public List<Object3d> GenerateSupportObjects()
        {
            // iterate over the platform size by indicated mm step; // projected resolution in x,y
            // generate a 3d x/y point on z=0,
            // generate another on the z=zmax
            // use this ray to intersect the scene
            // foreach intersection point, generate a support
            // we gott make sure supports don't collide
            // I also have to take into account the
            // interface between the support and the model
            List<Object3d> lstsupports = new List<Object3d>();

            float ZVal = (float)UVDLPApp.Instance().m_printerinfo.m_PlatZSize;
            m_model.Update();
            float MinX = m_model.m_min.x;
            float MaxX = m_model.m_max.x;
            float MinY = m_model.m_min.y;
            float MaxY = m_model.m_max.y;

               // bool intersected = false;
            int scnt = 0; // support count
            // iterate from -HX to HX step xtep;
            double dts = (MaxX - MinX) / m_sc.xspace;
            int its = (int)dts;
            int curstep = 0;

            for (float x = (float)(MinX + (m_sc.xspace / 2.0f)); x < MaxX; x += (float)m_sc.xspace)
            {
                // say we're doing stuff
                RaiseSupportEvent(UV_DLP_3D_Printer.SupportEvent.eProgress, "" + curstep + "/" + its, null);
                curstep++;
                for (float y = (float)(MinY + (m_sc.yspace / 2)); y < MaxY; y += (float)m_sc.yspace)
                {
                    Point3d origin;
                    origin = new Point3d(); // bottom point
                    origin.Set(x, y, 0.0f);
                    //intersected = false; // reset the intersected flag to be false

                    Vector3d up = new Vector3d(); // the up vector
                    up.x = 0.0f;
                    up.y = 0.0f;
                    up.z = 1.0f;

                    List<ISectData> lstISects = RTUtils.IntersectObjects(up, origin, UVDLPApp.Instance().Engine3D.m_objects, false);
                    //check for cancelling
                    if (m_cancel)
                    {
                        RaiseSupportEvent(UV_DLP_3D_Printer.SupportEvent.eCancel, "Support Generation Cancelled", null);
                        return lstsupports;
                    }

                    foreach (ISectData htd in lstISects)
                    {
                        if (htd.obj.tag != Object3d.OBJ_SUPPORT)  // if this is not another support or the ground
                        {
                            if (htd.obj.tag != Object3d.OBJ_GROUND) // if it's not the ground
                            {
                                if (m_sc.m_onlydownward && htd.poly.tag != Polygon.TAG_MARKDOWN)
                                    break; // not a downward facing and we're only doing downward
                                // this should be the closest intersected
                                Support s = new Support();
                                float lz = (float)htd.intersect.z;
                                s.Create((float)m_sc.fbrad, (float)m_sc.ftrad, (float)m_sc.hbrad, (float)m_sc.htrad, lz * .2f, lz * .6f, lz * .2f, 11);
                                s.Translate((float)x, (float)y, 0);
                                s.Name = "Support " + scnt;
                                s.SetColor(Color.Yellow);
                                scnt++;
                                lstsupports.Add(s);
                                RaiseSupportEvent(UV_DLP_3D_Printer.SupportEvent.eSupportGenerated, s.Name, s);
                                break; // only need to make one support
                            }
                        }
                    }

