Esempio n. 1
0
        /// <summary>
        /// This function will immediately return a bitmap slice at the specified Z-Level
        /// If lstPoly is not null, a list of vector polylines representing the slice is returned
        /// </summary>
        /// <param name="zlev"></param>
        /// <param name="lstPoly"></param>
        /// <returns></returns>
        public Bitmap SliceImmediate(float curz, List<PolyLine3d> lstPoly = null)
        {
            try
            {
                //first take care of scaling up the output bitmap paramters size, so we can re-sample later
                double scaler = 1.5; // specify the scale factor
                m_saved.CopyFrom(m_sf.m_config);// save the orginal
                if (m_sf.m_config.antialiasing == true)
                {
                    scaler = m_sf.m_config.aaval;
                    m_sf.m_config.dpmmX *= scaler;
                    m_sf.m_config.dpmmY *= scaler;
                    m_sf.m_config.xres = (int)(scaler * m_sf.m_config.xres);
                    m_sf.m_config.yres = (int)(scaler * m_sf.m_config.yres);
                }
                SliceBuildConfig sbf = new SliceBuildConfig(m_sf.m_config); // save it

                Bitmap bmp = new Bitmap(m_sf.m_config.xres, m_sf.m_config.yres); // create a new bitmap on a per-slice basis
                Graphics graph = Graphics.FromImage(bmp);
                graph.Clear(UVDLPApp.Instance().m_appconfig.m_backgroundcolor);//clear the image for rendering

                //convert all to 2d lines
                Bitmap savebm = null;
                // check for cancelation

                foreach (Object3d obj in UVDLPApp.Instance().Engine3D.m_objects)
                {
                    savebm = bmp; // need to set this here in case it's not rendered
                    if (curz >= obj.m_min.z && curz <= obj.m_max.z) // only slice from the bottom to the top of the objects
                    {
                        List<Polygon> lstply = GetZPolys(obj, curz);//get a list of polygons at this slice z height that potentially intersect
                        List<PolyLine3d> lstintersections = GetZIntersections(lstply, curz);//iterate through all the polygons and generate x/y line segments at this 3d z level
                        Slice sl = new Slice();//create a new slice
                        sl.m_segments = lstintersections;// Set the list of intersections
                        sl.RenderSlice(m_sf.m_config, ref bmp);
                        if (lstPoly != null)
                        {
                            sl.Optimize();
                            lstPoly.AddRange(sl.m_opsegs);
                        }
                        savebm = bmp;
                    }
                }

                if (m_sf.m_config.antialiasing == true) // we're using anti-aliasing here, so resize the image
                {
                    savebm = ResizeImage(bmp, new Size(m_saved.xres, m_saved.yres));
                }
                if (m_sf.m_config.m_flipX == true)
                {
                    savebm = ReflectX(savebm);
                }
                if (m_sf.m_config.m_flipY == true)
                {
                    savebm = ReflectY(savebm);
                }
                //restore the original size
                m_sf.m_config.CopyFrom(m_saved);
                return savebm;
            }
            catch (Exception ex)
            {
                string s = ex.StackTrace;
                DebugLogger.Instance().LogError(ex);
                return null;
            }
        }
Esempio n. 2
0
        /// <summary>
        /// This will be called when we're exporting 
        /// </summary>
        /// <param name="scenename"></param>
        /// <param name="layer"></param>
        /// <param name="numslices"></param>
        /// <param name="bmp"></param>
        /// <param name="lstPoly"></param>
        private void LayerSliced(string scenename, int layer, int numslices, Bitmap bmp, List<PolyLine3d> lstintersections)
        {
            string path;
            try
            {
                // if (m_buildparms.exportimages)
                {
                    // get the model name
                    String modelname = scenename;
                    // strip off the file extension
                    path = SliceFile.GetSliceFilePath(modelname);
                    String imname = Path.GetFileNameWithoutExtension(modelname) + String.Format("{0:0000}", layer) + ".png";
                    String imagename = path + UVDLPApp.m_pathsep + imname;
                    //if (m_sf.m_config.m_exportopt.ToUpper().Contains("ZIP"))
                    {
                        // create a memory stream for this to save into
                        MemoryStream ms = new MemoryStream();
                        bmp.Save(ms, ImageFormat.Png);
                        ms.Seek(0, SeekOrigin.Begin); // seek back to beginning
                        if (!m_cancel) // if we're not in the process of cancelling
                        {
                            SceneFile.Instance().AddSlice(UVDLPApp.Instance().SceneFileName,ms, imname);
                        }
                    }
                    if (m_sf.m_config.exportpng)
                    {
                        //imagename
                        bmp.Save(imagename);
                    }
                    if (lstintersections != null)
                    {
                        StreamWriter sw;
                        imname = Path.GetFileNameWithoutExtension(modelname) + String.Format("{0:0000}", layer) + ".svg";
                        imagename = path + UVDLPApp.m_pathsep + imname;
                        if (m_sf.m_config.exportsvg < 3)
                        {
                            Path2D vectorPath = new Path2D(lstintersections);
                            sw = vectorPath.GenerateSVG(UVDLPApp.Instance().m_printerinfo.m_PlatXSize,
                                UVDLPApp.Instance().m_printerinfo.m_PlatYSize, m_sf.m_config.exportsvg == 2);
                        }
                        else
                        {
                            Slice sl = new Slice();
                            sl.m_segments = lstintersections;
                            sl.Optimize();
                            sw = GenerateSVG(sl.m_opsegs, m_sf.m_config.exportsvg == 4);
                        }
                        if (!m_cancel)
                        {
                            SceneFile.Instance().AddVectorSlice(UVDLPApp.Instance().SceneFileName,(MemoryStream)sw.BaseStream, imname);
                        }
                    }

