예제 #1
0
        public bool Save(XmlHelper xh, XmlNode parent)
        {
            XmlNode xnode = xh.AddSection(parent, "PowderConfig");

            xh.SetParameter(xnode, "Name", name);
            xh.SetParameter(xnode, "PriceL", price);
            return(true);
        }
 public bool Save(XmlHelper xh, XmlNode parent)
 {
     XmlNode xnode = xh.AddSection(parent, "InkConfig");
     xh.SetParameter(xnode, "Name", Name);
     xh.SetParameter(xnode, "SliceHeight", ZThick);
     xh.SetParameter(xnode, "LayerTime", layertime_ms);
     xh.SetParameter(xnode, "FirstLayerTime", firstlayertime_ms);
     xh.SetParameter(xnode, "NumberofBottomLayers", numfirstlayers);
     xh.SetParameter(xnode, "ResinPriceL", resinprice);
     return true;
 }
예제 #3
0
        public bool Save(XmlHelper xh, XmlNode parent)
        {
            XmlNode xnode = xh.AddSection(parent, "InkConfig");

            xh.SetParameter(xnode, "Name", Name);
            xh.SetParameter(xnode, "SliceHeight", ZThick);
            xh.SetParameter(xnode, "LayerTime", layertime_ms);
            xh.SetParameter(xnode, "FirstLayerTime", firstlayertime_ms);
            xh.SetParameter(xnode, "NumberofBottomLayers", numfirstlayers);
            xh.SetParameter(xnode, "ResinPriceL", resinprice);
            return(true);
        }
예제 #4
0
 // save to xml file -SHS
 public bool Save(String filename)
 {
     XmlHelper xh = new XmlHelper();
     xh.StartNew(filename, "ProjectorCmdList");
     foreach (ProjectorCommand pc in m_commands)
     {
         XmlNode nd = xh.AddSection(null, "Command");
         xh.SetParameter(nd, "Name", pc.name);
         xh.SetParameter(nd, "IsHex", pc.hex);
         xh.SetParameter(nd, "Cmd", pc.command);
     }
     return xh.Save(FILE_VERSION);
 }
        public bool Save(XmlHelper xh, XmlNode parent) // use new xml system -SHS
        {
           // XmlNode mdc = xh.FindSection(parent, "MonitorDriverConfig");
            XmlNode mdc = xh.AddSection(parent, "MonitorDriverConfig");
            xh.SetParameter(mdc, "DLP_X_Res", m_XDLPRes); // gotta make this auto..
            xh.SetParameter(mdc, "DLP_Y_Res", m_YDLPRes);
            xh.SetParameter(mdc, "MonitorID", m_monitorid);
            xh.SetParameter(mdc, "DisplayCommEnabled", m_displayconnectionenabled);
            m_displayconnection.Save(xh, mdc);

            xh.SetParameter(mdc, "MonitorTop", m_monitorrect.top);
            xh.SetParameter(mdc, "MonitorLeft", m_monitorrect.left);
            xh.SetParameter(mdc, "MonitorRight", m_monitorrect.right);
            xh.SetParameter(mdc, "MonitorBottom", m_monitorrect.bottom);

            return true;
        }
        public bool Save(XmlHelper xh, XmlNode parent) // use new xml system -SHS
        {
            // XmlNode mdc = xh.FindSection(parent, "MonitorDriverConfig");
            XmlNode mdc = xh.AddSection(parent, "MonitorDriverConfig");

            xh.SetParameter(mdc, "DLP_X_Res", m_XDLPRes); // gotta make this auto..
            xh.SetParameter(mdc, "DLP_Y_Res", m_YDLPRes);
            xh.SetParameter(mdc, "MonitorID", m_monitorid);
            xh.SetParameter(mdc, "DisplayCommEnabled", m_displayconnectionenabled);
            m_displayconnection.Save(xh, mdc);

            xh.SetParameter(mdc, "MonitorTop", m_monitorrect.top);
            xh.SetParameter(mdc, "MonitorLeft", m_monitorrect.left);
            xh.SetParameter(mdc, "MonitorRight", m_monitorrect.right);
            xh.SetParameter(mdc, "MonitorBottom", m_monitorrect.bottom);

