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https://github.com/riegera2412/UVtools.git
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a626cfdc72
- (Add) Allow to pause and resume operations (#654) - (Add) `Layer.FirstTransitionLayer` - (Add) `Layer.LastTransitionLayer` - (Add) File format: Elegoo GOO - (Add) PrusaSlicer Printer: Elegoo Mars 4 - (Improvement) Allocate maximum GPU memory for Skia up to 256 MB - (Improvement) Set and sanitize transition layers exposure time from last bottom layer and first normal layer instead of global times (#659) - (Change) CXDLP: Default version from 2 to 3 - (Fix) UI was not rendering with GPU (ANGLE) - (Fix) `Layer.IsTransitionLayer` was returning the wrong value - (Upgrade) .NET from 6.0.13 to 6.0.14
704 lines
30 KiB
C#
704 lines
30 KiB
C#
/*
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* GNU AFFERO GENERAL PUBLIC LICENSE
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* Version 3, 19 November 2007
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* Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
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* Everyone is permitted to copy and distribute verbatim copies
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* of this license document, but changing it is not allowed.
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*/
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using Emgu.CV;
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using Emgu.CV.CvEnum;
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using KdTree;
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using KdTree.Math;
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UVtools.Core.Extensions;
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using UVtools.Core.FileFormats;
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using UVtools.Core.Managers;
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using UVtools.Core.MeshFormats;
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using UVtools.Core.Voxel;
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namespace UVtools.Core.Operations;
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public sealed class OperationLayerExportMesh : Operation
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{
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#region Enums
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public enum ExportMeshQuality : byte
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{
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Accurate = 1,
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Average = 2,
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Quick = 3,
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Dirty = 6,
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Minecraft = 8
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}
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#endregion
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#region Members
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private string _filePath = null!;
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private MeshFile.MeshFileFormat _meshFileFormat = MeshFile.MeshFileFormat.BINARY;
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private ExportMeshQuality _quality = ExportMeshQuality.Accurate;
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private RotateDirection _rotateDirection = RotateDirection.None;
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private FlipDirection _flipDirection = FlipDirection.None;
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private bool _stripAntiAliasing = true;
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#endregion
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#region Overrides
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public override bool CanHaveProfiles => false;
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public override string IconClass => "fa-solid fa-cubes";
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public override string Title => "Export layers to mesh";
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public override string Description =>
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"Reconstructs and export a layer range to a 3D mesh via voxelization.\n" +
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"Note: Depending on quality and triangle count, this will often render heavy files.\n" +
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"This process will not recover your original 3D model as data was already lost when sliced.";
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public override string ConfirmationText =>
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$"generate a mesh from layers {LayerIndexStart} through {LayerIndexEnd}?";
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public override string ProgressTitle =>
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$"Generating a mesh from layers {LayerIndexStart} through {LayerIndexEnd}";
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public override string ProgressAction => "Packed layers";
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public override string? ValidateInternally()
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{
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var sb = new StringBuilder();
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if (MeshFile.FindFileExtension(_filePath) is null)
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{
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sb.AppendLine("The used file extension is invalid.");
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}
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return sb.ToString();
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}
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/*public override string ToString()
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{
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var result = $"[Crop by ROI: {_cropByRoi}]" +
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LayerRangeString;
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if (!string.IsNullOrEmpty(ProfileName)) result = $"{ProfileName}: {result}";
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return result;
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}*/
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#endregion
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#region Properties
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public string FilePath
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{
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get => _filePath;
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set => RaiseAndSetIfChanged(ref _filePath, value);
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}
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public MeshFile.MeshFileFormat MeshFileFormat
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{
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get => _meshFileFormat;
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set => RaiseAndSetIfChanged(ref _meshFileFormat, value);
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}
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public ExportMeshQuality Quality
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{
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get => _quality;
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set => RaiseAndSetIfChanged(ref _quality, value);
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}
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public RotateDirection RotateDirection
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{
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get => _rotateDirection;
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set => RaiseAndSetIfChanged(ref _rotateDirection, value);
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}
