Files
UVtools/UVtools.Core/GCode/GCodeLayer.cs
T
Tiago Conceição 554794d0d8 v2.28.0
- **Core:**
   - (Add) Utilities methods (`MinimumSpeed`, `MaximumSpeed`, `CreateMat`, `CreateMatWithDummyPixel`, `FileFormat.CopyParameters`)
   - (Improvement) Issues - Print Height: Group all layers outside the valid print height
- **FileFormats:**
   - (Add) Generic / Phrozen ZIP format
   - (Add) Information/modifier to file formats to tell whatever is possible to use custom PositionZ per layer
   - (Add) Safe checks in order to run some tools, related to the previous "PositionZ" point
   - (Improvement) if blank, allow the previous layer to have a higher Z position than the successor layer
   - (Improvement) SL1: Implement the missing keys from new features of PrusaSlicer 2.4.0
   - (Fix) Calling a partial save action without a progress instance would cause a crash
   - (Fix) GCode: Unable to parse the "Wait time after lift" when a second lift (TSMC) was present, leading to a sum on "Wait time before cure"
- **Tools:**
   - (Add) Timelapse: Raise the build platform to a set position every odd-even height to be able to take a photo and create a time-lapse video of the print
   - (Add) Scripting: ScriptToggleSwitchInput
   - **Raise on print finish:**
      - (Add) Reapply check and prevent run the tool in that case
      - (Fix) It was incorrectly marked to be able to run in partial mode
      - (Fix) The dummy pixel was beeing set to a wrong location
- **Layers:**:
   - (Change) When set Wait times to a negative value, it will set the global wait time value accordingly
   - (Change) Allow ExposureTime to be 0
- **Commandline arguments**
   - (Add) --run-operation \<input_file\> \<operation_file.uvtop\>
   - (Add) --run-script \<input_file\> \<script_file.cs\>
   - (Add) --copy-parameters \<from_file\> \<to_file\>
- **UI:**
   - (Add) When open a file with missing crucial information, prompt the user to fill in that information (Optional)
   - (Add) Warn user about misfunction when open a file with invalid layer height of 0mm
   - (Improvement) Layer information: Only show the "Exposure time" when its availiable on the file format
   - (Improvement) When a file is about to get auto-converted once loaded and the output file already exists, prompt user for overwrite action
- (Improvement) Set default culture info at top most of the program to avoid strange problems with commandline arguments
- (Upgrade) .NET from 5.0.13 to 5.0.14
- (Downgrade) OpenCV from 4.5.5 to 4.5.4 due the crash while detecting islands (Linux and MacOS) (#411, #415, #416)
2022-02-13 02:15:34 +00:00

300 lines
11 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 System;
using System.Collections.Generic;
using UVtools.Core.FileFormats;
using UVtools.Core.Layers;
using UVtools.Core.Operations;
namespace UVtools.Core.GCode
{
public class GCodeLayer
{
private float? _positionZ;
private float? _waitTimeBeforeCure;
private float? _exposureTime;
private float? _waitTimeAfterCure;
private float? _liftHeight;
private float? _liftSpeed;
private float? _liftHeight2;
private float? _liftSpeed2;
private float? _waitTimeAfterLift;
private float? _retractSpeed;
private float? _retractHeight2;
private float? _retractSpeed2;
public enum GCodeLastParsedLine : byte
{
LayerIndex,
}
public bool IsValid => LayerIndex.HasValue;
public FileFormat SlicerFile { get; }
public List<(float Pos, float Speed)> Movements = new();