                }
            }
            // return objects;
            RaiseSupportEvent(UV_DLP_3D_Printer.SupportEvent.eCompleted, "Support Generation Completed", lstsupports);
            m_generating = false;
            return lstsupports;
        }
Esempio n. 2
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        public bool Load(string scenename)
        {
            try
            {
                ZipFile zip = ZipFile.Read(scenename);
                string xmlname = "manifest.xml";
                ZipEntry manifestentry = zip[xmlname];
                //create new manifest xml doc
                XmlHelper manifest = new XmlHelper();
                //get memory stream
                MemoryStream manistream = new MemoryStream();
                //extract the stream
                manifestentry.Extract(manistream);
                //read from stream
                manistream.Seek(0, SeekOrigin.Begin); // rewind the stream for reading
                manifest.LoadFromStream(manistream, "manifest");
                //examine manifest
                //find the node with models
                XmlNode topnode = manifest.m_toplevel;
                XmlNode models = manifest.FindSection(topnode, "Models");
                List<XmlNode> modelnodes = manifest.FindAllChildElement(models, "model");
                foreach (XmlNode nd in modelnodes)
                {
                    string name = manifest.GetString(nd, "name", "noname");
                    string modstlname = name + ".stl";
                    int tag = manifest.GetInt(nd, "tag", 0);
                    ZipEntry modelentry = zip[modstlname]; // the model name will have the _XXXX on the end with the stl extension
                    MemoryStream modstr = new MemoryStream();
                    modelentry.Extract(modstr);
                    //rewind to beginning
                    modstr.Seek(0, SeekOrigin.Begin);
                    //fix the name
                    name = name.Substring(0, name.Length - 5);// get rid of the _XXXX at the end
                    if (tag == Object3d.OBJ_SUPPORT)
                    {
                        Support s = new Support();
                        //load the model
                        s.LoadSTL_Binary(modstr, name);
                        //add to the 3d engine
                        UVDLPApp.Instance().m_engine3d.AddObject(s);
                        //set the tag
                        s.tag = tag;
                        string parent = manifest.GetString(nd, "parent", "noname");
                        s.SetColor(System.Drawing.Color.Yellow);
                        //find and set the parent
                        Object3d tmp = UVDLPApp.Instance().m_engine3d.Find(parent);
                        if (tmp != null)
                        {
                            tmp.AddSupport(s);
                        }
                    }
                    else
                    {
                        //load as normal object
                        Object3d obj = new Object3d();
                        //load the model
                        obj.LoadSTL_Binary((MemoryStream)modstr, name);
                        //add to the 3d engine
                        UVDLPApp.Instance().m_engine3d.AddObject(obj);
                        //set the tag
                        obj.tag = tag;
                    }
                }

                return true;
            }
            catch (Exception ex)
            {
                DebugLogger.Instance().LogError(ex);
                return false;
            }
        }
Esempio n. 3
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 Support AddNewSupport(float x, float y, float lz, Object3d parent)
 {
     Support s = new Support();
     Configs.SupportConfig sc = UVDLPApp.Instance().m_supportconfig;
     //s.Create(sc,parent, (float)sc.fbrad, (float)sc.ftrad, (float)sc.hbrad, (float)sc.htrad, lz * .2f, lz * .6f, lz * .2f, 11);
     s.Create(sc, parent,  lz * .2f, lz * .6f, lz * .2f);
     s.Translate(x, y, 0);
     s.SetColor(Color.Yellow);
     if (parent != null)
         parent.AddSupport(s);
     UVDLPApp.Instance().m_engine3d.AddObject(s);
     UVDLPApp.Instance().SelectedObject = s;
     //RaiseSupportEvent(UV_DLP_3D_Printer.SupportEvent.eSupportGenerated, s.Name, s);
     UVDLPApp.Instance().RaiseAppEvent(eAppEvent.eModelAdded, "");
     return s;
 }
 void AddNewSupport(float x, float y, float lz, int scnt, Object3d parent, List<Object3d> lstsupports)
 {
     Support s = new Support();
     s.Create(parent, (float)m_sc.fbrad, (float)m_sc.ftrad, (float)m_sc.hbrad, (float)m_sc.htrad, lz * .2f, lz * .6f, lz * .2f, 11);
     s.Translate(x, y, 0);
     s.Name = "Support " + scnt;
     s.SetColor(Color.Yellow);
     lstsupports.Add(s);
     if (parent != null)
         parent.AddSupport(s);
     RaiseSupportEvent(UV_DLP_3D_Printer.SupportEvent.eSupportGenerated, s.Name, s);
 }
        /// <summary>
        /// This is the adaptive support generation, it should automatically 
        /// detect overhangs,
        /// The way that it does this is by generating a closed polyline loop for each layer
        /// and checking the 2d projection of the current layer with the previous layer
        /// </summary>
        public void GenerateAdaptive()
        {
            //iterate through all the layers starting from z=0
            // check every polyline in the current layer to make sure it is encased or overlaps polylines in the previous layer
            // generate a list of unsupported polylines
            // 'check' to see if the polyline can be dropped straight down
            // this has to do slicing of the scene
            try
            {

                SliceBuildConfig config = UVDLPApp.Instance().m_buildparms;
                config.UpdateFrom(UVDLPApp.Instance().m_printerinfo); // make sure we've got the correct display size and PixPerMM values

                if (UVDLPApp.Instance().m_slicer.SliceFile == null)
                {
                    SliceFile sf = new SliceFile(config);
                    sf.m_mode = SliceFile.SFMode.eImmediate;
                    UVDLPApp.Instance().m_slicer.SliceFile = sf; // wasn't set
                }

