid output file extension: {outputFile}");
return true;
}
Console.WriteLine($"Loading file: {args[1]}");
slicerFile.Decode(args[1]);
Console.WriteLine($"Exporting mesh to: {outputFile}");
var operation = new OperationLayerExportMesh(slicerFile)
{
FilePath = outputFile
};
operation.Execute();
Console.WriteLine("Exported");
Console.WriteLine("OK");
return true;
}
if (args[0] == "--crypt-ctb")
{
if (!File.Exists(args[1]))
@@ -0,0 +1,52 @@
<UserControl xmlns="https://github.com/avaloniaui"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
mc:Ignorable="d" d:DesignWidth="800" d:DesignHeight="450"
x:Class="UVtools.WPF.Controls.Tools.ToolLayerExportMeshControl">
<StackPanel Spacing="10">
<StackPanel Orientation="Horizontal" Spacing="5">
<TextBox
Watermark="Output filepath"
UseFloatingWatermark="True"
VerticalAlignment="Center"
IsReadOnly="True"
Width="600"
Text="{Binding Operation.FilePath}"/>
<Button
VerticalAlignment="Stretch"
Command="{Binding ChooseFilePath}">
<Image Source="/Assets/Icons/open-16x16.png"/>
</Button>
</StackPanel>
<Grid RowDefinitions="Auto,10,Auto,10,Auto"
ColumnDefinitions="Auto,10,520">
<TextBlock Grid.Row="0" Grid.Column="0"
VerticalAlignment="Center"
Text="Mesh quality:"/>
<ComboBox Grid.Row="0" Grid.Column="2"
HorizontalAlignment="Stretch"
Items="{Binding Operation.Quality, Converter={StaticResource EnumToCollectionConverter}, Mode=OneTime}"
SelectedItem="{Binding Operation.Quality, Converter={StaticResource FromValueDescriptionToEnumConverter}}"/>
<TextBlock Grid.Row="2" Grid.Column="0"
VerticalAlignment="Center"
Text="Rotate direction:"/>
<ComboBox Grid.Row="2" Grid.Column="2"
HorizontalAlignment="Stretch"
Items="{Binding Operation.RotateDirection, Converter={StaticResource EnumToCollectionConverter}, Mode=OneTime}"
SelectedItem="{Binding Operation.RotateDirection, Converter={StaticResource FromValueDescriptionToEnumConverter}}"/>
<TextBlock Grid.Row="4" Grid.Column="0"
VerticalAlignment="Center"
Text="Flip direction:"/>
<ComboBox Grid.Row="4" Grid.Column="2"
HorizontalAlignment="Stretch"
Items="{Binding Operation.FlipDirection, Converter={StaticResource EnumToCollectionConverter}, Mode=OneTime}"
SelectedItem="{Binding Operation.FlipDirection, Converter={StaticResource FromValueDescriptionToEnumConverter}}"/>
</Grid>
</StackPanel>
</UserControl>
@@ -0,0 +1,55 @@
using System.Collections.Generic;
using System.IO;
using Avalonia;
using Avalonia.Controls;
using Avalonia.Markup.Xaml;
using UVtools.Core.MeshFormats;
using UVtools.Core.Operations;
namespace UVtools.WPF.Controls.Tools
{
public partial class ToolLayerExportMeshControl : ToolControl
{
public OperationLayerExportMesh Operation => BaseOperation as OperationLayerExportMesh;
public ToolLayerExportMeshControl()
{
BaseOperation = new OperationLayerExportMesh(SlicerFile);
if (!ValidateSpawn()) return;
InitializeComponent();
}
private void InitializeComponent()
{
AvaloniaXamlLoader.Load(this);
}
public async void ChooseFilePath()
{
var dialog = new SaveFileDialog
{
Directory = Path.GetDirectoryName(SlicerFile.FileFullPath),
DefaultExtension = ".stl",
InitialFileName = SlicerFile.FilenameNoExt,
Filters = GetFilters(),
};
var filePath = await dialog.ShowAsync(ParentWindow);
if (string.IsNullOrWhiteSpace(filePath)) return;
Operation.FilePath = filePath;
}
public List<FileDialogFilter> GetFilters()
{
var list = new List<FileDialogFilter>();
foreach (var fileExtension in MeshFile.AvailableMeshFiles)
{
list.Add(new FileDialogFilter
{
Name = fileExtension.Description,
Extensions = new List<string>{fileExtension.Extension}
});
}
return list;
}
}
}
+8
View File
@@ -411,6 +411,14 @@ namespace UVtools.WPF
Source = new Bitmap(App.GetAsset("/Assets/Icons/file-image-16x16.png"))
}
},
new()
{
Tag = new OperationLayerExportMesh(),
Icon = new Avalonia.Controls.Image
{
Source = new Bitmap(App.GetAsset("/Assets/Icons/cubes-16x16.png"))
}
},
};
#region DataSets
+5 -5
View File
@@ -34,13 +34,13 @@
<NoWarn>1701;1702;</NoWarn>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Avalonia" Version="0.10.8" />
<PackageReference Include="Avalonia" Version="0.10.9" />
<PackageReference Include="Avalonia.Angle.Windows.Natives" Version="2.1.0.2020091801" />
<PackageReference Include="Avalonia.Controls.DataGrid" Version="0.10.8" />
<PackageReference Include="Avalonia.Desktop" Version="0.10.8" />
<PackageReference Include="Avalonia.Diagnostics" Version="0.10.8" />
<PackageReference Include="Avalonia.Controls.DataGrid" Version="0.10.9" />
<PackageReference Include="Avalonia.Desktop" Version="0.10.9" />
<PackageReference Include="Avalonia.Diagnostics" Version="0.10.9" />
<PackageReference Include="Emgu.CV.runtime.windows" Version="4.5.3.4721" />
<PackageReference Include="MessageBox.Avalonia" Version="1.5.3" />
<PackageReference Include="MessageBox.Avalonia" Version="1.5.5" />
<PackageReference Include="ThemeEditor.Controls.ColorPicker" Version="0.10.8" />
</ItemGroup>
<ItemGroup>