/// <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); } }
public override string Export(Stream stream, string filename) { m_stream = stream; if ((m_name == null) || (m_name.Length == 0)) { m_name = Path.GetFileNameWithoutExtension(filename); } if ((m_description == null) || (m_description.Length == 0)) { m_description = m_name; } try { ReportStart(); SliceBuildConfig config = UVDLPApp.Instance().m_buildparms; config.UpdateFrom(UVDLPApp.Instance().m_printerinfo); // make sure we've got the correct display size and PixPerMM values // write header WriteString("1"); // version WriteString(m_name); // scene name WriteString(m_description); // scene description WriteDouble(1 / config.dpmmX); // pixel size in mm WriteDouble(config.ZThick); // slice thickness WriteInt32(0); // base standoff layers (?) WriteInt32(0); // Number of base offset layers where extents are filled (?) WriteString("Reserved3"); WriteString("Reserved2"); WriteString("Reserved1"); // write slices int numslices = UVDLPApp.Instance().m_slicer.GetNumberOfSlices(config); WriteInt32(numslices); float zlev = (float)(config.ZThick * 0.5); int npix = config.xres * config.yres; int[] lbm = new int[npix]; // current slice int p; //Bitmap bm = new Bitmap(config.xres, config.yres, System.Drawing.Imaging.PixelFormat.Format32bppArgb); // working bitmap //Color savecol = UVDLPApp.Instance().m_appconfig.m_foregroundcolor; 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 } for (int c = 0; c < numslices; c++) { //bool layerneedssupport = false; if (CancelExport) { return("Info|Export operation canceled"); } ReportProgress(c * 100 / numslices); /*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.White; * sl.RenderSlice(config, ref bm);*/ Bitmap bm = UVDLPApp.Instance().m_slicer.SliceImmediate(zlev); zlev += (float)config.ZThick; 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); CrushSlice(lbm, config.xres, config.yres); } // write supports (currently not handled) WriteInt32(0); // zero supports } catch (Exception ex) { DebugLogger.Instance().LogError(ex); return("Error|Export terminated unexpectedly"); } return("Export|Export completed successfully"); }
/// <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); } }