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GCodeLayer.cs « GCode « UVtools.Core - github.com/sn4k3/UVtools.git - Unnamed repository; edit this file 'description' to name the repository.
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/*
 *                     GNU AFFERO GENERAL PUBLIC LICENSE
 *                       Version 3, 19 November 2007
 *  Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
 *  Everyone is permitted to copy and distribute verbatim copies
 *  of this license document, but changing it is not allowed.
 */

using System;
using System.Collections.Generic;
using UVtools.Core.FileFormats;
using UVtools.Core.Layers;
using UVtools.Core.Operations;

namespace UVtools.Core.GCode
{
    public class GCodeLayer
    {
        private float? _positionZ;
        private float? _waitTimeBeforeCure;
        private float? _exposureTime;
        private float? _waitTimeAfterCure;
        private float? _liftHeight;
        private float? _liftSpeed;
        private float? _liftHeight2;
        private float? _liftSpeed2;
        private float? _waitTimeAfterLift;
        private float? _retractSpeed;
        private float? _retractHeight2;
        private float? _retractSpeed2;

        public enum GCodeLastParsedLine : byte
        {
            LayerIndex,
        }

        public bool IsValid => LayerIndex.HasValue;

        public FileFormat SlicerFile { get; }
        public List<(float Pos, float Speed)> Movements = new();
        public uint? LayerIndex { get; set; }

        public float? PositionZ
        {
            get => _positionZ;
            set => _positionZ = value;
        }

        public float PreviousPositionZ { get; set; }

        public float? WaitTimeBeforeCure
        {
            get => _waitTimeBeforeCure;
            set => _waitTimeBeforeCure = value is null ? null : (float)Math.Round(value.Value, 2);
        }

        public float? ExposureTime
        {
            get => _exposureTime;
            set => _exposureTime = value is null ? null : (float)Math.Round(value.Value, 2);
        }

        public float? WaitTimeAfterCure
        {
            get => _waitTimeAfterCure;
            set => _waitTimeAfterCure = value is null ? null : (float)Math.Round(value.Value, 2);
        }

        public float? LiftHeight
        {
            get => _liftHeight;
            set => _liftHeight = value is null ? null : Layer.RoundHeight(value.Value);
        }

        public float? LiftSpeed
        {
            get => _liftSpeed;
            set => _liftSpeed = value is null ? null : (float)Math.Round(value.Value, 2);
        }

        public float LiftHeightTotal => Layer.RoundHeight((LiftHeight ?? 0) + (LiftHeight2 ?? 0));

        public float? LiftHeight2
        {
            get => _liftHeight2;
            set => _liftHeight2 = value is null ? null : Layer.RoundHeight(value.Value);
        }

        public float? LiftSpeed2
        {
            get => _liftSpeed2;
            set => _liftSpeed2 = value is null ? null : (float)Math.Round(value.Value, 2);
        }

        public float? WaitTimeAfterLift
        {
            get => _waitTimeAfterLift;
            set => _waitTimeAfterLift = value is null ? null : (float)Math.Round(value.Value, 2);
        }

        public float? RetractSpeed
        {
            get => _retractSpeed;
            set => _retractSpeed = value is null ? null : (float)Math.Round(value.Value, 2);
        }

        public float? RetractHeight2
        {
            get => _retractHeight2;
            set => _retractHeight2 = value is null ? null : Layer.RoundHeight(value.Value);
        }

        public float? RetractSpeed2
        {
            get => _retractSpeed2;
            set => _retractSpeed2 = value is null ? null : (float)Math.Round(value.Value, 2);
        }

        public byte? LightPWM { get; set; }

        public bool IsExposing => LightPWM.HasValue && !IsAfterLightOff;
        public bool IsExposed => LightPWM.HasValue && IsAfterLightOff;

        public byte LightOffCount { get; set; }
        public bool IsAfterLightOff => LightOffCount > 0;

        public GCodeLayer(FileFormat slicerFile)
        {
            SlicerFile = slicerFile;
        }

        public void Init()
        {
            PreviousPositionZ = PositionZ ?? 0;

            Movements.Clear();
            LayerIndex = null;
            PositionZ = null;
            WaitTimeBeforeCure = null;
            ExposureTime = null;
            WaitTimeAfterCure = null;
            LiftHeight = null;
            LiftSpeed = null;
            LiftHeight2 = null;
            LiftSpeed2 = null;
            WaitTimeAfterLift = null;
            RetractSpeed = null;
            RetractHeight2 = null;
            RetractSpeed2 = null;
            LightPWM = null;
            LightOffCount = 0;
        }

        public void AssignMovements(GCodeBuilder.GCodePositioningTypes positionType)
        {
            if (Movements.Count == 0) return;
            var currentZ = PreviousPositionZ;

            PositionZ = null;
            LiftHeight = null;
            LiftSpeed = null;
            LiftHeight2 = null;
            LiftSpeed2 = null;
            RetractSpeed = null;
            RetractHeight2 = null;
            RetractSpeed2 = null;

            for (int i = 0; i < Movements.Count; i++)
            {
                var (pos, speed) = Movements[i];
                float heightRaw;
                switch (positionType)
                {
                    case GCodeBuilder.GCodePositioningTypes.Absolute:
                        heightRaw = Layer.RoundHeight(pos - currentZ);
                        currentZ = pos;
                        break;
                    case GCodeBuilder.GCodePositioningTypes.Partial:
                        heightRaw = pos;
                        currentZ = Layer.RoundHeight(currentZ + pos);
                        break;
                    default:
                        throw new ArgumentOutOfRangeException(nameof(positionType));
                }

