Files
UVtools/Scripts/UVtools.ScriptSample/ScriptInsetSample.cs
T
Tiago Conceição a626cfdc72 v3.12.0
- (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
2023-02-27 03:22:40 +00:00

136 lines
5.4 KiB
C#

/*
* GNU AFFERO GENERAL PUBLIC LICENSE
* Version 3, 19 November 2007
* Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
* Everyone is permitted to copy and distribute verbatim copies
* of this license document, but changing it is not allowed.
*/
using Emgu.CV;
using Emgu.CV.CvEnum;
using System;
using System.Drawing;
using System.Text;
using System.Threading.Tasks;
using UVtools.Core;
using UVtools.Core.Extensions;
using UVtools.Core.Scripting;
namespace UVtools.ScriptSample;
/// <summary>
/// Performs a black inset around objects
/// </summary>
public class ScriptInsetSample : ScriptGlobals
{
readonly ScriptNumericalInput<ushort> InsetMarginFromEdge = new()
{
Label = "Inset from edge",
ToolTip = "Margin in pixels to inset from object edge",
Unit = "px",
Minimum = 1,
Maximum = ushort.MaxValue,
Increment = 1,
Value = 10
};
readonly ScriptNumericalInput<ushort> InsetThickness = new()
{
Label = "Inset line thickness",
ToolTip = "Inset line thickness in pixels",
Unit = "px",
Minimum = 1,
Maximum = ushort.MaxValue,
Increment = 1,
Value = 5
};
/// <summary>
/// Set configurations here, this function trigger just after load a script
/// </summary>
public void ScriptInit()
{
Script.Name = "Inset";
Script.Description = "Performs a black inset around objects";
Script.Author = "Tiago Conceição";
Script.Version = new Version(0, 1);
Script.UserInputs.AddRange(new[]
{
InsetMarginFromEdge,
InsetThickness
});
}
/// <summary>
/// Validate user inputs here, this function trigger when user click on execute
/// </summary>
/// <returns>A error message, empty or null if validation passes.</returns>
public string? ScriptValidate()
{
StringBuilder sb = new();
if (InsetMarginFromEdge.Value < InsetMarginFromEdge.Minimum)
{
sb.AppendLine($"Inset edge margin must be at least {InsetMarginFromEdge.Minimum}{InsetMarginFromEdge.Unit}");
}
if (InsetThickness.Value < InsetThickness.Minimum)
{
sb.AppendLine($"Inset thickness must be at least {InsetThickness.Minimum}{InsetThickness.Unit}");
}
return sb.ToString();
}
/// <summary>
/// Execute the script, this function trigger when when user click on execute and validation passes
/// </summary>
/// <returns>True if executes successfully to the end, otherwise false.</returns>
public bool ScriptExecute()
{
var kernel =
CvInvoke.GetStructuringElement(ElementShape.Rectangle, new Size(3, 3), EmguExtensions.AnchorCenter); // Rectangle 3x3 kernel
Progress.Reset("Inset layers", Operation.LayerRangeCount); // Sets the progress name and number of items to process
// Loop user selected layers in parallel, this will put each core of CPU working here on parallel
Parallel.For(Operation.LayerIndexStart, Operation.LayerIndexEnd+1, CoreSettings.GetParallelOptions(Progress), layerIndex =>
{
Progress.PauseIfRequested();
var layer = SlicerFile[layerIndex]; // Unpack and expose layer variable for easier use
using var mat = layer.LayerMat; // Gets this layer mat/image
var original = mat.Clone(); // Keep a original mat copy
using var erodeMat = new Mat(); // Creates a temporary mat for the eroded image
using var wallMat = new Mat(); // Creates a temporary mat for the wall image
var target = Operation.GetRoiOrDefault(mat); // Get ROI from mat if user selected an region
// Erode original image by InsetMarginFromEdge pixels, so we get the offset margin from image and put new image on erodeMat
CvInvoke.Erode(target, erodeMat, kernel, EmguExtensions.AnchorCenter, InsetMarginFromEdge.Value, BorderType.Reflect101, default);
// Now erode the eroded image with InsetThickness pixels, so we get the original-margin-thickness image and put the new image on wallMat
CvInvoke.Erode(erodeMat, wallMat, kernel, EmguExtensions.AnchorCenter, InsetThickness.Value, BorderType.Reflect101, default);
// Subtract walls image from eroded image, so we get only the inset line pixels in white and put back into wallMat
CvInvoke.Subtract(erodeMat, wallMat, wallMat);
// Invert pixels of wallMat so the whites will become black and blacks whites
CvInvoke.BitwiseNot(wallMat, wallMat);
// Bitwise And original image with the modified image and put back into mat
// This will keep only the pixels that are positive in both mat's, so mat[n] & wallMat[n] must both have a positive pixel value (> 0)
CvInvoke.BitwiseAnd(target, wallMat, target);
// Apply the results only to the selected masked area, if user selected one
Operation.ApplyMask(original, target);
// Set current layer image with the modified mat we just manipulated
layer.LayerMat = mat;
// Increment progress bar by 1
Progress.LockAndIncrement();
});
// return true if not cancelled by user
return !Progress.Token.IsCancellationRequested;
}
}