public frmAuto3dSupport(ref SupportConfig sc) { m_sc = sc; InitializeComponent(); SetData(); UVDLPApp.Instance().m_supportgenerator.SupportEvent += new SupportGeneratorEvent(SupEvent); }
private UVDLPApp() { m_supportmode = eSupportEditMode.eNone; SceneFileName = ""; m_callbackhandler = new CallbackHandler(); m_appconfig = new AppConfig(); m_printerinfo = new MachineConfig(); m_buildparms = new SliceBuildConfig(); m_deviceinterface = new DeviceInterface(); m_buildmgr = new BuildManager(); m_slicer = new Slicer(); m_slicer.m_slicemethod = Slicer.eSliceMethod.eNormalCount;// configure the slicer to user the new normal count - Thanks Shai!!! m_slicer.Slice_Event += new Slicer.SliceEvent(SliceEv); //m_dispmgr = DisplayManager.Instance(); // initialize the singleton for early event app binding //m_flexslice = new FlexSlice(); m_gcode = new GCodeFile(""); // create a blank gcode to start with m_supportconfig = new SupportConfig(); m_supportgenerator = new SupportGenerator(); m_supportgenerator.SupportEvent += new SupportGeneratorEvent(SupEvent); CSG.Instance().CSGEvent += new CSG.CSGEventDel(CSGEvent); m_proj_cmd_lst = new prjcmdlst(); m_plugins = new List <PluginEntry>(); // list of user plug-ins m_pluginstates = PluginStates.Instance(); // initialize the plugin state singleton m_undoer = new Undoer(); m_2d_graphics = new C2DGraphics(); m_gui_config = new GuiConfigManager(); m_AuxBuildCmds = AuxBuildCmds.Instance(); // make sure the singleton doesn't go away... m_sequencemanager = SequenceManager.Instance(); }
public ctlSupports() { InitializeComponent(); UVDLPApp.Instance().m_supportgenerator.SupportEvent += new SupportGeneratorEvent(SupEvent); m_sc = UVDLPApp.Instance().m_supportconfig; // should copy really SetData(); m_changingData = false; m_numFBSelected = true; }
public Support() { tag = Object3d.OBJ_SUPPORT; // tag for support m_supporting = null; this.Name = "Support_" + supcnt.ToString(); supcnt++; mSC = UVDLPApp.Instance().m_supportconfig.Clone(); // start off by cloing the app's defaults SubType = eSubType.eBase; m_seltype = eSelType.eWhole; }
/// <summary> /// Start the support generation /// </summary> public void Start(SupportConfig sc, Object3d model) { Thread m_thread = new Thread(new ThreadStart(StartGenerating)); m_sc = sc; m_model = model; m_cancel = false; m_generating = true; m_thread.Start(); }
private static void LoadMenu() { Config = MainMenu.AddMenu("Thresh", "thresh_menu"); SpellConfig = Config.AddSubMenu("Spell Settings", "SpellSettings"); SpellConfig.Add("autoQ", new CheckBox("Auto Q Dash Enemy", true)); SpellConfig.Add("dontQ2", new CheckBox("Don't Auto Q2", true)); SpellConfig.Add("dQ2if", new Slider("Don't Q2 if Enemies > allies", 1, 0, 5)); SpellConfig.Add("farmE", new CheckBox("Farm with E", true)); SpellConfig.AddLabel("Q BlackList :"); foreach (var hero in HeroManager.Enemies) { SpellConfig.Add("QList" + hero.NetworkId, new CheckBox("BlackList: " + hero.ChampionName, false)); } SpellConfig.Add("FlayPush", new KeyBind("Flay Push Key", false, KeyBind.BindTypes.HoldActive, 'T')); SpellConfig.Add("FlayPull", new KeyBind("Flay Pull Key", false, KeyBind.BindTypes.HoldActive, 'H')); FleeConfig = Config.AddSubMenu("Flee Settings", "FleeSettings"); FleeConfig.Add("flee", new KeyBind("Flee", false, KeyBind.BindTypes.HoldActive, 'Z')); FleeConfig.Add("autoEpush", new CheckBox("Auto E push", true)); PredictConfig = Config.AddSubMenu("Predict Settings", "PredictSettings"); PredictConfig.Add("PredictionMode", new ComboBox("Prediction Mode", 0, "Common", "OKTW", "SDK", "SPrediction")); PredictConfig.Add("HitChance", new ComboBox("Hit Chance", 0, "Very High", "High", "Medium")); BoxConfig = Config.AddSubMenu("Box Settings", "BoxSettings"); BoxConfig.Add("BoxCount", new Slider("Box Count", 2, 1, 6)); BoxConfig.Add("BoxMode", new ComboBox("Box Mode", 0, "Prediction", "Now")); SupportConfig = Config.AddSubMenu("Support Mode", "SupportMode"); SupportConfig.Add("SupportMode", new CheckBox("Suppor tMode", true)); SupportConfig.Add("SupportModeRange", new Slider("Support Mode Range", (int)Player.AttackRange + 200, (int)Player.AttackRange, 2000)); SupportConfig.Add("AttackADC", new CheckBox("Attack ADC's Target [TEST]", true)); DrawConfig = Config.AddSubMenu("Drawing Settings", "DrawingSettings"); DrawConfig.Add("Drawwhenskillisready", new CheckBox("Draw when skill is ready", true)); DrawConfig.Add("drawQ", new CheckBox("Draw Q Range", true)); DrawConfig.Add("drawW", new CheckBox("Draw W Range", true)); DrawConfig.Add("drawE", new CheckBox("Draw E Range", true)); DrawConfig.Add("drawR", new CheckBox("Draw R Range", true)); DrawConfig.Add("drawtg", new CheckBox("Draw Target", true)); SmartKeyConfig = Config.AddSubMenu("Smart Cast", "SmartCast"); SmartKeyConfig.Add("EnableFollow", new CheckBox("Enable Follow Options,Prss Q/W/E Auto Cast Spell", true)); SmartKeyConfig.Add("SmartCastQ", new CheckBox("Smart Cast Q", true)); SmartKeyConfig.Add("SmartCastW", new CheckBox("Smart Cast W", true)); SmartKeyConfig.Add("SmartCastE", new CheckBox("Smart Cast E", true)); TowerConfig = Config.AddSubMenu("Turret Settings", "TurretSettings"); TowerConfig.Add("QEallyTurrettarget", new CheckBox("Q/E ally Turret’s target", true)); TowerConfig.Add("QEtargetintoallyturret", new CheckBox("Q/E target into ally turret", true)); TowerConfig.Add("DontQ2inenemyturret", new CheckBox("Don't Q2 in enemy turret", true)); }
/// <summary> /// This function creates a new support structure /// you can specify the: /// Foot Bottom Radius - fbrad /// Foot Top Radius - ftrad /// Head Bottom Radius - hbrad /// Head Top Radius - htrad /// /// as well as the segment lengths from bottom to top D1,D2,D3 /// you can also specify the number of divisions in the circle - divs /// </summary> /// <param name="d1"></param> /// <param name="d2"></param> /// <param name="d3"></param> public void Create(SupportConfig SC, Object3d supporting, float d1, float d2, float d3) { try { mSC = SC.Clone(); m_tipheight = 2;// d3; m_baseheight = d1; m_supporting = supporting; float zlev = 0.0f; // start at the bottom of the cylinder s1i = 0; // set 0 to be the starting index for the bottom of the foot GenerateCirclePoints(mSC.fbrad, mSC.cdivs, zlev, true); // foot bottom zlev += d1; //now the top of the foot s2i = m_lstpoints.Count; GenerateCirclePoints(mSC.ftrad, mSC.cdivs, zlev, false); // foot top //zlev += d1; s3i = m_lstpoints.Count; GenerateCirclePoints(mSC.ftrad, mSC.cdivs, zlev, false); // foot top zlev += d2; //now the bottom of the shaft s4i = m_lstpoints.Count; GenerateCirclePoints(mSC.hbrad, mSC.cdivs, zlev, false); // bottom of head zlev += d3; //now the top of the shaft, bottom of the head s5i = m_lstpoints.Count; GenerateCirclePoints(mSC.htrad, mSC.cdivs, zlev, true); // top of head psi_base = m_lstpolys.Count; // should be 0 index MakeTopBottomFace(s1i, mSC.cdivs, false); // bottom //MakeTopBottomFace(s5i, mSC.cdivs, true);// top makeWalls(s1i, s2i, mSC.cdivs); pei_base = m_lstpolys.Count; // should be top index of makeWalls(s2i, s3i - mSC.cdivs - 1, mSC.cdivs); makeWalls(s3i, s4i - (2 * mSC.cdivs) - 1, mSC.cdivs); psi_tip = m_lstpolys.Count; makeWalls(s4i, s5i - (3 * mSC.cdivs) - 1, mSC.cdivs); MakeTopBottomFace(s5i, mSC.cdivs, true);// top pei_tip = m_lstpolys.Count; Update(); // update should only be called for new objects, otherwise, use the move/scale/rotate functions SetColor(Color.Yellow); ScaleToHeight(d1 + d2 + d3); } catch (Exception ex) { DebugLogger.Instance().LogError(ex.Message); } }
public ctlSupports() { InitializeComponent(); UVDLPApp.Instance().m_supportgenerator.SupportEvent += new SupportGeneratorEvent(SupEvent); UVDLPApp.Instance().AppEvent += new AppEventDelegate(AppEvent); m_sc = UVDLPApp.Instance().m_supportconfig; // should copy really SetData(); m_changingData = false; m_numFBSelected = true; numDownAngle.FloatVal = 45; numDownAngle.IntVal = 45; ListSupports(); }
private UVDLPApp() { m_appconfig = new AppConfig(); m_printerinfo = new MachineConfig(); m_buildparms = new SliceBuildConfig(); m_deviceinterface = new DeviceInterface(); m_buildmgr = new BuildManager(); m_slicer = new Slicer(); m_slicer.Slice_Event += new Slicer.SliceEvent(SliceEv); m_flexslice = new FlexSlice(); m_gcode = new GCodeFile(""); // create a blank gcode to start with m_supportconfig = new SupportConfig(); m_supportgenerator = new SupportGenerator(); m_supportgenerator.SupportEvent += new SupportGeneratorEvent(SupEvent); }
private UVDLPApp() { m_appconfig = new AppConfig(); m_printerinfo = new MachineConfig(); m_buildparms = new SliceBuildConfig(); m_deviceinterface = new DeviceInterface(); m_buildmgr = new BuildManager(); m_slicer = new Slicer(); m_slicer.Slice_Event += new Slicer.SliceEvent(SliceEv); //m_flexslice = new FlexSlice(); m_gcode = new GCodeFile(""); // create a blank gcode to start with m_supportconfig = new SupportConfig(); m_supportgenerator = new SupportGenerator(); m_supportgenerator.SupportEvent += new SupportGeneratorEvent(SupEvent); m_proj_cmd_lst = new prjcmdlst(); m_plugins = new List <IPlugin>(); // list of user plug-ins m_undoer = new Undoer(); }
public ctlSupports() { InitializeComponent(); UVDLPApp.Instance().m_supportgenerator.SupportEvent += new SupportGeneratorEvent(SupEvent); UVDLPApp.Instance().AppEvent += new AppEventDelegate(AppEvent); m_sc = UVDLPApp.Instance().m_supportconfig; // should copy really SetData(); m_changingData = false; m_numFBSelected = true; ListSupports(); SetTexts(); //ctlTitle1.ForeColor = //label1.ForeColor = ////label2.ForeColor = ct.ForeColor; //label3.ForeColor = ////label4.ForeColor = ct.ForeColor; //labelAutoSup.ForeColor = //label6.ForeColor = //label7.ForeColor = //label9.ForeColor = // cmbSupType.ForeColor = // lbSupports.ForeColor = // cmdRemoveSupports.ForeColor = // progressTitle.ForeColor = Wcolor.ForeColor; //ctlTitle1.BackColor = // BackColor = // cmbSupType.BackColor = // //flowLayoutPanel2.BackColor = ct.BackColor; // progressTitle.BackColor = // flowLayoutPanel1.BackColor = // //panel1.BackColor = ct.FrameColor; // panel2.BackColor = // panelSuppotShape.BackColor = // panel3.BackColor = // lbSupports.BackColor = // cmdRemoveSupports.BackColor = Wcolor.BackColor; }