Files
UVtools/UVtools.Core/Operations/OperationInfill.cs
T
Tiago Conceição 1e9bbf9562 v2.7.2
* **Core:**
   * Fix some improper locks for progress counter and change to Interlocked instead
   * Fix a bug when chaging layer count by remove or add layers it will malform the file after save and crash the program with some tools and/or clipboard
   * Fix when a operation fails by other reason different from cancelation it was not restoring the backup
   * When manually delete/fix issues it will also backup the layers
* **LayerManager:**
   * LayerManager is now readonly and no longer used to transpose layers, each FileFormat have now a unique `LayerManager` instance which is set on the generic constructor
   * Implemented `List<Layer>` methods to easy modify the layers array
   * Changing the `Layers` instance will now recompute some properties, call the properties rebuild and forced sanitize of the structure
   * Better reallocation methods
* **Clipboard Manager:**
   * Add the hability to do full backups, they will be marked with an asterisk (*) at clipboard items list
   * When a partial backup is made and it backups all the layers it will be converted to full backup
   * Clipboard can now restore a snapshot directly with `RestoreSnapshot`
   * Prevent restore the initial backup upon file load and when clearing the clipboard
   * Clip's that change the layer count will perform a full backup and also do a fail-safe backup behind if previous clip is not a full backup
* **Pixel dimming:**
   * Allow to load an image file as a pattern (Do not use very large files or it will take much time to dump the data into the textbox)
   * Empty lines on patterns will be discarded and not trigger validation error
2021-03-28 04:26:01 +01:00

313 lines
12 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.Threading.Tasks;
using Emgu.CV;
using Emgu.CV.CvEnum;
using Emgu.CV.Structure;
using UVtools.Core.Extensions;
using UVtools.Core.FileFormats;
namespace UVtools.Core.Operations
{
[Serializable]
public sealed class OperationInfill : Operation
{
#region Members
private InfillAlgorithm _infillType = InfillAlgorithm.CubicDynamicLink;
private ushort _wallThickness = 64;
private ushort _infillThickness = 45;
private ushort _infillSpacing = 160;
private ushort _infillBrightness = 255;
#endregion
#region Overrides
public override string Title => "Infill";
public override string Description =>
$"Generate infill patterns in the model\n\nNOTES:\n1) You must exclude floor and ceil layers from the range.\n2) You must take care of drain holes after the operation.";
public override string ConfirmationText =>
$"infill model with {InfillType} from layers {LayerIndexStart} through {LayerIndexEnd}?";
public override string ProgressTitle =>
$"Infill model with {InfillType} from layers {LayerIndexStart} through {LayerIndexEnd}";
public override string ProgressAction => "Infilled layers";
#endregion
#region Enums
public enum InfillAlgorithm
{
//Rhombus,
Cubic,
CubicCenterLink,
CubicDynamicLink,
CubicInterlinked,
}
#endregion
#region Properties
public static Array InfillAlgorithmTypes => Enum.GetValues(typeof(InfillAlgorithm));
public InfillAlgorithm InfillType
{
get => _infillType;
set => RaiseAndSetIfChanged(ref _infillType, value);
}
public ushort WallThickness
{
get => _wallThickness;
set => RaiseAndSetIfChanged(ref _wallThickness, value);
}
public ushort InfillBrightness
{
get => _infillBrightness;
set => RaiseAndSetIfChanged(ref _infillBrightness, value);
}
public ushort InfillThickness
{
get => _infillThickness;
set => RaiseAndSetIfChanged(ref _infillThickness, value);
}
public ushort InfillSpacing
{
get => _infillSpacing;
set => RaiseAndSetIfChanged(ref _infillSpacing, value);
}
public override string ToString()
{
var result = $"[{_infillType}] [Wall: {_wallThickness}px] [B: {_infillBrightness}px] [T: {_infillThickness}px] [S: {_infillSpacing}px]" + LayerRangeString;
if (!string.IsNullOrEmpty(ProfileName)) result = $"{ProfileName}: {result}";
return result;
}
#endregion
#region Constructor
public OperationInfill() { }
public OperationInfill(FileFormat slicerFile) : base(slicerFile) { }
#endregion
#region Equality
private bool Equals(OperationInfill other)
{
return _infillType == other._infillType && _wallThickness == other._wallThickness && _infillThickness == other._infillThickness && _infillSpacing == other._infillSpacing && _infillBrightness == other._infillBrightness;
}
public override bool Equals(object obj)
{
return ReferenceEquals(this, obj) || obj is OperationInfill other && Equals(other);
}
public override int GetHashCode()
{
return HashCode.Combine((int) _infillType, _wallThickness, _infillThickness, _infillSpacing, _infillBrightness);
}
#endregion
#region Methods