                List<UnsupportedRegions> lstunsup = new List<UnsupportedRegions>();
                List<Object3d> lstsupports = new List<Object3d>(); // final list of supports

                int numslices = UVDLPApp.Instance().m_slicer.GetNumberOfSlices(config);
                float zlev = 0.0f;
                Slice curslice = null;
                Slice prevslice = null;
                int hxres = config.xres / 2;
                int hyres = config.yres / 2;
                for (int c = 0; c < numslices; c++)
                {
                    //bool layerneedssupport = false;
                    if (m_cancel)
                    {
                        RaiseSupportEvent(UV_DLP_3D_Printer.SupportEvent.eCancel, "Support Generation Cancelled", null);
                        return;
                    }
                    RaiseSupportEvent(UV_DLP_3D_Printer.SupportEvent.eProgress, "" + c + "/" + numslices, null);

                    Slice sl = UVDLPApp.Instance().m_slicer.GetSliceImmediate(zlev);
                    zlev += (float)config.ZThick;

                    if (sl == null)
                        continue;
                    if (sl.m_segments == null)
                        continue;
                    if (sl.m_segments.Count == 0)
                        continue;
                    sl.Optimize();// find loops
                    //sl.DetermineInteriorExterior(config); // mark the interior/exterior loops
                    prevslice = curslice;
                    curslice = sl;
                    Bitmap bm = new Bitmap(config.xres, config.yres);
                    using (Graphics gfx = Graphics.FromImage(bm))
                    using (SolidBrush brush = new SolidBrush(Color.Black))
                    {
                        gfx.FillRectangle(brush, 0, 0, bm.Width, bm.Height);
                    }

                    if (prevslice != null && curslice != null)
                    {
                        //render current slice
                        curslice.RenderSlice(config, ref bm);
                        //now render the previous slice overtop the current slice in another color
                        Color savecol = UVDLPApp.Instance().m_appconfig.m_foregroundcolor;
                        UVDLPApp.Instance().m_appconfig.m_foregroundcolor = Color.HotPink;
                        //render previous slice over top
                        prevslice.RenderSlice(config, ref bm);
                        UVDLPApp.Instance().m_appconfig.m_foregroundcolor = savecol; // restore the color
                        // create a lock bitmap for faster pixel access
                        LockBitmap lbm = new LockBitmap(bm);
                        lbm.LockBits();
                        // now, iterate through all optimized polylines in current slice
                        // this approach isn't going to work, we need to iterate through all polyline
                        //segments in a slice at once, each individual segment needs to know 1 thing
                        // 1) the optimized segment it came from

                        //iterate through all optimized polygon segments

                        Dictionary<PolyLine3d, bool> supportmap = new Dictionary<PolyLine3d, bool>();
                        foreach (PolyLine3d pln in curslice.m_opsegs)
                        {
                            bool plysupported = false;
                            List<PolyLine3d> allsegments = new List<PolyLine3d>();
                            List<PolyLine3d> segments = pln.Split(); // split them, retaining the parent
                            allsegments.AddRange(segments);
                            //add all optimized polyline segments into the supported map
                            supportmap.Add(pln, true);
                            //split this optimized polyline back into 2-point segments for easier use

                            List<Line2d> lines2d = Get2dLines(config, allsegments);
                            if (lines2d.Count == 0) continue;

                            // find the x/y min/max
                            MinMax_XY mm = Slice.CalcMinMax_XY(lines2d);
                            // iterate from the ymin to the ymax
                            for (int y = mm.ymin; y < mm.ymax; y++) // this needs to be in scaled value
                            {
                                //      get a line of lines that intersect this 2d line
                                List<Line2d> intersecting = Slice.GetIntersecting2dYLines(y, lines2d);
                                //      get the list of point intersections
                                List<Point2d> points = Slice.GetIntersectingPoints(y, intersecting);
                                // sort the points in increasing x order
                                points.Sort();
                                if (points.Count % 2 == 0)  // is even
                                {
                                    for (int cnt = 0; cnt < points.Count; cnt += 2)  // increment by 2
                                    {
                                        Point2d p1 = (Point2d)points[cnt];
                                        Point2d p2 = (Point2d)points[cnt + 1];
                                        Point pnt1 = new Point(); // create some points for drawing
                                        Point pnt2 = new Point();
                                        pnt1.X = (int)(p1.x + config.XOffset + hxres);
                                        pnt1.Y = (int)(p1.y + config.YOffset + hyres);
                                        pnt2.X = (int)(p2.x + config.XOffset + hxres);
                                        pnt2.Y = (int)(p2.y + config.YOffset + hyres);
                                        //iterate from pnt1.X to pnt2.x and check colors
                                        for (int xc = pnt1.X; xc < pnt2.X; xc++)
                                        {
                                            if (xc >= lbm.Width || xc <=0 ) continue;
                                            if (pnt1.Y >= lbm.Height || pnt1.Y <= 0) continue;
                                            try
                                            {
                                                Color checkcol = lbm.GetPixel(xc, pnt1.Y);
                                                // need to check the locked BM here for the right color
                                                // if the pixel color is the hot pink, then this region has some support
                                                // we're going to need to beef this up and probably divide this all into regions on a grid
                                                if (checkcol.R == Color.HotPink.R && checkcol.G == Color.HotPink.G && checkcol.B == Color.HotPink.B)
                                                {
                                                    plysupported = true;
                                                }
                                            }
                                            catch (Exception ex)
                                            {
                                                DebugLogger.Instance().LogError(ex);
                                            }
                                        }
                                    }
                                }
                                else  // flag error
                                {
                                    DebugLogger.Instance().LogRecord("Row y=" + y + " odd # of points = " + points.Count + " - Model may have holes");
                                }
                            }// for y = startminY to endY
                            if (plysupported == false)
                            {

