Files
UVtools/UVtools.ScriptSample/ScriptTester.cs
T
Tiago Conceição 8948724835 pre v2.21.2
- (Add) Allow to choose custom locations for "Send to"
- (Improvement) Better random generation for benchmark
- (Fix) Outline - Hollow areas: Not outlining the second closing contour for contours with child
- (Fix) Pixel editor - Eraser: It was selecting the whole blob even if have inner parents
2021-09-09 15:47:17 +01:00

109 lines
4.2 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 System.Drawing;
using UVtools.Core.Scripting;
using System.IO;
using System.Threading.Tasks;
using Emgu.CV;
using Emgu.CV.CvEnum;
using Emgu.CV.Util;
using UVtools.Core;
using UVtools.Core.EmguCV;
using UVtools.Core.Extensions;
namespace UVtools.ScriptSample
{
/// <summary>
/// Change layer properties to random values
/// </summary>
public class ScriptChangeLayesrPropertiesSample : ScriptGlobals
{
/// <summary>
/// Set configurations here, this function trigger just after load a script
/// </summary>
public void ScriptInit()
{
Script.Name = "Change layer properties";
Script.Description = "Change layer properties to random values :D";
Script.Author = "Tiago Conceição";
Script.Version = new Version(0, 1);
}
/// <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()
{
return null;
}
/// <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 dict = new Dictionary<uint, List<(Point[] points, Rectangle rect)>>();
Parallel.For(Operation.LayerIndexStart, Operation.LayerIndexEnd + 1, CoreSettings.ParallelOptions, layerIndex =>
{
using var mat = SlicerFile[layerIndex].LayerMat;
using var contours = mat.FindContours(out var hierarchy, RetrType.Tree);
var hollowContours = new List<(Point[] points, Rectangle rect)>();
dict.Add((uint)layerIndex, hollowContours);
for (int i = 0; i < contours.Size; i++)
{
// Only hollow areas inside model
if (hierarchy[i, EmguContour.HierarchyParent] == -1) continue;
hollowContours.Add((contours[i].ToArray(), CvInvoke.BoundingRectangle(contours[i])));
}
});
foreach (var (layerIndex, contours) in dict)
{
if (!dict.TryGetValue(layerIndex + 1, out var nextContours)) continue; // No next layer with results
foreach (var tuple in contours)
{
Mat thisContourMat = null;
foreach (var nextTuple in nextContours)
{
if (!tuple.rect.IntersectsWith(nextTuple.rect)) continue;
if (thisContourMat is null)
{
thisContourMat = EmguExtensions.InitMat(SlicerFile.Resolution);
using var vec = new VectorOfPoint(tuple.points);
CvInvoke.DrawContours(thisContourMat, vec, -1, EmguExtensions.WhiteColor, -1);
}
using var nextContourMat = thisContourMat.NewBlank();
using var vecNext = new VectorOfPoint(nextTuple.points);
CvInvoke.DrawContours(nextContourMat, vecNext, -1, EmguExtensions.WhiteColor, -1);
CvInvoke.BitwiseAnd(thisContourMat, nextContourMat, nextContourMat);
if (CvInvoke.CountNonZero(nextContourMat) == 0) continue; // Does not intersect!
// Intersecting here!
}
thisContourMat?.Dispose();
}
}
// return true if not cancelled by user
return !Progress.Token.IsCancellationRequested;
}
}
}