Files
UVtools/Scripts/010 Editor/lgs.bt
T
Tiago Conceição 683a6f4fb4 v2.14.2
- **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
2021-07-11 01:09:43 +01:00

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//------------------------------------------------
//--- 010 Editor v8.0.1 Binary Template
//
// File: Longer Orange 10, 30
// Authors: Tiago Conceição
//------------------------------------------------
LittleEndian();
typedef struct() {
uint32 DataSize <fgcolor=cBlack, bgcolor=cWhite>;
BYTE LayerRLE[DataSize] <fgcolor=cBlack, bgcolor=cRed>;
} layerData;
typedef struct(int size) {
BYTE layerDataBlock[size] <fgcolor=cBlack, bgcolor=0x00FF00>;
} rgbPreviewImageRawData;
struct HEADER {
char Name[8] <fgcolor=cBlack, bgcolor=cWhite>;
uint32 Uint_08 <fgcolor=cBlack, bgcolor=cRed>;
uint32 Uint_0C <fgcolor=cBlack, bgcolor=cRed>;
uint32 PrinterModel <fgcolor=cBlack, bgcolor=cRed>;
uint32 Uint_14 <fgcolor=cBlack, bgcolor=cRed>;
uint32 MagicKey <fgcolor=cBlack, bgcolor=cRed>;
float PixelPerMmX <fgcolor=cBlack, bgcolor=cRed>;
float PixelPerMmY <fgcolor=cBlack, bgcolor=cRed>;
float ResolutionX <fgcolor=cBlack, bgcolor=cRed>;
float ResolutionY <fgcolor=cBlack, bgcolor=cRed>;
float LayerHeight <fgcolor=cBlack, bgcolor=cRed>;
float ExposureTimeMs <fgcolor=cBlack, bgcolor=cRed>;
float BottomExposureTimeMs <fgcolor=cBlack, bgcolor=cRed>;
float Float_38 <fgcolor=cBlack, bgcolor=cRed>;
float LightOffDelayMs <fgcolor=cBlack, bgcolor=cRed>;
float BottomLightOffDelayMs <fgcolor=cBlack, bgcolor=cRed>;
float BottomHeight <fgcolor=cBlack, bgcolor=cRed>;
float Float_48 <fgcolor=cBlack, bgcolor=cRed>;
float BottomLiftHeight <fgcolor=cBlack, bgcolor=cRed>;
float LiftHeight <fgcolor=cBlack, bgcolor=cRed>;
float LiftSpeed <fgcolor=cBlack, bgcolor=cRed>;
float LiftSpeed_ <fgcolor=cBlack, bgcolor=cRed>;
float BottomLiftSpeed <fgcolor=cBlack, bgcolor=cRed>;
float BottomLiftSpeed_ <fgcolor=cBlack, bgcolor=cRed>;
float Float_64 <fgcolor=cBlack, bgcolor=cRed>;
float Float_68 <fgcolor=cBlack, bgcolor=cRed>;
float Float_6c <fgcolor=cBlack, bgcolor=cRed>;
float Float_70 <fgcolor=cBlack, bgcolor=cRed>;
float Float_74 <fgcolor=cBlack, bgcolor=cRed>;
float Float_78 <fgcolor=cBlack, bgcolor=cRed>;
float Float_7c <fgcolor=cBlack, bgcolor=cRed>;
float Float_80 <fgcolor=cBlack, bgcolor=cRed>;
float Float_84 <fgcolor=cBlack, bgcolor=cRed>;
float Float_88 <fgcolor=cBlack, bgcolor=cRed>;
float Float_8c <fgcolor=cBlack, bgcolor=cRed>;
float Float_90 <fgcolor=cBlack, bgcolor=cRed>;
float MachineZ <fgcolor=cBlack, bgcolor=cRed>;
uint32 Uint_98 <fgcolor=cBlack, bgcolor=cRed>;
uint32 Uint_9c <fgcolor=cBlack, bgcolor=cRed>;
uint32 Uint_a0 <fgcolor=cBlack, bgcolor=cRed>;
uint32 LayerCount <fgcolor=cBlack, bgcolor=cRed>;
uint32 Uint_a8 <fgcolor=cBlack, bgcolor=cRed>;
uint32 PreviewSizeX <fgcolor=cBlack, bgcolor=cRed>;
uint32 PreviewSizeY <fgcolor=cBlack, bgcolor=cRed>;
rgbPreviewImageRawData preview(PreviewSizeX*PreviewSizeY*2);
if(PrinterModel == 120) // .lgs120
{
uint32 pngLength <fgcolor=cBlack, bgcolor=cRed>;
byte png[pngLength] <fgcolor=cBlack, bgcolor=cYellow>;
}
} header;
struct LAYERS {
local int i;
for( i = 0; i < header.LayerCount; i++ ){
layerData lD();
}
} layers;