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https://github.com/riegera2412/UVtools.git
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2231fdaca3
* **File formats:** * Add a layer height check on file load to prevent load files with more decimal digits than supported to avoid precision errors and bugs * Fix a wrong cast causing seconds to miliseconds convertion to be caped to the wrong value * Internally if a layer colection was replaced, all new layers will be marked as modified to avoid forgeting and ease the code * **Tools:** * Pixel dimming: Better render quality, it now respects AA better and produce better walls (#172) * Elephant foot: It now respects AA better and produce better walls for wall dimming * Layer Import: Cancelling the operation while importing layers was permanent supresseing layer properties update when changing a base property * (Change) PrusaSlicer print profiles: Improved raft height and bottom layer count for better print success, less delamination, shorter time and reduce wear of FEP * (Scripts): Add operation "Validate" pattern to docs and examples (#172)
40 lines
1.3 KiB
C#
40 lines
1.3 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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namespace UVtools.Core.Extensions
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{
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public static class TimeExtensions
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{
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/// <summary>
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/// Converts seconds to milliseconds
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/// </summary>
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/// <param name="value"></param>
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/// <param name="rounding"></param>
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/// <returns></returns>
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public static float SecondsToMilliseconds(float value, byte rounding = 2) => (float)Math.Round(value * 1000f, rounding);
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/// <summary>
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/// Converts seconds to milliseconds
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/// </summary>
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/// <param name="value"></param>
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/// <returns></returns>
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public static uint SecondsToMillisecondsUint(float value) => (uint)(value * 1000f);
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/// <summary>
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/// Converts milliseconds to seconds
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/// </summary>
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/// <param name="value"></param>
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/// <param name="rounding"></param>
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/// <returns></returns>
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public static float MillisecondsToSeconds(float value, byte rounding = 2) => (float)Math.Round(value / 1000f, rounding);
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}
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}
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