Files
UVtools/UVtools.ScriptSample/ScriptInsetSample.cs
T
Tiago Conceição 22897ea389 v3.1.0
- **Benchmark:**
   - (Add) PNG, GZip, Deflate and LZ4 compress tests
   - (Change) Test against a known image instead of random noise
   - (Change) Single-thread tests from 100 to 200 and multi-thread tests from 1000 to 5000
   - (Improvement) Same image instance is shared between tests instead of create new per test
   - (Fix) Encode typo
- **Core:**
   - (Add) Layer compression method: Allow to choose the compression method for layer image
      - **PNG:** Compression=High Speed=Slow (Use with low RAM)
      - **GZip:** Compression=Medium Speed=Medium (Optimal)
      - **Deflate:** Compression=Medium Speed=Medium (Optimal)
      - **LZ4:** Compression=Low Speed=Fast (Use with high RAM)
   - (Improvement) Better handling on cancel operations and more immediate response
   - (Fix) Extract: Zip Slip Vulnerability (CWE-22)
- **File formats:**
   - (Improvement) Better handling of encode/decoding layers from zip files
   - (Fix) ZCode: Canceling the file load can trigger an error
   - (Fix) VDA: Unable to open vda zip files
- **Tools:**
   - (Improvement) Allow operations to be aware of ROI and Masks before execution (#436)
   - (Improvement) Scripting: Allow save and load profiles (#436)
   - (Fix) Adjust layer height: When using the Offset type the last layer in the range was not taken in account (#435)
- **UI:**
   - (Improvement) Allow layer zoom levels of 0.1x and 64x but constrain minimum zoom to the level of image fit
   - (Improvement) Update change log now shows with markdown style and more readable
   - (Fix) Windows MSI upgrade to this version (#432)
   - (Fix) Auto-updater for Mac ARM, was downloading x64 instead
2022-03-17 23:50:47 +00:00

135 lines
5.3 KiB
C#

/*
* 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.Drawing;
using System.Text;
using System.Threading.Tasks;
using UVtools.Core.Scripting;
using Emgu.CV;
using Emgu.CV.CvEnum;
using UVtools.Core;
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 anchor = new Point(-1, -1); // Kernel anchor, -1, -1 = center
var kernel =
CvInvoke.GetStructuringElement(ElementShape.Rectangle, new Size(3, 3), anchor); // 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, anchor, 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, anchor, 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;
}
}