            return(true);
        }
예제 #7
0
        /// <summary>
        /// Save the entire scene into a zip file with a manifest
        /// This file will later be re-used to store png slicee, gcode & svg
        /// </summary>
        /// <param name="scenename"></param>
        /// <returns></returns>
        public bool SaveOld(string scenefilename) 
        {
            try
            {
                UVDLPApp.Instance().SceneFileName = scenefilename;
                // open a zip file with the scenename
                // iterate through all objects in engine
                string xmlname = "manifest.xml";
                XmlHelper manifest = new XmlHelper();
                //start the doc with no filename, becasue we're saving to a memory stream
                manifest.StartNew("", "manifest");
                //start a new stream to store the manifest file
                MemoryStream manifeststream = new MemoryStream();
                //create a new zip file
                ZipFile zip = new ZipFile();
                //get the top-level node in the manifest
                //XmlNode mc = manifest.m_toplevel;

                // Add in a section for GCode if present
                XmlNode gcn = manifest.AddSection(manifest.m_toplevel, "GCode");
                if (UVDLPApp.Instance().m_gcode != null)
                {
                    //create the name of the gcode file
                    String GCodeFileName = Path.GetFileNameWithoutExtension(scenefilename) + ".gcode";
                    manifest.SetParameter(gcn, "filename", GCodeFileName);
                    Stream gcs = new MemoryStream();
                    //save to memory stream
                    UVDLPApp.Instance().m_gcode.Save(gcs);
                    //rewind
                    gcs.Seek(0, SeekOrigin.Begin);
                    //create new zip entry   
                    zip.AddEntry(GCodeFileName, gcs);
                }
                XmlNode mc = manifest.AddSection(manifest.m_toplevel, "Models");
                //we need to make sure that only unique names are put in the zipentry
                // cloned objects yield the same name
                List<string> m_uniquenames = new List<string>();
                // we can adda 4-5 digit code to the end here to make sure names are unique
                int id = 0;
                string idstr;
                foreach (Object3d obj in UVDLPApp.Instance().m_engine3d.m_objects)
                {
                    //create a unique id to post-fix item names
                    id++;
                    idstr = string.Format("{0:0000}", id);
                    idstr = "_" + idstr;
                    //create a new memory stream
                    MemoryStream ms = new MemoryStream();
                    //save the object to the memory stream
                    obj.SaveSTL_Binary(ref ms);
                    //rewind the stream to the beginning
                    ms.Seek(0, SeekOrigin.Begin);
                    //get the file name with no extension
                    string objname = Path.GetFileNameWithoutExtension(obj.Name);
                    //spaces cause this to blow up too
                    objname = objname.Replace(' ', '_');
                    // add a value to the end of the string to make sure it's a unique name
                    objname = objname + idstr;
                    string objnameNE = objname;
                    objname += ".stl";  // stl file

                    zip.AddEntry(objname, ms);
                    //create an entry for this object, using the object name with no extension
                    //save anything special about it

                    //XmlNode objnode = manifest.AddSection(mc, objnameNE);
                    XmlNode objnode = manifest.AddSection(mc, "model");
                    manifest.SetParameter(objnode, "name", objnameNE);
                    manifest.SetParameter(objnode, "tag", obj.tag);
                    if (obj.tag != Object3d.OBJ_NORMAL && obj.m_parrent != null) 
                    {
                        // note it's parent name in the entry
                        manifest.SetParameter(objnode, "parent", Path.GetFileNameWithoutExtension(obj.m_parrent.Name));
                    }
                }
                //save the gcode

                //save the XML document to memorystream
                manifest.Save(1, ref manifeststream);
                manifeststream.Seek(0, SeekOrigin.Begin);
                //manifeststream.
                //save the memorystream for the xml metadata manifest into the zip file
                zip.AddEntry(xmlname, manifeststream);

                //save the zip file
                zip.Save(scenefilename);
                return true;
            }
            catch (Exception ex) 
            {
                DebugLogger.Instance().LogError(ex);
            }
            return false;
        }