mirror of
https://github.com/riegera2412/UVtools.git
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1e9bbf9562
* **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
141 lines
4.5 KiB
C#
141 lines
4.5 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 System;
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using System.Threading.Tasks;
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using Emgu.CV;
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using Emgu.CV.CvEnum;
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using Emgu.CV.Structure;
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using Emgu.CV.Util;
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using UVtools.Core.Extensions;
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using UVtools.Core.FileFormats;
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namespace UVtools.Core.Operations
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{
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[Serializable]
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public sealed class OperationSolidify : Operation
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{
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#region Enums
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public enum AreaCheckTypes
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{
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More,
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Less
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}
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#endregion
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#region Members
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private uint _minimumArea = 1;
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private AreaCheckTypes _areaCheckType = AreaCheckTypes.More;
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#endregion
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#region Overrides
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public override string Title => "Solidify";
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public override string Description =>
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"Solidifies the selected layers, closing all interior holes.\n\n" +
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"NOTE: All open areas of the layer that are completely surrounded by pixels will be filled. Please ensure that none of the holes in the layer are required before proceeding.";
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public override string ConfirmationText =>
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$"solidify layers {LayerIndexStart} through {LayerIndexEnd}?";
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public override string ProgressTitle =>
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$"Solidifying layers {LayerIndexStart} through {LayerIndexEnd}";
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public override string ProgressAction => "Solidified layers";
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/// <summary>
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/// Gets the minimum required area to solidify it
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/// </summary>
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public uint MinimumArea
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{
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get => _minimumArea;
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set => RaiseAndSetIfChanged(ref _minimumArea, Math.Max(1, value));
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}
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public AreaCheckTypes AreaCheckType
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{
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get => _areaCheckType;
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set => RaiseAndSetIfChanged(ref _areaCheckType, value);
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}
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public static Array AreaCheckTypeItems => Enum.GetValues(typeof(AreaCheckTypes));
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public override string ToString()
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{
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var result = $"[Area: {_areaCheckType} than {_minimumArea}px²]" + 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 Constructor
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public OperationSolidify() { }
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public OperationSolidify(FileFormat slicerFile) : base(slicerFile) { }
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#endregion
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#region Methods
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protected override bool ExecuteInternally(OperationProgress progress)
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{
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Parallel.For(LayerIndexStart, LayerIndexEnd + 1, layerIndex =>
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{
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if (progress.Token.IsCancellationRequested) return;
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using var mat = SlicerFile[layerIndex].LayerMat;
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Execute(mat);
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SlicerFile[layerIndex].LayerMat = mat;
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progress.LockAndIncrement();
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});
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return !progress.Token.IsCancellationRequested;
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}
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public override bool Execute(Mat mat, params object[] arguments)
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{
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using Mat filteredMat = new();
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using VectorOfVectorOfPoint contours = new();
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using Mat hierarchy = new();
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using var original = mat.Clone();
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var target = GetRoiOrDefault(mat);
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CvInvoke.Threshold(target, filteredMat, 127, 255, ThresholdType.Binary); // Clean AA
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CvInvoke.FindContours(filteredMat, contours, hierarchy, RetrType.Ccomp, ChainApproxMethod.ChainApproxSimple);
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var arr = hierarchy.GetData();
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for (int i = 0; i < contours.Size; i++)
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{
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if ((int)arr.GetValue(0, i, 2) != -1 || (int)arr.GetValue(0, i, 3) == -1) continue;
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if (MinimumArea >= 1)
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{
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var rectangle = CvInvoke.BoundingRectangle(contours[i]);
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if (AreaCheckType == AreaCheckTypes.More)
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{
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if (rectangle.Area() < MinimumArea) continue;
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}
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else
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{
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if (rectangle.Area() > MinimumArea) continue;
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}
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}
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CvInvoke.DrawContours(target, contours, i, EmguExtensions.WhiteByte, -1);
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}
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ApplyMask(original, mat);
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return true;
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}
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#endregion
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}
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}
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