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authorTiago Conceição <Tiago_caza@hotmail.com>2020-06-29 07:18:33 +0300
committerTiago Conceição <Tiago_caza@hotmail.com>2020-06-29 07:18:33 +0300
commit2cbb3f377a7931cc66fae4145c84e99154028327 (patch)
treea9aa4801e580a9e39e1ce3001e4e162789ff1bf6 /UVtools.Core/Extensions/EmguExtensions.cs
parent6d401eb774bc4d9a0014e24b2d48c4f5e156d912 (diff)
v0.6.0.0v0.6.0.0
* (Add) UVtools now notify when a new version available is detected * (Add) Mutator "Flip" * (Add) Mutator "Rotate" * (Add) User Settings - Many parameters can now be customized to needs * (Add) File load elapsed time into Title bar * (Add) Outline - Print Volume bounds * (Add) Outline - Layer bounds * (Add) Outline - Hollow areas * (Add) Double click layer picture to Zoom To Fit * (Improvement) Huge performance boost in layer reparing and in every mutator * (Improvement) Layer preview is now faster * (Improvement) Islands detection is now better and don't skip any pixel, more islands will show or the region will be bigger * (Improvement) Islands search are now faster, it will jump from island to insland instead of search in every pixel by pixel * (Improvement) ResinTrap detection and corrected some cases where it can't detect a drain * (Improvement) Better memory optimization by dispose all objects on operations * (Improvement) Image engine changed to use only OpenCV Mat instead of two and avoid converting from one to another, as result there's a huge performance gain in some operations (#6) * (Improvement) UVtools now rely on UVtools.Core, and drop the UVtools.Parser. The Core now perform all operations and transformations inplace of the GUI * (Improvement) If error occur during save it will show a message with the error * (Improvement) When rotate layer it will zoom to fit * (Improvement) Allow zoom to fit to print volume area instead of whole build volume * (Removed) ImageSharp dependency * (Removed) UVtools.Parser project * (Fix) Nova3D Elfin printer values changed to Display Width : 131mm / Height : 73mm & Screen X: 2531 / Y: 1410 (#5) * (Fix) Fade resizes make image offset a pixel from layer to layer because of integer placement, now it matain the correct position * (Fix) sl1: AbsoluteCorrection, GammaCorrection, MinExposureTime, MaxExposureTime, FastTiltTime, SlowTiltTime and AreaFill was byte and float values prevents the file from open (#4) * (Fix) zcodex: XCorrection and YCorrection was byte and float values prevents the file from open (#4) * (Fix) cws: XCorrection and YCorrection was byte and float values prevents the file from open (#4) * (Fix) cws: Wrong # char on .gcode file prevent from printing (#4)
Diffstat (limited to 'UVtools.Core/Extensions/EmguExtensions.cs')
-rw-r--r--UVtools.Core/Extensions/EmguExtensions.cs17
1 files changed, 9 insertions, 8 deletions
diff --git a/UVtools.Core/Extensions/EmguExtensions.cs b/UVtools.Core/Extensions/EmguExtensions.cs
index a96a50f..735c41a 100644
--- a/UVtools.Core/Extensions/EmguExtensions.cs
+++ b/UVtools.Core/Extensions/EmguExtensions.cs
@@ -27,11 +27,10 @@ namespace UVtools.Core.Extensions
return new Span<T>(mat.DataPointer.ToPointer(), mat.GetLength());
}
- public static Span<T> GetPixelRowSpan<T>(this Mat mat, int y)
+ public static unsafe Span<T> GetPixelRowSpan<T>(this Mat mat, int y)
{
- int offset = y * mat.Step;
- //IntPtr ptr = IntPtr.Add(mat.DataPointer, offset);
- return mat.GetPixelSpan<T>().Slice(offset, mat.Step);
+ return new Span<T>(IntPtr.Add(mat.DataPointer, y * mat.Step).ToPointer(), mat.Step);
+ //return mat.GetPixelSpan<T>().Slice(offset, mat.Step);
}
/// <summary>
@@ -44,17 +43,19 @@ namespace UVtools.Core.Extensions
/// <param name="xTrans">X translation</param>
/// <param name="yTrans">Y translation</param>
/// <param name="interpolation">Interpolation mode</param>
- public static void ScaleFromCenter(this Mat src, double xScale, double yScale, double xTrans = 0, double yTrans = 0, Inter interpolation = Inter.Linear)
+ public static void TransformFromCenter(this Mat src, double xScale, double yScale, double xTrans = 0, double yTrans = 0, Inter interpolation = Inter.Linear)
{
//var dst = new Mat(src.Size, src.Depth, src.NumberOfChannels);
- var translateTransform = new Matrix<double>(2, 3)
+ using (var translateTransform = new Matrix<double>(2, 3)
{
[0, 0] = xScale, // xScale
[1, 1] = yScale, // yScale
[0, 2] = xTrans + (src.Width - src.Width * xScale) / 2.0, //x translation + compensation of x scaling
[1, 2] = yTrans + (src.Height - src.Height * yScale) / 2.0 // y translation + compensation of y scaling
- };
- CvInvoke.WarpAffine(src, src, translateTransform, src.Size, interpolation);
+ })
+ {
+ CvInvoke.WarpAffine(src, src, translateTransform, src.Size, interpolation);
+ }
}
/// <summary>