public uint? LayerIndex { get; set; }
public float? PositionZ
{
get => _positionZ;
set => _positionZ = value;
}
public float PreviousPositionZ { get; set; }
public float? WaitTimeBeforeCure
{
get => _waitTimeBeforeCure;
set => _waitTimeBeforeCure = value is null ? null : (float)Math.Round(value.Value, 2);
}
public float? ExposureTime
{
get => _exposureTime;
set => _exposureTime = value is null ? null : (float)Math.Round(value.Value, 2);
}
public float? WaitTimeAfterCure
{
get => _waitTimeAfterCure;
set => _waitTimeAfterCure = value is null ? null : (float)Math.Round(value.Value, 2);
}
public float? LiftHeight
{
get => _liftHeight;
set => _liftHeight = value is null ? null : Layer.RoundHeight(value.Value);
}
public float? LiftSpeed
{
get => _liftSpeed;
set => _liftSpeed = value is null ? null : (float)Math.Round(value.Value, 2);
}
public float LiftHeightTotal => Layer.RoundHeight((LiftHeight ?? 0) + (LiftHeight2 ?? 0));
public float? LiftHeight2
{
get => _liftHeight2;
set => _liftHeight2 = value is null ? null : Layer.RoundHeight(value.Value);
}
public float? LiftSpeed2
{
get => _liftSpeed2;
set => _liftSpeed2 = value is null ? null : (float)Math.Round(value.Value, 2);
}
public float? WaitTimeAfterLift
{
get => _waitTimeAfterLift;
set => _waitTimeAfterLift = value is null ? null : (float)Math.Round(value.Value, 2);
}
public float? RetractSpeed
{
get => _retractSpeed;
set => _retractSpeed = value is null ? null : (float)Math.Round(value.Value, 2);
}
public float? RetractHeight2
{
get => _retractHeight2;
set => _retractHeight2 = value is null ? null : Layer.RoundHeight(value.Value);
}
public float? RetractSpeed2
{
get => _retractSpeed2;
set => _retractSpeed2 = value is null ? null : (float)Math.Round(value.Value, 2);
}
public byte? LightPWM { get; set; }
public bool IsExposing => LightPWM.HasValue && !IsAfterLightOff;
public bool IsExposed => LightPWM.HasValue && IsAfterLightOff;
public byte LightOffCount { get; set; }
public bool IsAfterLightOff => LightOffCount > 0;
public GCodeLayer(FileFormat slicerFile)
{
SlicerFile = slicerFile;
}
public void Init()
{
PreviousPositionZ = PositionZ ?? 0;
Movements.Clear();
LayerIndex = null;
PositionZ = null;
WaitTimeBeforeCure = null;
ExposureTime = null;
WaitTimeAfterCure = null;
LiftHeight = null;
LiftSpeed = null;
LiftHeight2 = null;
LiftSpeed2 = null;
WaitTimeAfterLift = null;
RetractSpeed = null;
RetractHeight2 = null;
RetractSpeed2 = null;
LightPWM = null;
LightOffCount = 0;
}
public void AssignMovements(GCodeBuilder.GCodePositioningTypes positionType)
{
if (Movements.Count == 0) return;
float currentZ = PreviousPositionZ;
PositionZ = null;
LiftHeight = null;
LiftSpeed = null;
LiftHeight2 = null;
LiftSpeed2 = null;
RetractSpeed = null;
RetractHeight2 = null;
RetractSpeed2 = null;
var previousLayerEmpty = LayerIndex > 0 && SlicerFile[LayerIndex.Value - 1].NonZeroPixelCount <= 1;
for (int i = 0; i < Movements.Count; i++)
{
var (pos, speed) = Movements[i];
float partialPositionZ;
switch (positionType)
{
case GCodeBuilder.GCodePositioningTypes.Absolute:
partialPositionZ = Layer.RoundHeight(pos - currentZ);
currentZ = pos;
break;
case GCodeBuilder.GCodePositioningTypes.Partial:
partialPositionZ = pos;
currentZ = Layer.RoundHeight(currentZ + pos);
break;
default:
throw new ArgumentOutOfRangeException(nameof(positionType));
}
// Fail-safe check
if (currentZ < PreviousPositionZ && !previousLayerEmpty)
{
throw new NotSupportedException(