protected override bool ExecuteInternally(OperationProgress progress)
{
Parallel.For(LayerIndexStart, LayerIndexEnd + 1, layerIndex =>
{
if (progress.Token.IsCancellationRequested) return;
using var mat = SlicerFile[layerIndex].LayerMat;
Execute(mat, layerIndex);
SlicerFile[layerIndex].LayerMat = mat;
progress.LockAndIncrement();
});
return !progress.Token.IsCancellationRequested;
}
public override bool Execute(Mat mat, params object[] arguments)
{
if (arguments is null || arguments.Length < 1) return false;
var anchor = new Point(-1, -1);
var kernel = CvInvoke.GetStructuringElement(ElementShape.Rectangle, new Size(3, 3), anchor);
uint index = Convert.ToUInt32(arguments[0]);
uint layerIndex = index - LayerIndexStart;
var infillColor = new MCvScalar(InfillBrightness);
Mat patternMask = null;
using Mat erode = new ();
using Mat diff = new ();
Mat target = GetRoiOrDefault(mat);
using var mask = GetMask(mat);
if (InfillType == InfillAlgorithm.Cubic ||
InfillType == InfillAlgorithm.CubicCenterLink ||
InfillType == InfillAlgorithm.CubicDynamicLink ||
InfillType == InfillAlgorithm.CubicInterlinked)
{
using var infillPattern = EmguExtensions.InitMat(new Size(InfillSpacing, InfillSpacing));
using Mat matPattern = mat.CloneBlank();
bool firstPattern = true;
uint accumulator = 0;
bool dynamicCenter = false;
while (accumulator < layerIndex)
{
dynamicCenter = !dynamicCenter;
firstPattern = true;
accumulator += InfillSpacing;
if (accumulator >= layerIndex) break;
firstPattern = false;
accumulator += InfillThickness;
}
if (firstPattern)
{
int thickness = InfillThickness / 2;
// Top Left
CvInvoke.Rectangle(infillPattern,
new Rectangle(0, 0, thickness, thickness),
infillColor, -1);
// Top Right
CvInvoke.Rectangle(infillPattern,
new Rectangle(infillPattern.Width - thickness, 0, thickness, thickness),
infillColor, -1);
// Bottom Left
CvInvoke.Rectangle(infillPattern,
new Rectangle(0, infillPattern.Height - thickness, thickness, thickness),
infillColor, -1);
// Bottom Right
CvInvoke.Rectangle(infillPattern,
new Rectangle(infillPattern.Width - thickness, infillPattern.Height - thickness,
thickness, thickness),
infillColor, -1);
// Center cross
int margin = (int) (InfillSpacing - accumulator + layerIndex) - thickness;
int marginInv = (int) (accumulator - layerIndex) - thickness;
if (InfillType == InfillAlgorithm.CubicCenterLink ||
(InfillType == InfillAlgorithm.CubicDynamicLink &&
dynamicCenter) ||
InfillType == InfillAlgorithm.CubicInterlinked)
{
CvInvoke.Rectangle(infillPattern,
new Rectangle(margin, margin, InfillThickness, InfillThickness),
infillColor, -1);
CvInvoke.Rectangle(infillPattern,
new Rectangle(marginInv, marginInv, InfillThickness,
InfillThickness),
infillColor, -1);
CvInvoke.Rectangle(infillPattern,
new Rectangle(margin, marginInv, InfillThickness,
InfillThickness),
infillColor, -1);
CvInvoke.Rectangle(infillPattern,
new Rectangle(marginInv, margin, InfillThickness,
InfillThickness),
infillColor, -1);
}
if (InfillType == InfillAlgorithm.CubicInterlinked ||
(InfillType == InfillAlgorithm.CubicDynamicLink &&
!dynamicCenter))
{
CvInvoke.Rectangle(infillPattern,
new Rectangle(margin, -thickness, InfillThickness,
InfillThickness),
infillColor, -1);
CvInvoke.Rectangle(infillPattern,
new Rectangle(marginInv, -thickness, InfillThickness,
InfillThickness),
infillColor, -1);
CvInvoke.Rectangle(infillPattern,
new Rectangle(-thickness, margin, InfillThickness,
InfillThickness),
infillColor, -1);
CvInvoke.Rectangle(infillPattern,
new Rectangle(-thickness, marginInv, InfillThickness,
InfillThickness),
infillColor, -1);
CvInvoke.Rectangle(infillPattern,
new Rectangle(InfillSpacing - thickness, margin,
InfillThickness, InfillThickness),
infillColor, -1);
CvInvoke.Rectangle(infillPattern,
new Rectangle(InfillSpacing - thickness, marginInv,
InfillThickness, InfillThickness),
infillColor, -1);
CvInvoke.Rectangle(infillPattern,
new Rectangle(margin, InfillSpacing - thickness,
InfillThickness, InfillThickness),
infillColor, -1);
CvInvoke.Rectangle(infillPattern,
new Rectangle(marginInv, InfillSpacing - thickness,
InfillThickness, InfillThickness),
infillColor, -1);
}
}
else
{
CvInvoke.Rectangle(infillPattern,
new Rectangle(0, 0, InfillSpacing, InfillSpacing),
infillColor, InfillThickness);
}
{
CvInvoke.Repeat(infillPattern, target.Rows / infillPattern.Rows + 1,
target.Cols / infillPattern.Cols + 1, matPattern);
patternMask = new Mat(matPattern, new Rectangle(0, 0, target.Width, target.Height));
}
}
CvInvoke.Erode(target, erode, kernel, anchor, WallThickness, BorderType.Reflect101,
default);
CvInvoke.Subtract(target, erode, diff);
CvInvoke.BitwiseAnd(erode, patternMask, target, mask);
CvInvoke.Add(target, diff, target, mask);
patternMask?.Dispose();
return true;
}
#endregion
}
}