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public FlipDirection FlipDirection
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{
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get => _flipDirection;
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set => RaiseAndSetIfChanged(ref _flipDirection, value);
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}
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public bool StripAntiAliasing
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{
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get => _stripAntiAliasing;
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set => RaiseAndSetIfChanged(ref _stripAntiAliasing, value);
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}
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#endregion
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#region Constructor
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public OperationLayerExportMesh() { }
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public OperationLayerExportMesh(FileFormat slicerFile) : base(slicerFile)
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{
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_flipDirection = SlicerFile.DisplayMirror;
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}
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public override void InitWithSlicerFile()
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{
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_filePath = Path.Combine(Path.GetDirectoryName(SlicerFile.FileFullPath) ?? string.Empty, $"{SlicerFile.FilenameNoExt}.{STLMeshFile.FileExtension.Extension}");
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}
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#endregion
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#region Methods
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protected override unsafe bool ExecuteInternally(OperationProgress progress)
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{
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var fileExtension = MeshFile.FindFileExtension(_filePath);
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if (fileExtension is null) return false;
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//using var meshFile = fileExtension.FileFormatType.CreateInstance<MeshFile>(_filePath, FileMode.Create);
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//new Voxelizer().CreateVoxelMesh(fileExtension.FileFormatType, SlicerFile, _filePath, progress);
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/* Voxelization has 4 overall stages
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* 1.) Generate all visible faces, this is for each pixel we determine which of its faces are visible from outside the model
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* 2.) Collapse faces horizontally, this combines faces that are coplanar horizontally into a longer face, this reduces triangles
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* 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
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* 4.) Generate triangles for faces and write out to file
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*/
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/* Basic information for the file, how many layers, how big should each voxel be) */
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var pixelSize = SlicerFile.PixelSize;
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float xWidth = (pixelSize.Width > 0 ? pixelSize.Width : 0.035f) * (byte)_quality;
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float yWidth = (pixelSize.Height > 0 ? pixelSize.Height : 0.035f) * (byte)_quality;
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//var totalLayerCount = SlicerFile.LayerCount;
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var distinctLayers = SlicerFile.GetDistinctLayersByPositionZ(LayerIndexStart, LayerIndexEnd).ToArray();
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/* work around the mirror effect, this is caused by the voxel algorithm assuming 0,0 is bottom left, when 0,0 is top left for a Mat
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* ideally we would fix the algorithm itself but that's more invovled. for the time being we'll just flip it verticaly. */
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var workAroundFlip = _flipDirection switch
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{
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FlipDirection.None => FlipDirection.Vertically,
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FlipDirection.Horizontally => FlipDirection.Both,
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FlipDirection.Vertically => FlipDirection.None,
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FlipDirection.Both => FlipDirection.Horizontally,
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_ => throw new NotImplementedException($"Flip type: {_flipDirection} not handled!")
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};
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using var cacheManager = new MatCacheManager(this)
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{
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AutoDispose = true,
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AutoDisposeKeepLast = 1,
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Rotate = _rotateDirection,
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Flip = workAroundFlip,
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StripAntiAliasing = _stripAntiAliasing
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};
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/*const float threshold = 0.5f;
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int x_res = SlicerFile.BoundingRectangle.Width;
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int y_res = SlicerFile.BoundingRectangle.Height;
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int z_res = (int)LayerRangeCount;
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float x_grid_min = -(x_res / 2.0f);
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float x_grid_max = x_res / 2.0f;
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float y_grid_min = -(y_res / 2.0f);
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float y_grid_max = y_res / 2.0f;
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float z_grid_min = -(z_res / 2.0f);
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float z_grid_max = z_res / 2.0f;
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var triangles = new List<Vector3>();
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float[] xyplane0 = new float[x_res * y_res];
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float[] xyplane1 = new float[x_res * y_res];
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for (uint layerIndex = LayerIndexStart; layerIndex <= LayerIndexEnd; layerIndex++)
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{
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using var matRoi = SlicerFile[layerIndex].LayerMatModelBoundingRectangle;
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using var mat = new Mat();
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matRoi.RoiMat.ConvertTo(mat, DepthType.Cv32F, 1.0 / 255);
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if (layerIndex == LayerIndexStart)
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{
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xyplane0 = mat.GetDataSpan<float>().ToArray();
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continue;
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}
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xyplane1 = mat.GetDataSpan<float>().ToArray();
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// Calculate triangles for the xy-planes corresponding to z - 1 and z by marching cubes.
