mirror of
https://github.com/riegera2412/UVtools.git
synced 2026-07-13 20:07:40 +02:00
683a6f4fb4
- **Exposure time finder:** - (Add) [ME] Option: 'Use different settings for layers with same Z positioning' - (Add) [ME] Option: 'Lift height' for same Z positioned layers - (Add) [ME] Option: 'Light-off delay' for same Z positioned layers - (Improvement) Auto-detect and optimize the 'multiple exposures' test to decrease the print time, by set a minimal lift to almost none - (Improvement) Better information on the thumbnail - (Fix) Importing a profile would crash the application - (Fix) Error with 'Pattern loaded model' fails when generating more models than build plate can afford (#239) - **GCode:** - (Fix) When the last layer have no lifts and a move to top command is set on end, that value were being set incorrectly as last layer position - (Fix) Layer parsing from mm/s to mm/m bad convertion - (Add) File formats: Setter `SuppressRebuildGCode` to disable or enable the gcode auto rebuild when needed, set this to false to manually write your own gcode - (Fix) ZCode: Some test files come with layer height of 0mm on a property, in that case lookup layer height on the second property as fallback
81 lines
3.2 KiB
Plaintext
81 lines
3.2 KiB
Plaintext
//------------------------------------------------
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//--- 010 Editor v8.0.1 Binary Template
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//
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// File: Longer Orange 10, 30
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// Authors: Tiago Conceição
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//------------------------------------------------
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LittleEndian();
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typedef struct() {
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uint32 DataSize <fgcolor=cBlack, bgcolor=cWhite>;
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BYTE LayerRLE[DataSize] <fgcolor=cBlack, bgcolor=cRed>;
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} layerData;
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typedef struct(int size) {
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BYTE layerDataBlock[size] <fgcolor=cBlack, bgcolor=0x00FF00>;
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} rgbPreviewImageRawData;
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struct HEADER {
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char Name[8] <fgcolor=cBlack, bgcolor=cWhite>;
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uint32 Uint_08 <fgcolor=cBlack, bgcolor=cRed>;
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uint32 Uint_0C <fgcolor=cBlack, bgcolor=cRed>;
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uint32 PrinterModel <fgcolor=cBlack, bgcolor=cRed>;
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uint32 Uint_14 <fgcolor=cBlack, bgcolor=cRed>;
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uint32 MagicKey <fgcolor=cBlack, bgcolor=cRed>;
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float PixelPerMmX <fgcolor=cBlack, bgcolor=cRed>;
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float PixelPerMmY <fgcolor=cBlack, bgcolor=cRed>;
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float ResolutionX <fgcolor=cBlack, bgcolor=cRed>;
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float ResolutionY <fgcolor=cBlack, bgcolor=cRed>;
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float LayerHeight <fgcolor=cBlack, bgcolor=cRed>;
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float ExposureTimeMs <fgcolor=cBlack, bgcolor=cRed>;
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float BottomExposureTimeMs <fgcolor=cBlack, bgcolor=cRed>;
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float Float_38 <fgcolor=cBlack, bgcolor=cRed>;
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float LightOffDelayMs <fgcolor=cBlack, bgcolor=cRed>;
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float BottomLightOffDelayMs <fgcolor=cBlack, bgcolor=cRed>;
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float BottomHeight <fgcolor=cBlack, bgcolor=cRed>;
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float Float_48 <fgcolor=cBlack, bgcolor=cRed>;
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float BottomLiftHeight <fgcolor=cBlack, bgcolor=cRed>;
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float LiftHeight <fgcolor=cBlack, bgcolor=cRed>;
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float LiftSpeed <fgcolor=cBlack, bgcolor=cRed>;
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float LiftSpeed_ <fgcolor=cBlack, bgcolor=cRed>;
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float BottomLiftSpeed <fgcolor=cBlack, bgcolor=cRed>;
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float BottomLiftSpeed_ <fgcolor=cBlack, bgcolor=cRed>;
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float Float_64 <fgcolor=cBlack, bgcolor=cRed>;
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float Float_68 <fgcolor=cBlack, bgcolor=cRed>;
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float Float_6c <fgcolor=cBlack, bgcolor=cRed>;
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float Float_70 <fgcolor=cBlack, bgcolor=cRed>;
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float Float_74 <fgcolor=cBlack, bgcolor=cRed>;
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float Float_78 <fgcolor=cBlack, bgcolor=cRed>;
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float Float_7c <fgcolor=cBlack, bgcolor=cRed>;
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float Float_80 <fgcolor=cBlack, bgcolor=cRed>;
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float Float_84 <fgcolor=cBlack, bgcolor=cRed>;
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float Float_88 <fgcolor=cBlack, bgcolor=cRed>;
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float Float_8c <fgcolor=cBlack, bgcolor=cRed>;
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float Float_90 <fgcolor=cBlack, bgcolor=cRed>;
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float MachineZ <fgcolor=cBlack, bgcolor=cRed>;
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uint32 Uint_98 <fgcolor=cBlack, bgcolor=cRed>;
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uint32 Uint_9c <fgcolor=cBlack, bgcolor=cRed>;
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uint32 Uint_a0 <fgcolor=cBlack, bgcolor=cRed>;
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uint32 LayerCount <fgcolor=cBlack, bgcolor=cRed>;
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uint32 Uint_a8 <fgcolor=cBlack, bgcolor=cRed>;
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uint32 PreviewSizeX <fgcolor=cBlack, bgcolor=cRed>;
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uint32 PreviewSizeY <fgcolor=cBlack, bgcolor=cRed>;
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rgbPreviewImageRawData preview(PreviewSizeX*PreviewSizeY*2);
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if(PrinterModel == 120) // .lgs120
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{
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uint32 pngLength <fgcolor=cBlack, bgcolor=cRed>;
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byte png[pngLength] <fgcolor=cBlack, bgcolor=cYellow>;
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}
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} header;
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struct LAYERS {
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local int i;
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for( i = 0; i < header.LayerCount; i++ ){
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layerData lD();
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}
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} layers;
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