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https://github.com/riegera2412/UVtools.git
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a626cfdc72
- (Add) Allow to pause and resume operations (#654) - (Add) `Layer.FirstTransitionLayer` - (Add) `Layer.LastTransitionLayer` - (Add) File format: Elegoo GOO - (Add) PrusaSlicer Printer: Elegoo Mars 4 - (Improvement) Allocate maximum GPU memory for Skia up to 256 MB - (Improvement) Set and sanitize transition layers exposure time from last bottom layer and first normal layer instead of global times (#659) - (Change) CXDLP: Default version from 2 to 3 - (Fix) UI was not rendering with GPU (ANGLE) - (Fix) `Layer.IsTransitionLayer` was returning the wrong value - (Upgrade) .NET from 6.0.13 to 6.0.14
108 lines
3.9 KiB
C#
108 lines
3.9 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 Emgu.CV;
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using Emgu.CV.CvEnum;
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using Emgu.CV.Util;
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Threading.Tasks;
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using UVtools.Core;
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using UVtools.Core.EmguCV;
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using UVtools.Core.Extensions;
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using UVtools.Core.Scripting;
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namespace UVtools.ScriptSample;
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/// <summary>
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/// Change layer properties to random values
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/// </summary>
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public class ScriptChangeLayesrPropertiesSample : ScriptGlobals
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{
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/// <summary>
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/// Set configurations here, this function trigger just after load a script
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/// </summary>
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public void ScriptInit()
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{
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Script.Name = "Change layer properties";
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Script.Description = "Change layer properties to random values :D";
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Script.Author = "Tiago Conceição";
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Script.Version = new Version(0, 1);
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}
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/// <summary>
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/// Validate user inputs here, this function trigger when user click on execute
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/// </summary>
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/// <returns>A error message, empty or null if validation passes.</returns>
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public string? ScriptValidate()
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{
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return null;
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}
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/// <summary>
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/// Execute the script, this function trigger when when user click on execute and validation passes
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/// </summary>
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/// <returns>True if executes successfully to the end, otherwise false.</returns>
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public bool ScriptExecute()
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{
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var dict = new Dictionary<uint, List<(Point[] points, Rectangle rect)>>();
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Parallel.For(Operation.LayerIndexStart, Operation.LayerIndexEnd + 1, CoreSettings.GetParallelOptions(Progress), layerIndex =>
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{
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Progress.PauseIfRequested();
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using var mat = SlicerFile[layerIndex].LayerMat;
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using var contours = mat.FindContours(out var hierarchy, RetrType.Tree);
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var hollowContours = new List<(Point[] points, Rectangle rect)>();
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dict.Add((uint)layerIndex, hollowContours);
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for (int i = 0; i < contours.Size; i++)
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{
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// Only hollow areas inside model
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if (hierarchy[i, EmguContour.HierarchyParent] == -1) continue;
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hollowContours.Add((contours[i].ToArray(), CvInvoke.BoundingRectangle(contours[i])));
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}
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});
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foreach (var (layerIndex, contours) in dict)
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{
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if (!dict.TryGetValue(layerIndex + 1, out var nextContours)) continue; // No next layer with results
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foreach (var tuple in contours)
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{
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Mat? thisContourMat = null;
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foreach (var nextTuple in nextContours)
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{
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if (!tuple.rect.IntersectsWith(nextTuple.rect)) continue;
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if (thisContourMat is null)
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{
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thisContourMat = EmguExtensions.InitMat(SlicerFile.Resolution);
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using var vec = new VectorOfPoint(tuple.points);
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CvInvoke.DrawContours(thisContourMat, vec, -1, EmguExtensions.WhiteColor, -1);
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}
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using var nextContourMat = thisContourMat.NewBlank();
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using var vecNext = new VectorOfPoint(nextTuple.points);
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CvInvoke.DrawContours(nextContourMat, vecNext, -1, EmguExtensions.WhiteColor, -1);
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CvInvoke.BitwiseAnd(thisContourMat, nextContourMat, nextContourMat);
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if (CvInvoke.CountNonZero(nextContourMat) == 0) continue; // Does not intersect!
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// Intersecting here!
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}
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thisContourMat?.Dispose();
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}
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}
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// return true if not cancelled by user
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return !Progress.Token.IsCancellationRequested;
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}
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} |