Files
UVtools/UVtools.ScriptSample/ScriptInsetSample.cs
T
Tiago Conceição 65ef92d7f0 v2.8.0
* **Scripting:**
   * Add scripting capability, this allow to run external scripts inside the GUI and take advantage of visual layout to display user input fields
   * Scripts run under the "Roslyn Scripting API" and can make use of the whole C# language, this mean a huge boost compared to PowerShell scripts
   * Scripts are written in the same way UVtools is, by learning and programing scripts you are learning the UVtools core
   * For more information see the script sample: https://github.com/sn4k3/UVtools/tree/master/UVtools.ScriptSample
   * To run scripts go to: Tools - Scripting
* **File formats:**
   * Add a check and warning when opening an file that have a diferent layer and file resolution
* **Issues:**
   * Add "Print height" as new type of issue detection, all layers that goes beyond maximum printer Z height will be flagged as PrintHeight issue
   * Print height issues will not be automatical fixed, however user can fix it by remove some layers to counter the problem, still is recommended to resize object on slicer
   * Fix unable to compute issues when only islands or overhangs are selected to be detected alone (#177)
* **Settings:**
   * Add default directory for scripts on "General - File dialogs"
   * Add checkbox on "Issues - Compute - Print height" to enable or disable this type of detection
   * Add numerical on "Issues - Print height - Offset" to define a custom offset from Z top
   * Fix default directories input width to not grow with text, it was overflowing on large strings
* **Menu - Help:**
   * Add web link to "Wiki & tutorials"
   * Add web link to "Facebook group"
   * Add web link to "Report a issue"
   * Add web link to "Ask a question"
   * Add web link to "Suggest an improvement or new features"
2021-04-02 04:26:55 +01:00

136 lines
5.7 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;
namespace UVtools.ScriptSample
{
/// <summary>
/// Performs a black inset around objects
/// </summary>
public class ScriptInsetSample : ScriptGlobals
{
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
};
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, 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;
}
}
}