Files
UVtools/Scripts/UVtools.ScriptSample/ScriptCompensateCrossBleeding.cs
T
Tiago Conceição ea4f7e0400 v3.11.0
- **UI:**
  - (Improvement) Layer navigation load time by parallel `Mat` to `Bitmap` conversion
  - (Improvement) Allow to show exceptions without the stack trace and detailed trigger action by using the `MessageExceiption` (#644)
  - (Improvement) Allow progress to have and display a detailed log (#644)
  - (Improvement) Convert format to another with multiple versions will now only show the possible versions for the extension
- **Suggestion - Wait time before cure:**
  - (Improvement) Set the first wait time based on first valid layer mass rather than use the fixed limit
  - (Improvement) Set zero time to empty and dummy layers
  - (Improvement) When creating the dummy layer also increment the bottom layer count as the created layer count as one
- **PCB Exposure:**
  - (Add) Excellon Drill Format (drl) to cut off holes (Implementation may lack some advanced features, please confirm the result) (#646)
  - (Fix) Arc (G03) with negative offsets (I-/J-) was not drawing the shape correctly
  - (Fix) Implement the rotation for the outline primitive (#645)
- **File formats:**
  - (Improvement) Formats now sanitize the selected version before encode given the file extension, if version is out of range it will force the last known version
  - (Fix) CBDDLP: Remove a table from the file that might cause layer corruption
- (Add) Operations - `AfterCompleteReport` property: Gets or sets an report to show to the user after complete the operation with success
- (Improvement) Suggestion - Wait time after cure: Set zero time to empty and dummy layers
- (Improvement) Slight improvement on the contour intersection check, yields better performance on resin and suction cup detection
- (Improvement) Allow to trigger message boxes from operations and scripts (#644)
- (Upgrade) .NET from 6.0.12 to 6.0.13
2023-01-16 02:03:51 +00:00

87 lines
3.2 KiB
C#

using Emgu.CV;
using System;
using System.Drawing;
using System.Threading.Tasks;
using UVtools.Core;
using UVtools.Core.Extensions;
using UVtools.Core.Scripting;
namespace UVtools.ScriptSample;
public class ScriptCompensateCrossBleeding : ScriptGlobals
{
readonly ScriptNumericalInput<ushort> LayerBleed = new()
{
Label = "Number of layers the exposure bleeds through",
Unit = "layers",
Minimum = 1,
Maximum = 500,
Increment = 1,
Value = 5,
};
public void ScriptInit()
{
Script.Name = "Mitigates effects of cross-layer bleeding";
Script.Description = "Adjusts overhands so we can compensate for cross-layer curing";
Script.Author = "Jan Mrázek";
Script.Version = new Version(0, 1);
Script.UserInputs.Add(LayerBleed);
}
public string? ScriptValidate()
{
return SlicerFile.LayerCount < 2
? "This script requires at least 2 layers in order to run."
: null;
}
public bool ScriptExecute()
{
Progress.Reset("Changing layers", Operation.LayerRangeCount); // Sets the progress name and number of items to process
var originalLayers = SlicerFile.CloneLayers();
Parallel.For(Operation.LayerIndexStart, Operation.LayerIndexEnd + 1,
CoreSettings.GetParallelOptions(Progress),
layerIndex =>
{
var layersBelowCount = layerIndex > LayerBleed.Value ? LayerBleed.Value : layerIndex;
using var sourceMat = originalLayers[layerIndex].LayerMat;
var source = sourceMat.GetDataByteSpan();
using var targetMat = sourceMat.NewBlank();
var target = targetMat.GetDataByteSpan();
using var occupancyMat = sourceMat.NewBlank();
var occupancy = occupancyMat.GetDataByteSpan();
var sumRectangle = Rectangle.Empty;
for (int i = 0; i < layersBelowCount; i++)
{
using var mat = originalLayers[layerIndex - i - 1].LayerMat;
CvInvoke.Threshold(mat, mat, 1, 1, Emgu.CV.CvEnum.ThresholdType.Binary);
CvInvoke.Add(mat, occupancyMat, occupancyMat);
sumRectangle = sumRectangle.IsEmpty
? originalLayers[layerIndex - i - 1].BoundingRectangle
: Rectangle.Union(sumRectangle, originalLayers[layerIndex - i - 1].BoundingRectangle);
}
// Spare a few useless cycles depending on model volume on LCD
var optimizedStatingPixelIndex = sourceMat.GetPixelPos(sumRectangle.Location);
var optimizedEndingPixelIndex = sourceMat.GetPixelPos(sumRectangle.Right, sumRectangle.Bottom);
for (var i = optimizedStatingPixelIndex; i < optimizedEndingPixelIndex; i++)
{
if (layersBelowCount == 0 || occupancy[i] == layersBelowCount)
target[i] = source[i];
}
SlicerFile[layerIndex].LayerMat = targetMat;
Progress.LockAndIncrement();
});
// return true if not cancelled by user
return !Progress.Token.IsCancellationRequested;
}
}