                    RaiseSliceEvent(eSliceEvent.eLayerSliced, layer, numslices);
                }
            }
            catch (Exception ex)
            {
                string s = ex.StackTrace;
                DebugLogger.Instance().LogError(ex.Message);
            }
        }
        /// <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
            SliceBuildConfig          config      = UVDLPApp.Instance().m_buildparms;
            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++)
            {
                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);
                sl.Optimize();// find loops
                zlev     += (float)config.ZThick;
                prevslice = curslice;
                curslice  = sl;
                Bitmap bm = new Bitmap(config.xres, config.yres);
                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
                    foreach (PolyLine3d pln in curslice.m_opsegs)
                    {
                        // each polyline region is checked separately
                        bool plysupported = false;
                        //split this optimized polyline back into 2-point segments for easier use
                        List <PolyLine3d> segments = pln.Split();
                        List <Line2d>     lines2d  = Get2dLines(config, segments);
                        // 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++)
                                    {
                                        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;
                                        }
                                    }
                                }
                            }
                            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)
                        {
                            //generate a support, or mark where a support should be...
                            lstunsup.Add(new UnsupportedRegions(pln));
                        }
                        else
                        {
                            plysupported = true;
                        }
                    } // for each optimized polyline
                    lbm.UnlockBits(); // unlock the bitmap
                }     // prev and current slice are not null
            }         // iterating through all slices
            RaiseSupportEvent(UV_DLP_3D_Printer.SupportEvent.eCompleted, "Support Generation Completed", lstsupports);
            m_generating = false;
        }
Esempio n. 4
0
        /// <summary>
        /// This will be called when we're exporting
        /// </summary>
        /// <param name="scenename"></param>
        /// <param name="layer"></param>
        /// <param name="numslices"></param>
        /// <param name="bmp"></param>
        /// <param name="lstPoly"></param>
        private void LayerSliced(string scenename, int layer, int numslices, Bitmap bmp, List <PolyLine3d> lstintersections, bool outline = false)
        {
            string path = "";

            try
            {
                // if (m_buildparms.exportimages)
                {
                    // get the model name
                    String modelname   = scenename;
                    String outlinename = "";
                    // strip off the file extension
                    path = SliceFile.GetSliceFilePath(modelname);
                    if (outline)
                    {
                        outlinename = "_outline";
                    }
                    String imname    = Path.GetFileNameWithoutExtension(modelname) + outlinename + String.Format("{0:0000}", layer) + ".bmp";
                    String imagename = path + UVDLPApp.m_pathsep + imname;
                    // create a memory stream for this to save into
                    bmp.Tag = BuildManager.SLICE_NORMAL; // mark it as normal
                    MemoryStream ms = new MemoryStream();
                    bmp.Save(ms, ImageFormat.Bmp);
                    ms.Seek(0, SeekOrigin.Begin); // seek back to beginning
                    if (!m_cancel)                // if we're not in the process of cancelling
                    {
                        SceneFile.Instance().AddSlice(UVDLPApp.Instance().SceneFileName, ms, imname);
                    }

                    if (m_sf.m_config.exportpng)
                    {
                        //imagename
                        var img = (Image)bmp;
                        img.Save(imagename, ImageFormat.Bmp);
                        //bmp.Save(imagename);
                    }
                    if (lstintersections != null)
                    {
                        StreamWriter sw;
                        imname    = Path.GetFileNameWithoutExtension(modelname) + String.Format("{0:0000}", layer) + ".svg";
                        imagename = path + UVDLPApp.m_pathsep + imname;
                        if (m_sf.m_config.exportsvg < 3)
                        {
                            Path2D vectorPath = new Path2D(lstintersections);
                            sw = vectorPath.GenerateSVG(UVDLPApp.Instance().m_printerinfo.m_PlatXSize,
                                                        UVDLPApp.Instance().m_printerinfo.m_PlatYSize, m_sf.m_config.exportsvg == 2);
                        }
                        else
                        {
                            Slice sl = new Slice();
                            sl.m_segments = lstintersections;
                            sl.Optimize();
                            sw = GenerateSVG(sl.m_opsegs, m_sf.m_config.exportsvg == 4);
                        }
                        if (!m_cancel)
                        {
                            SceneFile.Instance().AddVectorSlice(UVDLPApp.Instance().SceneFileName, (MemoryStream)sw.BaseStream, imname);
                        }
                    }