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MarchingCubes.TesselateAdjacentXyPlanePair(
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xyplane0, xyplane1,
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(int)(layerIndex - LayerIndexStart - 1),
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triangles,
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threshold, // Use threshold as isovalue.
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x_grid_min, x_grid_max, x_res,
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y_grid_min, y_grid_max, y_res,
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z_grid_min, z_grid_max, z_res);
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(xyplane0, xyplane1) = (xyplane1, xyplane0);
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progress++;
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}
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return true;*/
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/* For the 1st stage, we maintain up to 3 mats, the current layer, the one below us, and the one above us
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* (below will be null when current layer is 0, above will be null when currentlayer is layercount-1) */
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/* We init the aboveLayer to the first layer, in the loop coming up we shift above->current->below, so this effectively inits current layer */
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Mat? aboveLayer;
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using (var mat = SlicerFile.GetMergedMatForSequentialPositionedLayers(distinctLayers[0].Index, cacheManager))
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{
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var matRoi = mat.Roi(SlicerFile.BoundingRectangle);
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if ((byte)_quality > 1)
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{
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aboveLayer = new Mat();
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CvInvoke.Resize(matRoi, aboveLayer, Size.Empty, 1.0 / (int)_quality, 1.0 / (int)_quality, Inter.Area);
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}
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else
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{
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aboveLayer = matRoi.Clone(); /* clone and then dispose of the ROI mat, not efficient but keeps the GetPixelPos working and clean */
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}
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}
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Mat? curLayer = null;
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Mat? belowLayer;
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/* List of faces to process, great for debugging if you are haveing issues with a face of particular orientation. */
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var facesToCheck = new[] { Voxelizer.FaceOrientation.Front, Voxelizer.FaceOrientation.Back, Voxelizer.FaceOrientation.Left, Voxelizer.FaceOrientation.Right, Voxelizer.FaceOrientation.Top, Voxelizer.FaceOrientation.Bottom };
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/* Init of other objects that will be used in subsequent stages */
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var rootFaces = new Voxelizer.UVFace?[distinctLayers.Length];
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var layerFaceCounts = new uint[distinctLayers.Length];
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var layerTrees = new KdTree<float, Voxelizer.UVFace>[distinctLayers.Length];
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void ExitCleanup()
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{
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/* dispose of everything */
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for (var x = 0; x < layerTrees.Length; x++)
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{
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layerTrees[x] = null!;
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}
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layerTrees = null;
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for (var x = 0; x < rootFaces.Length; x++)
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{
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if (rootFaces[x] is not null) rootFaces[x]!.FlatListNext = null;
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rootFaces[x] = null!;
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}
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rootFaces = null;
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GC.Collect();
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}
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progress.Reset("layers", (uint)distinctLayers.Length);
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progress.Title = "Stage 1: Generating faces from layers";
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//progress.ItemCount = LayerRangeCount;
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/* Begin Stage 1, identifying all faces that are visible from outside the model */
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for (uint layerIndex = 0; layerIndex < distinctLayers.Length; layerIndex++)
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{
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Voxelizer.UVFace? currentFaceItem = null;
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/* Should contain a list of all found faces on this layer, keyed by the face orientation */
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var foundFaces = new Dictionary<Voxelizer.FaceOrientation, List<Point>>();
