mirror of
https://github.com/riegera2412/UVtools.git
synced 2026-07-10 02:22:32 +02:00
v3.11.0
- **UI:** - (Improvement) Layer navigation load time by parallel `Mat` to `Bitmap` conversion - (Improvement) Allow to show exceptions without the stack trace and detailed trigger action by using the `MessageExceiption` (#644) - (Improvement) Allow progress to have and display a detailed log (#644) - (Improvement) Convert format to another with multiple versions will now only show the possible versions for the extension - **Suggestion - Wait time before cure:** - (Improvement) Set the first wait time based on first valid layer mass rather than use the fixed limit - (Improvement) Set zero time to empty and dummy layers - (Improvement) When creating the dummy layer also increment the bottom layer count as the created layer count as one - **PCB Exposure:** - (Add) Excellon Drill Format (drl) to cut off holes (Implementation may lack some advanced features, please confirm the result) (#646) - (Fix) Arc (G03) with negative offsets (I-/J-) was not drawing the shape correctly - (Fix) Implement the rotation for the outline primitive (#645) - **File formats:** - (Improvement) Formats now sanitize the selected version before encode given the file extension, if version is out of range it will force the last known version - (Fix) CBDDLP: Remove a table from the file that might cause layer corruption - (Add) Operations - `AfterCompleteReport` property: Gets or sets an report to show to the user after complete the operation with success - (Improvement) Suggestion - Wait time after cure: Set zero time to empty and dummy layers - (Improvement) Slight improvement on the contour intersection check, yields better performance on resin and suction cup detection - (Improvement) Allow to trigger message boxes from operations and scripts (#644) - (Upgrade) .NET from 6.0.12 to 6.0.13
This commit is contained in:
@@ -0,0 +1,135 @@
|
||||
/*
|
||||
* 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 System;
|
||||
using System.Drawing;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using UVtools.Core;
|
||||
using UVtools.Core.Extensions;
|
||||
using UVtools.Core.Scripting;
|
||||
|
||||
namespace UVtools.ScriptSample;
|
||||
|
||||
/// <summary>
|
||||
/// Performs a black inset around objects
|
||||
/// </summary>
|
||||
public class ScriptInsetSample : ScriptGlobals
|
||||
{
|
||||
readonly ScriptNumericalInput<ushort> InsetMarginFromEdge = new()
|
||||
{
|
||||
Label = "Inset from edge",
|
||||
ToolTip = "Margin in pixels to inset from object edge",
|
||||
Unit = "px",
|
||||
Minimum = 1,
|
||||
Maximum = ushort.MaxValue,
|
||||
Increment = 1,
|
||||
Value = 10
|
||||
};
|
||||
|
||||
readonly ScriptNumericalInput<ushort> InsetThickness = new()
|
||||
{
|
||||
Label = "Inset line thickness",
|
||||
ToolTip = "Inset line thickness in pixels",
|
||||
Unit = "px",
|
||||
Minimum = 1,
|
||||
Maximum = ushort.MaxValue,
|
||||
Increment = 1,
|
||||
Value = 5
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// Set configurations here, this function trigger just after load a script
|
||||
/// </summary>
|
||||
public void ScriptInit()
|
||||
{
|
||||
Script.Name = "Inset";
|
||||
Script.Description = "Performs a black inset around objects";
|
||||
Script.Author = "Tiago Conceição";
|
||||
Script.Version = new Version(0, 1);
|
||||
Script.UserInputs.AddRange(new[]
|
||||
{
|
||||
InsetMarginFromEdge,
|
||||
InsetThickness
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Validate user inputs here, this function trigger when user click on execute
|
||||
/// </summary>
|
||||
/// <returns>A error message, empty or null if validation passes.</returns>
|
||||
public string? ScriptValidate()
|
||||
{
|
||||
StringBuilder sb = new();
|
||||
|
||||
if (InsetMarginFromEdge.Value < InsetMarginFromEdge.Minimum)
|
||||
{
|
||||
sb.AppendLine($"Inset edge margin must be at least {InsetMarginFromEdge.Minimum}{InsetMarginFromEdge.Unit}");
|
||||
}
|
||||
if (InsetThickness.Value < InsetThickness.Minimum)
|
||||
{
|
||||
sb.AppendLine($"Inset thickness must be at least {InsetThickness.Minimum}{InsetThickness.Unit}");
|
||||
}
|
||||
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Execute the script, this function trigger when when user click on execute and validation passes
|
||||
/// </summary>
|
||||
/// <returns>True if executes successfully to the end, otherwise false.</returns>
|
||||
public bool ScriptExecute()
|
||||
{
|
||||
var kernel =
|
||||
CvInvoke.GetStructuringElement(ElementShape.Rectangle, new Size(3, 3), EmguExtensions.AnchorCenter); // Rectangle 3x3 kernel
|
||||
Progress.Reset("Inset layers", Operation.LayerRangeCount); // Sets the progress name and number of items to process
|
||||
|
||||
|
||||
// Loop user selected layers in parallel, this will put each core of CPU working here on parallel
|
||||
Parallel.For(Operation.LayerIndexStart, Operation.LayerIndexEnd+1, CoreSettings.GetParallelOptions(Progress), layerIndex =>
|
||||
{
|
||||
var layer = SlicerFile[layerIndex]; // Unpack and expose layer variable for easier use
|
||||
using var mat = layer.LayerMat; // Gets this layer mat/image
|
||||
var original = mat.Clone(); // Keep a original mat copy
|
||||
using var erodeMat = new Mat(); // Creates a temporary mat for the eroded image
|
||||
using var wallMat = new Mat(); // Creates a temporary mat for the wall image
|
||||
|
||||
var target = Operation.GetRoiOrDefault(mat); // Get ROI from mat if user selected an region
|
||||
|
||||
// Erode original image by InsetMarginFromEdge pixels, so we get the offset margin from image and put new image on erodeMat
|
||||
CvInvoke.Erode(target, erodeMat, kernel, EmguExtensions.AnchorCenter, InsetMarginFromEdge.Value, BorderType.Reflect101, default);
|
||||
|
||||
// Now erode the eroded image with InsetThickness pixels, so we get the original-margin-thickness image and put the new image on wallMat
|
||||
CvInvoke.Erode(erodeMat, wallMat, kernel, EmguExtensions.AnchorCenter, InsetThickness.Value, BorderType.Reflect101, default);
|
||||
|
||||
// Subtract walls image from eroded image, so we get only the inset line pixels in white and put back into wallMat
|
||||
CvInvoke.Subtract(erodeMat, wallMat, wallMat);
|
||||
|
||||
// Invert pixels of wallMat so the whites will become black and blacks whites
|
||||
CvInvoke.BitwiseNot(wallMat, wallMat);
|
||||
|
||||
// Bitwise And original image with the modified image and put back into mat
|
||||
// This will keep only the pixels that are positive in both mat's, so mat[n] & wallMat[n] must both have a positive pixel value (> 0)
|
||||
CvInvoke.BitwiseAnd(target, wallMat, target);
|
||||
|
||||
// Apply the results only to the selected masked area, if user selected one
|
||||
Operation.ApplyMask(original, target);
|
||||
|
||||
// Set current layer image with the modified mat we just manipulated
|
||||
layer.LayerMat = mat;
|
||||
|
||||
// Increment progress bar by 1
|
||||
Progress.LockAndIncrement();
|
||||
});
|
||||
|
||||
// return true if not cancelled by user
|
||||
return !Progress.Token.IsCancellationRequested;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user