Files
UVtools/UVtools.ScriptSample/ScriptInsetSample.cs
T
Tiago Conceição 4600e81b08 v3.0.0
- **(Add) Suggestions:**
   - A new module that detect bad or parameters out of a defined range and suggest a change on the file, those can be auto applied if configured to do so
   - **Avaliable suggestions:**
      - **Bottom layer count:** Bottom layers should be kept to a minimum, usually from 2 to 3, it function is to provide a good adhesion to the first layer on the build plate, using a high count have disadvantages.
      - **Wait time before cure:** Rest some time before cure the layer is crucial to let the resin settle after the lift sequence and allow some time for the arm settle at the correct Z position as the resin will offer some resistance and push the structure.
                                   This lead to better quality with more successful prints, less lamination problems, better first layers with more success of stick to the build plate and less elephant foot effect.
      - **Wait time after cure:** Rest some time after cure the layer and before the lift sequence can be important to allow the layer to cooldown a bit and detach better from the FEP.
      - **Layer height:** Using the right layer height is important to get successful prints:
                          Thin layers may cause problems on adhesion, lamination, will print much slower and have no real visual benefits.
                          Thick layers may not fully cure no matter the exposure time you use, causing lamination and other hazards. Read your resin dtasheet to know the limits.
                          Using layer height with too many decimal digits may produce a wrong positioning due stepper step loss and/or Z axis quality.
- **Core:**
   - Convert the project to Nullable aware and "null-safe"
- **File Formats:**
   - (Add) `Volume` property to get the total model volume
   - (Add) `SanitizeLayers` method to reassign indexes and force attribute parent file
   - (Improvement) Merge `LayerManager` into `FileFormat` and cleanup: This affects the whole project and external scripts.
   If using scripts please update them, search for `.LayerManager.` and replace by `.`
   - (Change) Chitubox encrypted format can now be saved as normal
   - (Fix) Converted files layers was pointing to the source file and related to it
- **Layers:**
   - (Add) Methods: `ResetParameters`, `CopyParametersTo`, `CopyExposureTo`, `CopyWaitTimesTo`
   - (Improvement) `IsBottomLayer` property will also return true when the index is inside bottom layer count
- **Scripting:**
   - (Add) Configuration variable: `MinimumVersionToRun` - Sets the minimum version able to run the script
   - (Improvement) Allow run scripts written in C# 10 with the new namespace; style as well as nullables methods
   - (Improvement) Convert scripts to use Nullable code
- **UI:**
   - (Add) Fluent Dark theme
   - (Add) Default Light theme
   - (Add) Default Dark theme
   - (Change) Use fontawesome and material design to render the icons instead of static png images
   - (Change) Some icons
   - (Change) Move log tab to clipboard tab
   - (Change) Tooltip overlay default color
   - (Improvement) Windows position for tool windows, sometimes framework can return negative values affecting positions, now limits to 0 (#387)
   - (Fix) Center image icon for layer action button
   - (Fix) Center image icon for save layer image button
- **Tools:**
   - (Add) Layer re-height: Offset mode, change layers position by a defined offset (#423)
   - (Improvement) Rotate: Unable to use an angle of 0
   - (Improvement) Remove layers: Will not recalcualte and reset properties of layers anymore, allowing removing layers on dynamic layer height models and others
   - (Improvement) Clone layers: Will not recalcualte and reset properties of layers anymore, allowing cloning layers on dynamic layer height models and others
   - (Fix) Exposure time finder: Very small printers may not print the stock object as it is configured, lead to a unknown error while generating the test. It will now show a better error message and advice a solution (#426)
- **Terminal:**
   - (Add) More default namespaces
   - (Improvement) Set a MinHeight for the rows to prevent spliter from eat the elements
   - (Change) Set working space to the MainWindow instead of TerminalWindow
- **(Upgrade) .NET from 5.0.14 to 6.0.3**
   - This brings big performance improvements, better JIT, faster I/O operations and others
   - Read more: https://devblogs.microsoft.com/dotnet/performance-improvements-in-net-6
   - Due this macOS requirement starts at 10.15 (Catalina)
   - Read more: https://github.com/dotnet/core/blob/main/release-notes/6.0/supported-os.md
- (Add) Native support for MacOS ARM64 architecture (Mac M1 and upcomming Mac's) (#187)
- (Exchange) Dependency Newtonsoft Json by System.Text.Json to parse the json documents
- (Remove) "Automations - Light-off delay" in favor of new suggestion "wait time before cure" module
- (Fix) File - Send to: Winrar or 7zip have a wrong extension on the list (uvt) when should be (uvj)
- (Upgrade) AvaloniaUI from 0.10.12 to 0.10.13
2022-03-12 21:04:47 +00:00

137 lines
5.4 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.ParallelOptions, layerIndex =>
{
if (Progress.Token.IsCancellationRequested) return; // Abort operation, user requested cancellation
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;
}
}