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/* move current layer to below */
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belowLayer = curLayer;
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/* move above layer to us */
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curLayer = aboveLayer;
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/* bring in a new aboveLayer if we need to */
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if (layerIndex < distinctLayers.Length - 1)
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{
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using var mat = SlicerFile.GetMergedMatForSequentialPositionedLayers(distinctLayers[(int)layerIndex+1].Index, cacheManager);
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var matRoi = mat.Roi(SlicerFile.BoundingRectangle);
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if ((byte)_quality > 1)
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{
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aboveLayer = new Mat();
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CvInvoke.Resize(matRoi, aboveLayer, Size.Empty, 1.0 / (int)_quality, 1.0 / (int)_quality, Inter.Area);
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}
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else
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{
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aboveLayer = matRoi.Clone();
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}
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//CvInvoke.Threshold(aboveLayer, aboveLayer, 1, 255, ThresholdType.Binary);
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}
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else
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{
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aboveLayer = null;
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}
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/* get image of pixels to do neighbor checks on */
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var voxelLayer = Voxelizer.BuildVoxelLayerImage(curLayer!, aboveLayer, belowLayer);
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var voxelSpan = voxelLayer.GetBytePointer();
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/* Seems to be faster to parallel on the Y and not the X */
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Parallel.For(0, curLayer!.Height, CoreSettings.GetParallelOptions(progress), y =>
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{
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progress.PauseIfRequested();
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/* Collects all the faces found for this thread, will be combined into the main dictionary later */
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var threadDict = new Dictionary<Voxelizer.FaceOrientation, List<Point>>();
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for (var x = 0; x < curLayer.Width; x++)
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{
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if (voxelSpan[voxelLayer.GetPixelPos(x, y)] == 0) continue;
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var faces = Voxelizer.GetOpenFaces(curLayer, x, y, belowLayer, aboveLayer);
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if (faces == Voxelizer.FaceOrientation.None) continue;
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foreach (var face in facesToCheck)
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{
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if (!faces.HasFlag(face)) continue;
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if (!threadDict.ContainsKey(face)) threadDict.Add(face, new());
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threadDict[face].Add(new Point(x, y));
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}
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}
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/* merge all found faces to main foundFaces dictionary */
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lock (foundFaces)
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{
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foreach (var kvp in threadDict)
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{
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if (!foundFaces.ContainsKey(kvp.Key)) foundFaces.Add(kvp.Key, new());
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lock (foundFaces[kvp.Key]) foundFaces[kvp.Key].AddRange(kvp.Value);
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}
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}
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});
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/* Begin stage 2, horizontal combining of coplanar faces */
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foreach (var faceType in facesToCheck)
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{
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if (foundFaces.ContainsKey(faceType) == false || foundFaces[faceType].Count == 0) continue;
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if (faceType
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is Voxelizer.FaceOrientation.Front
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or Voxelizer.FaceOrientation.Back
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or Voxelizer.FaceOrientation.Top
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or Voxelizer.FaceOrientation.Bottom)
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{
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/* sort the faces by coordinate */
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foundFaces[faceType] = foundFaces[faceType].OrderBy(f => f.Y).ThenBy(f => f.X).ToList();