                               // layerneedssupport = true;
                                supportmap[pln] = false;
                                lstunsup.Add(new UnsupportedRegions(pln));
                            }
                        } // for each optimized polyline
                        lbm.UnlockBits(); // unlock the bitmap
                    } // prev and current slice are not null
                    //if (layerneedssupport)
                    //    SaveBM(bm, c); // uncomment this to see the layers that need support
                } // iterating through all slices
                // iterate through all unsupported regions
                // calculate the center
                // add a support from that region going down to the ground (or closest intersected)
                int scnt = 0;
                foreach (UnsupportedRegions region in lstunsup)
                {
                    Support s = new Support();
                    Point3d center = region.Center();
                    float lz = center.z;
                    //region.ply.m_derived.
                    s.Create(null,(float)m_sc.fbrad, (float)m_sc.ftrad, (float)m_sc.hbrad, (float)m_sc.htrad, lz * .2f, lz * .6f, lz * .2f, 11);
                    s.Translate((float)center.x, (float)center.y, 0);
                    s.Name = "Support " + scnt;
                    s.SetColor(Color.Yellow);
                    scnt++;
                    lstsupports.Add(s);
                    RaiseSupportEvent(UV_DLP_3D_Printer.SupportEvent.eSupportGenerated, s.Name, s);

                }
                RaiseSupportEvent(UV_DLP_3D_Printer.SupportEvent.eCompleted, "Support Generation Completed", lstsupports);
                m_generating = false;
            }
            catch (Exception ex)
            {
                DebugLogger.Instance().LogError(ex);
            }
        }
Esempio n. 6
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        Support AddNewSupport(float x, float y, float zbase, float ztop, int scnt, List<Object3d> lstsupports)
        {
            ISectData isectTop = GetIntersection(x, y, ztop);
            if (isectTop == null)
                return null;

            if (m_sc.m_onlydownward)
            {
                Vector3d upvec = new Vector3d();
                double inc = 1.0 / 90.0;
                double angle = -(1 - (m_sc.downwardAngle * inc));
                upvec.Set(new Point3d(0, 0, 1));
                isectTop.poly.CalcNormal();
                double d = isectTop.poly.m_normal.Dot(upvec);
                if (m_sc.m_onlydownward && d >= angle) // this makes sure downward works even if polygons are not tagged
                    return null;
            }

            Support s = new Support();
            s.Create(m_sc, isectTop.obj, ztop * .2f, ztop * .6f, ztop * .2f);
            s.Translate(x, y, 0);
            s.SelectionType = Support.eSelType.eTip;
            s.MoveFromTip(isectTop);

            if (zbase > 0)
            {
                ISectData isectBase = GetIntersection(x, y, zbase);
                if (isectBase != null)
                {
                    s.SelectionType = Support.eSelType.eBase;
                    s.SubType = Support.eSubType.eIntra;
                    s.PositionBottom(isectBase);
                }
            }

            s.Name = "Support " + scnt;
            s.SetColor(Color.Yellow);
            lstsupports.Add(s);
            if (isectTop.obj != null)
                isectTop.obj.AddSupport(s);

            RaiseSupportEvent(UV_DLP_3D_Printer.SupportEvent.eSupportGenerated, s.Name, s);
            return s;
        }