mirror of
https://github.com/riegera2412/UVtools.git
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9276735203
- **File formats:** - (Add) AnyCubic PM3R (#587) - (Add) AnyCubic PMX2 - (Fix) LGS: `LightOffDelay` is `WaitTimeBeforeCure` in this format - **PrusaSlicer printer:** - (Add) AnyCubic Photon M3 Premium - (Add) AnyCubic Photon Mono X2 - (Fix) Scripting: Unable to use sub-classes (#583) - (Fix) Loading an image as file cause application to crash - (Fix) "File - Send to" doesn't ignore case on file extension names resulting in ignore files in a uppercase even if extension is correct - (Fix) Do not show layer material milliliters when value is 0 or the percentage is NaN - (Fix) Auto-upgrade on Linux with AppImage integrated on system causes the file name to grow with hash strings
83 lines
3.1 KiB
Plaintext
83 lines
3.1 KiB
Plaintext
//------------------------------------------------
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//--- 010 Editor v8.0.1 Binary Template
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//
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// File: Longer Orange 10, 30
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// Authors: Tiago Conceição
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//------------------------------------------------
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LittleEndian();
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typedef struct() {
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uint32 DataSize <fgcolor=cBlack, bgcolor=cWhite>;
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ubyte LayerRLE[DataSize] <fgcolor=cBlack, bgcolor=cRed>;
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} layerData;
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struct HEADER {
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char Name[8] <fgcolor=cBlack, bgcolor=cWhite>;
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uint Uint_08 <fgcolor=cBlack, bgcolor=cRed>;
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uint Uint_0C <fgcolor=cBlack, bgcolor=cRed>;
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uint PrinterModel <fgcolor=cBlack, bgcolor=cRed>;
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uint Uint_14 <fgcolor=cBlack, bgcolor=cRed>;
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uint MagicKey <fgcolor=cBlack, bgcolor=cRed>;
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float PixelPerMmX <fgcolor=cBlack, bgcolor=cRed>;
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float PixelPerMmY <fgcolor=cBlack, bgcolor=cRed>;
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float ResolutionX <fgcolor=cBlack, bgcolor=cRed>;
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float ResolutionY <fgcolor=cBlack, bgcolor=cRed>;
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float LayerHeight <fgcolor=cBlack, bgcolor=cRed>;
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float ExposureTimeMs <fgcolor=cBlack, bgcolor=cRed>;
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float BottomExposureTimeMs <fgcolor=cBlack, bgcolor=cRed>;
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float Float_38 <fgcolor=cBlack, bgcolor=cRed>;
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float WaiTimeBeforeCureMs <fgcolor=cBlack, bgcolor=cRed>;
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float BottomWaiTimeBeforeCureMs <fgcolor=cBlack, bgcolor=cRed>;
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float BottomHeight <fgcolor=cBlack, bgcolor=cRed>;
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float Float_48 <fgcolor=cBlack, bgcolor=cRed>;
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float BottomLiftHeight <fgcolor=cBlack, bgcolor=cRed>;
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float LiftHeight <fgcolor=cBlack, bgcolor=cRed>;
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float LiftSpeed <fgcolor=cBlack, bgcolor=cRed>;
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float LiftSpeed_ <fgcolor=cBlack, bgcolor=cRed>;
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float BottomLiftSpeed <fgcolor=cBlack, bgcolor=cRed>;
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float BottomLiftSpeed_ <fgcolor=cBlack, bgcolor=cRed>;
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float Float_64 <fgcolor=cBlack, bgcolor=cRed>;
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float Float_68 <fgcolor=cBlack, bgcolor=cRed>;
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float Float_6c <fgcolor=cBlack, bgcolor=cRed>;
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float Float_70 <fgcolor=cBlack, bgcolor=cRed>;
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float Float_74 <fgcolor=cBlack, bgcolor=cRed>;
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float Float_78 <fgcolor=cBlack, bgcolor=cRed>;
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float Float_7c <fgcolor=cBlack, bgcolor=cRed>;
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float Float_80 <fgcolor=cBlack, bgcolor=cRed>;
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float Float_84 <fgcolor=cBlack, bgcolor=cRed>;
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float Float_88 <fgcolor=cBlack, bgcolor=cRed>;
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float Float_8c <fgcolor=cBlack, bgcolor=cRed>;
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float Float_90 <fgcolor=cBlack, bgcolor=cRed>;
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float MachineZ <fgcolor=cBlack, bgcolor=cRed>;
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uint Uint_98 <fgcolor=cBlack, bgcolor=cRed>;
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uint Uint_9c <fgcolor=cBlack, bgcolor=cRed>;
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uint Uint_a0 <fgcolor=cBlack, bgcolor=cRed>;
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uint LayerCount <fgcolor=cBlack, bgcolor=cRed>;
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uint Uint_a8 <fgcolor=cBlack, bgcolor=cRed>;
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uint PreviewSizeX <fgcolor=cBlack, bgcolor=cRed>;
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uint PreviewSizeY <fgcolor=cBlack, bgcolor=cRed>;
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} header;
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ubyte preview_data[header.PreviewSizeX*header.PreviewSizeY*2];
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if(header.PrinterModel == 120) // .lgs120
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{
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struct PNG_PREVIEW {
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uint pngLength <fgcolor=cBlack, bgcolor=cRed>;
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ubyte png[pngLength] <fgcolor=cBlack, bgcolor=cYellow>;
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ushort padding <fgcolor=cBlack, bgcolor=cRed>;
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} png_preview;
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}
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struct LAYERS {
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local int i;
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for( i = 0; i < header.LayerCount; i++ ){
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layerData lD();
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}
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} layers;
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