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var startX = foundFaces[faceType][0].X;
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var curX = foundFaces[faceType][0].X;
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var startY = foundFaces[faceType][0].Y;
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var curY = foundFaces[faceType][0].Y;
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foreach (var f in foundFaces[faceType].Skip(1))
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{
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if (f.Y == curY)
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{
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/* same row...*/
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if (f.X == curX + 1)
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{
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/* this face is adjecent to the previous, just increase the "width" */
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curX++;
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}
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else
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{
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/* This face is disconnected by at least 1 pixel from the chain we've been building */
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/* Create a UVFace for the current chain and reset to this one */
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layerFaceCounts[layerIndex]++;
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if (currentFaceItem is null)
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{
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rootFaces[layerIndex] = new Voxelizer.UVFace { LayerIndex = layerIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curX - startX + 1, 1), LayerHeight = distinctLayers[(int)layerIndex].LayerHeight};
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currentFaceItem = rootFaces[layerIndex];
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}
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else
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{
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currentFaceItem.FlatListNext = new Voxelizer.UVFace { LayerIndex = layerIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curX - startX + 1, 1), LayerHeight = distinctLayers[(int)layerIndex].LayerHeight };
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currentFaceItem = currentFaceItem.FlatListNext;
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}
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//faceTree.Add(new float[] { (float)faceType, startX, startY, layerIndex }, new UVFace() { LayerIndex = layerIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curX - startX + 1, 1) });
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/* disconnected */
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startX = f.X;
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curX = f.X;
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}
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}
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else
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{
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/* this face isn't on the same Y row as previous, therefore it is disconnected. */
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/* Create a UVFace for the current chain and reset to this one */
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layerFaceCounts[layerIndex]++;
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if (currentFaceItem is null)
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{
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rootFaces[layerIndex] = new Voxelizer.UVFace { LayerIndex = layerIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curX - startX + 1, 1), LayerHeight = distinctLayers[(int)layerIndex].LayerHeight };
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currentFaceItem = rootFaces[layerIndex];
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}
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else
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{
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currentFaceItem.FlatListNext = new Voxelizer.UVFace { LayerIndex = layerIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curX - startX + 1, 1), LayerHeight = distinctLayers[(int)layerIndex].LayerHeight };
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currentFaceItem = currentFaceItem.FlatListNext;
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}
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startY = f.Y;
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curY = f.Y;
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startX = f.X;
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curX = f.X;
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}
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}
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/* we've gone through all the faces, add the final chain we've been building */
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/* Create a UVFace for the final chain */
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layerFaceCounts[layerIndex]++;
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if (currentFaceItem is null)
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{
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rootFaces[layerIndex] = new Voxelizer.UVFace { LayerIndex = layerIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curX - startX + 1, 1), LayerHeight = distinctLayers[(int)layerIndex].LayerHeight };
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currentFaceItem = rootFaces[layerIndex];
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}