$"GCode parsing error: Attempting to crash the print on the LCD due a lower position ({currentZ}mm) than the previous layer ({PreviousPositionZ}mm).\n" +
"Do not attempt to print this file!");
}
// Last movement on the list, must be position Z
if (i == Movements.Count - 1)
{
PositionZ = currentZ;
if (LiftHeight.HasValue && partialPositionZ < 0)
{
RetractSpeed = speed; // A lift exists, and its descending, set to retract speed of this move
}
break;
}
if (partialPositionZ == 0) continue;
var height = Math.Abs(partialPositionZ);
if (partialPositionZ > 0) // Is a lift
{
// Lift 1
if (!LiftHeight.HasValue)
{
LiftHeight = height;
LiftSpeed = speed;
continue;
}
// Lift 2
LiftHeight2 ??= 0;
LiftHeight2 += height;
LiftSpeed2 = speed;
continue;
}
if(!LiftHeight.HasValue) continue; // Fail-safe: Retract without a lift? Skip
// Is a extra retract (2)
RetractHeight2 ??= 0;
RetractHeight2 += height;
RetractSpeed2 = speed;
}
if (Movements.Count == 1) // Only 1 move, this is the PositionZ only
{
LiftSpeed = Movements[0].Speed;
return;
}
// Sanitize
if (PositionZ.HasValue && LiftHeight.HasValue && !IsExposed) // Lift before exposure order, need to remove layer height as offset
{
var liftHeight = Layer.RoundHeight(LiftHeight.Value - (PositionZ.Value - PreviousPositionZ));
if(liftHeight <= 0) return; // Something not right or not the correct moment, skip
LiftHeight = liftHeight;
}
if (RetractHeight2.HasValue) // Need to fix the purpose of this value
{
RetractHeight2 = Layer.RoundHeight(LiftHeightTotal - RetractHeight2.Value);
(RetractSpeed, RetractSpeed2) = (RetractSpeed2, RetractSpeed);
}
if (LiftHeight.HasValue && RetractHeight2.HasValue) // Sanitize RetractHeight2 value
{
RetractHeight2 = Math.Clamp(RetractHeight2.Value, 0, LiftHeightTotal);
}
}
/// <summary>
/// Set gathered data to the layer
/// </summary>
public void SetLayer(bool reinit = false)
{
if (!IsValid) return;
uint layerIndex = LayerIndex.Value;
var layer = SlicerFile[layerIndex];
PositionZ ??= PreviousPositionZ;
layer.PositionZ = PositionZ.Value;
layer.WaitTimeBeforeCure = WaitTimeBeforeCure ?? 0;
layer.ExposureTime = ExposureTime ?? SlicerFile.GetBottomOrNormalValue(layer, SlicerFile.BottomExposureTime, SlicerFile.ExposureTime);
layer.WaitTimeAfterCure = WaitTimeAfterCure ?? 0;
layer.LiftHeight = LiftHeight ?? 0;
layer.LiftSpeed = LiftSpeed ?? SlicerFile.GetBottomOrNormalValue(layer, SlicerFile.BottomLiftSpeed, SlicerFile.LiftSpeed);
layer.LiftHeight2 = LiftHeight2 ?? 0;
layer.LiftSpeed2 = LiftSpeed2 ?? SlicerFile.GetBottomOrNormalValue(layer, SlicerFile.BottomLiftSpeed2, SlicerFile.LiftSpeed2);
layer.WaitTimeAfterLift = WaitTimeAfterLift ?? 0;
layer.RetractSpeed = RetractSpeed ?? SlicerFile.GetBottomOrNormalValue(layer, SlicerFile.BottomRetractSpeed, SlicerFile.RetractSpeed);
layer.RetractHeight2 = RetractHeight2 ?? 0;
layer.RetractSpeed2 = RetractSpeed2 ?? SlicerFile.GetBottomOrNormalValue(layer, SlicerFile.BottomRetractSpeed2, SlicerFile.RetractSpeed2);
layer.LightPWM = LightPWM ?? 0;//SlicerFile.GetInitialLayerValueOrNormal(layerIndex, SlicerFile.BottomLightPWM, SlicerFile.LightPWM);
if (SlicerFile.GCode.SyncMovementsWithDelay) // Dirty fix of the value
{
var syncTime = OperationCalculator.LightOffDelayC.CalculateSeconds(layer, 1.5f);
if (syncTime < layer.WaitTimeBeforeCure)
{
layer.WaitTimeBeforeCure = (float) Math.Round(layer.WaitTimeBeforeCure - syncTime, 2);
}
}
if(reinit) Init();
}
}
}