                // Fail-safe check
                if (currentZ < PreviousPositionZ)
                    throw new NotSupportedException("GCode parsing error: Attempting to crash the print on the LCD with negative position.\n" +
                    "Do not attempt to print this file!");

                // Is position Z
                if (i == Movements.Count - 1)
                {
                    PositionZ = currentZ;
                    if (LiftHeight.HasValue) 
                    {
                        RetractSpeed = speed; // A lift exists, set to retract speed of this move
                    }
                    continue;
                }

                if (heightRaw == 0) continue;
                var height = Math.Abs(heightRaw);

                if (heightRaw > 0) // Is a lift
                {
                    if (!LiftHeight.HasValue)
                    {
                        LiftHeight = height;
                        LiftSpeed = speed;
                        continue;
                    }

                    LiftHeight2 ??= 0;
                    LiftHeight2 += height;
                    LiftSpeed2 = speed;

                    continue;
                }

                if(!LiftHeight.HasValue) continue; // Fail-safe: Retract without a lift? Skip

                // Is a extra retract (2)
                RetractHeight2 ??= 0;
                RetractHeight2 += height;
                RetractSpeed2 = speed;
            }

            if (Movements.Count == 1) // Only 1 move, this is the PositionZ only
            {
                LiftSpeed = Movements[0].Speed;
                return;
            }

            // Sanitize
            if (PositionZ.HasValue && LiftHeight.HasValue && !IsExposed) // Lift before exposure order, need to remove layer height as offset
            {
                var liftHeight = Layer.RoundHeight(LiftHeight.Value - (PositionZ.Value - PreviousPositionZ));
                if(liftHeight <= 0) return; // Something not right or not the correct moment, skip
                LiftHeight = liftHeight;
            }

            if (RetractHeight2.HasValue) // Need to fix the propose of this value
            {
                RetractHeight2 = Layer.RoundHeight(LiftHeightTotal - RetractHeight2.Value);
                (RetractSpeed, RetractSpeed2) = (RetractSpeed2, RetractSpeed);
            }

            if (LiftHeight.HasValue && RetractHeight2.HasValue) // Sanitize RetractHeight2 value
            {
                RetractHeight2 = Math.Clamp(RetractHeight2.Value, 0, LiftHeightTotal);
            }
        }

        /// <summary>
        /// Set gathered data to the layer
        /// </summary>
        public void SetLayer(bool reinit = false)
        {
            if (!IsValid) return;
            uint layerIndex = LayerIndex.Value;
            var layer = SlicerFile[layerIndex];
            
            PositionZ ??= PreviousPositionZ;
            layer.PositionZ = PositionZ.Value;
            layer.WaitTimeBeforeCure = WaitTimeBeforeCure ?? 0;
            layer.ExposureTime = ExposureTime ?? SlicerFile.GetBottomOrNormalValue(layer, SlicerFile.BottomExposureTime, SlicerFile.ExposureTime);
            layer.WaitTimeAfterCure = WaitTimeAfterCure ?? 0;
            layer.LiftHeight = LiftHeight ?? 0;
            layer.LiftSpeed = LiftSpeed ?? SlicerFile.GetBottomOrNormalValue(layer, SlicerFile.BottomLiftSpeed, SlicerFile.LiftSpeed);
            layer.LiftHeight2 = LiftHeight2 ?? 0;
            layer.LiftSpeed2 = LiftSpeed2 ?? SlicerFile.GetBottomOrNormalValue(layer, SlicerFile.BottomLiftSpeed2, SlicerFile.LiftSpeed2);
            layer.WaitTimeAfterLift = WaitTimeAfterLift ?? 0;
            layer.RetractSpeed = RetractSpeed ?? SlicerFile.GetBottomOrNormalValue(layer, SlicerFile.BottomRetractSpeed, SlicerFile.RetractSpeed);
            layer.RetractHeight2 = RetractHeight2 ?? 0;
            layer.RetractSpeed2 = RetractSpeed2 ?? SlicerFile.GetBottomOrNormalValue(layer, SlicerFile.BottomRetractSpeed2, SlicerFile.RetractSpeed2);
            layer.LightPWM = LightPWM ?? 0;//SlicerFile.GetInitialLayerValueOrNormal(layerIndex, SlicerFile.BottomLightPWM, SlicerFile.LightPWM);

            if (SlicerFile.GCode.SyncMovementsWithDelay) // Dirty fix of the value
            {
                var syncTime = OperationCalculator.LightOffDelayC.CalculateSeconds(layer, 1.5f);
                if (syncTime < layer.WaitTimeBeforeCure)
                {
                    layer.WaitTimeBeforeCure = (float) Math.Round(layer.WaitTimeBeforeCure - syncTime, 2);
                }
            }

            if(reinit) Init();
        }
    }
}