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else
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{
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currentFaceItem.FlatListNext = new Voxelizer.UVFace { LayerIndex = layerIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curX - startX + 1, 1), LayerHeight = distinctLayers[(int)layerIndex].LayerHeight };
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currentFaceItem = currentFaceItem.FlatListNext;
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}
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}
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if (faceType is Voxelizer.FaceOrientation.Left or Voxelizer.FaceOrientation.Right)
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{
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/* sort the faces by coordinate */
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foundFaces[faceType] = foundFaces[faceType].OrderBy(f => f.X).ThenBy(f => f.Y).ToList();
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var startX = foundFaces[faceType][0].X;
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var curX = foundFaces[faceType][0].X;
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var startY = foundFaces[faceType][0].Y;
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var curY = foundFaces[faceType][0].Y;
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foreach (var f in foundFaces[faceType].Skip(1))
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{
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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[layerIndex]++;
|
|
if (currentFaceItem is null)
|
|
{
|
|
rootFaces[layerIndex] = new Voxelizer.UVFace { LayerIndex = layerIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curY - startY + 1, 1), LayerHeight = distinctLayers[(int)layerIndex].LayerHeight };
|
|
currentFaceItem = rootFaces[layerIndex];
|
|
}
|
|
else
|
|
{
|
|
currentFaceItem.FlatListNext = new Voxelizer.UVFace { LayerIndex = layerIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curY - startY + 1, 1), LayerHeight = distinctLayers[(int)layerIndex].LayerHeight };
|
|
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[layerIndex]++;
|
|
if (currentFaceItem is null)
|
|
{
|
|
rootFaces[layerIndex] = new Voxelizer.UVFace { LayerIndex = layerIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curY - startY + 1, 1), LayerHeight = distinctLayers[(int)layerIndex].LayerHeight };
|
|
currentFaceItem = rootFaces[layerIndex];
|
|
}
|
|
else
|
|
{
|
|
currentFaceItem.FlatListNext = new Voxelizer.UVFace { LayerIndex = layerIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curY - startY + 1, 1), LayerHeight = distinctLayers[(int)layerIndex].LayerHeight };
|
|
currentFaceItem = currentFaceItem.FlatListNext;
|
|
}
|
|
startY = f.Y;
|
|
curY = f.Y;
|
|
startX = f.X;
|
|
curX = f.X;
|
|
}
|
|
}
|
|
layerFaceCounts[layerIndex]++;
|
|
if (currentFaceItem is null)
|
|
{
|
|
rootFaces[layerIndex] = new Voxelizer.UVFace { LayerIndex = layerIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curY - startY + 1, 1), LayerHeight = distinctLayers[(int)layerIndex].LayerHeight };
|
|
currentFaceItem = rootFaces[layerIndex];
|
|
}
|
|
else
|
|
{
|
|
currentFaceItem.FlatListNext = new Voxelizer.UVFace { LayerIndex = layerIndex, Type = faceType, FaceRect = new Rectangle(startX, startY, curY - startY + 1, 1), LayerHeight = distinctLayers[(int)layerIndex].LayerHeight };
|
|
currentFaceItem = currentFaceItem.FlatListNext;
|
|
}
|
|
}
|
|
}
|
|
|
|
progress++;
|
|
|
|
if (progress.Token.IsCancellationRequested)
|
|
{
|
|
ExitCleanup();
|
|
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, distinctLayers.Length, CoreSettings.GetParallelOptions(progress), layerIndex =>
|
|
{
|
|
progress.PauseIfRequested();
|
|
/* 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)
|
|
{
|
|
ExitCleanup();
|
|
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, distinctLayers.Length, CoreSettings.GetParallelOptions(progress), i =>
|
|
{
|
|
progress.PauseIfRequested();
|
|
/* 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)
|
|
{
|
|
ExitCleanup();
|
|
return false;
|
|
}
|
|
|
|
progress.Title = "Stage 4: Writing the file";
|
|
progress.ProcessedItems = 0;
|
|
|
|
var tmpFile = PathExtensions.GetTemporaryFilePathWithExtension("stl", $"UVtools{Id}-");
|
|
using (var mesh = fileExtension.FileFormatType.CreateInstance<MeshFile>(tmpFile, FileMode.Create, _meshFileFormat, SlicerFile))
|
|
{
|
|
mesh!.BeginWrite();
|
|
|
|
/* Begin Stage 4, generating triangles and saving to file */
|
|
for (var treeIndex = 0; treeIndex < layerTrees.Length; treeIndex++)
|
|
{
|
|
var tree = layerTrees[treeIndex];
|
|
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,
|
|
distinctLayers[treeIndex].PositionZ))
|
|
{
|
|
/* write to file */
|
|
mesh.WriteTriangle(f.p1, f.p2, f.p3, f.normal);
|
|
}
|
|
}
|
|
|
|
/* check for cancellation at every layer, and if so, close the file properly */
|
|
if (progress.Token.IsCancellationRequested)
|
|
{
|
|
ExitCleanup();
|
|
return false;
|
|
}
|
|
|
|
progress++;
|
|
}
|
|
mesh.EndWrite();
|
|
}
|
|
|
|
if (!progress.Token.IsCancellationRequested && File.Exists(tmpFile)) File.Move(tmpFile, _filePath, true);
|
|
|
|
return !progress.Token.IsCancellationRequested;
|
|
}
|
|
|
|
|
|
#endregion
|
|
|
|
#region Equality
|
|
|
|
private bool Equals(OperationLayerExportMesh other)
|
|
{
|
|
return _filePath == other._filePath && _meshFileFormat == other._meshFileFormat && _quality == other._quality && _rotateDirection == other._rotateDirection && _flipDirection == other._flipDirection && _stripAntiAliasing == other._stripAntiAliasing;
|
|
}
|
|
|
|
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)_meshFileFormat, (int)_quality, (int)_rotateDirection, (int)_flipDirection, _stripAntiAliasing);
|
|
}
|
|
|
|
#endregion
|
|
} |