                    RaiseSliceEvent(eSliceEvent.eLayerSliced, layer, numslices);
                }
            }
            catch (Exception ex)
            {
                string s = ex.StackTrace;
                DebugLogger.Instance().LogError(ex.Message);
            }
        }
Esempio n. 5
0
        /// <summary>
        /// This is the adaptive support generation, it should automatically
        /// detect overhangs and generate supports acordingly
        /// </summary>
        public void GenerateAdaptive2()
        {
            // iterate through all the layers starting from z=0
            // slice all layers
            // split each layer into non overlapping polygons
            // check each polygon to see if it is completely overhangs in the air, or partially
            //   supported by previous layers.
            // for complete overhangs always create supports
            // for partialy supported polygons, generate supports only if there is no other
            //   support in the vicinity
            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
                }
                //create new list for new supports
                List <Object3d>        lstsupports = new List <Object3d>();        // final list of supports
                List <SupportLocation> supLocs     = new List <SupportLocation>(); // temporary list of support locations.

                int    numslices = UVDLPApp.Instance().m_slicer.GetNumberOfSlices(config);
                float  zlev      = (float)(config.ZThick + 0.5);
                int    hxres     = config.xres / 2;
                int    hyres     = config.yres / 2;
                int    npix      = config.xres * config.yres;
                int[]  lbm       = new int[npix];  // current slice
                int[]  lbmz      = new int[npix];  // z buffer
                bool[] lbms      = new bool[npix]; // support map
                int    p;
                for (p = 0; p < npix; p++)
                {
                    lbmz[p] = 0;
                    lbms[p] = false;
                }

                Bitmap bm      = new Bitmap(config.xres, config.yres, System.Drawing.Imaging.PixelFormat.Format32bppArgb); // working bitmap
                Color  savecol = UVDLPApp.Instance().m_appconfig.m_foregroundcolor;
                m_supportgap = (int)(m_sc.mingap * config.dpmmX);

                m_asp.lbm       = lbm;
                m_asp.lbms      = lbms;
                m_asp.lbmz      = lbmz;
                m_asp.searchmap = new int[npix];
                m_asp.xres      = config.xres;
                m_asp.yres      = config.yres;
                m_asp.mingap    = m_supportgap;

                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) || (sl.m_segments == null) || (sl.m_segments.Count == 0))
                    {
                        continue;
                    }
                    sl.Optimize();// find loops
                    using (Graphics gfx = Graphics.FromImage(bm))
                        gfx.Clear(Color.Transparent);

                    //render current slice
                    UVDLPApp.Instance().m_appconfig.m_foregroundcolor = Color.FromArgb((0xFF << 24) | c);
                    sl.RenderSlice(config, ref bm);
                    BitmapData data = bm.LockBits(new Rectangle(0, 0, bm.Width, bm.Height),
                                                  ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
                    Marshal.Copy(data.Scan0, lbm, 0, lbm.Length);
                    for (p = 0; p < npix; p++)
                    {
                        lbm[p] &= 0xFFFFFF;
                    }
                    bm.UnlockBits(data);
                    if (c > 0)
                    {
                        if (m_sc.eSupType == SupportConfig.eAUTOSUPPORTTYPE.eADAPTIVE)
                        {
                            ProcessSlice(lbm, lbmz, lbms, config.xres, config.yres, supLocs);
                        }
                        else
                        {
                            ProcessSlice2(supLocs);
                        }
                    }

                    // add slice to zbuffer bitmap
                    for (p = 0; p < npix; p++)
                    {
                        if (lbm[p] != 0)
                        {
                            lbmz[p] = lbm[p];
                        }
                    }
                }
                UVDLPApp.Instance().m_appconfig.m_foregroundcolor = savecol;

                int scnt = 0;
                foreach (SupportLocation spl in supLocs)
                {
                    float px = (float)(spl.x - hxres) / (float)config.dpmmX;
                    float py = (float)(spl.y - hyres) / (float)config.dpmmY;
                    float pz = (float)(spl.ztop) * (float)config.ZThick;
                    pz += .650f; // wtf?
                    AddNewSupport(px, py, pz, scnt++, GetSupportParrent(px, py, pz), lstsupports);
                }
                RaiseSupportEvent(UV_DLP_3D_Printer.SupportEvent.eCompleted, "Support Generation Completed", lstsupports);
                m_generating = false;
            }
            catch (Exception ex)
            {
                DebugLogger.Instance().LogError(ex);
            }
        }
Esempio n. 6
0
        /// <summary>
        /// NOT CURRENTLY USED
        /// 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
                }
                //create new list for each layer to hold unsupported regions
                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      = (float)(config.ZThick / 2.0);
                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(); // taking the center of the region is a naive approach
                    float   lz     = center.z;
                    lz += .65f;                       // why is this offset needed?
                    AddNewSupport(center.x, center.y, center.z, scnt++, null, lstsupports);
                }
                RaiseSupportEvent(UV_DLP_3D_Printer.SupportEvent.eCompleted, "Support Generation Completed", lstsupports);
                m_generating = false;
            }
            catch (Exception ex)
            {
                DebugLogger.Instance().LogError(ex);
            }
        }