140 lines
No EOL
4.6 KiB
C#
140 lines
No EOL
4.6 KiB
C#
/*
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Copyright (c) 2018, Lars Brubaker, John Lewin
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are met:
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1. Redistributions of source code must retain the above copyright notice, this
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list of conditions and the following disclaimer.
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2. Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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The views and conclusions contained in the software and documentation are those
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of the authors and should not be interpreted as representing official policies,
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either expressed or implied, of the FreeBSD Project.
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*/
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using System;
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using System.Collections.Generic;
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using MatterHackers.Agg;
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using MatterHackers.MatterControl.SlicerConfiguration;
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using MatterHackers.MeshVisualizer;
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using MatterHackers.VectorMath;
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namespace MatterHackers.MatterControl.ConfigurationPage.PrintLeveling
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{
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public class LevelWizardMesh : LevelingPlan
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{
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private int gridWidth;
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private int gridHeight;
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public LevelWizardMesh(PrinterConfig printer, int width, int height)
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: base(printer)
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{
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this.gridWidth = width;
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this.gridHeight = height;
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}
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public override int ProbeCount => gridWidth * gridHeight;
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public override IEnumerable<Vector2> GetPositionsToSample(Vector3 startPosition)
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{
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AxisAlignedBoundingBox aabb = printer.Bed.Aabb;
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var insets = printer.Settings.GetValue<Vector4>(SettingsKey.print_leveling_insets);
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aabb.MinXYZ.X += aabb.XSize * insets[0] / 100.0;
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aabb.MinXYZ.Y += aabb.YSize * insets[1] / 100.0;
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aabb.MaxXYZ.X -= aabb.XSize * insets[2] / 100.0;
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aabb.MaxXYZ.Y -= aabb.YSize * insets[3] / 100.0;
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if (printer.Settings.GetValue<BedShape>(SettingsKey.bed_shape) == BedShape.Circular)
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{
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// reduce the bed size by the ratio of the radius (square root of 2) so that the sample positions will fit on a circular bed
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aabb.Expand(aabb.XSize * .5 * (1 - Math.Sqrt(2)),
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aabb.YSize * .5 * (1 - Math.Sqrt(2)),
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0);
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}
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if (printer.Settings.Helpers.ProbeBeingUsed)
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{
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var probeOffset = printer.Settings.GetValue<Vector3>(SettingsKey.probe_offset);
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if (probeOffset.X < 0)
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{
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// add the negative offset as the place we are going to probe cannot be the right edge (the nozzle can't get there)
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aabb.MaxXYZ.X += probeOffset.X;
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}
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else
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{
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// Where are we going to try to probe (this position will be offset with the probe later)?
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// We adjust the left side as we cannot put the probe on the left edge as it would require the nozzle to be too far left.
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aabb.MinXYZ.X += probeOffset.X;
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}
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if (probeOffset.Y < 0)
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{
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aabb.MaxXYZ.Y += probeOffset.Y;
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}
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else
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{
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aabb.MinXYZ.Y += probeOffset.Y;
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}
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}
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double xStep = aabb.XSize / (gridWidth - 1);
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double yStep = aabb.YSize / (gridHeight - 1);
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var allPositions = new List<Vector2>(gridWidth * gridHeight);
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for (int y = 0; y < gridHeight; y++)
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{
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// make it such that every other line is printed from right to left
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for (int x = 0; x < gridWidth; x++)
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{
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allPositions.Add(new Vector2
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{
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X = aabb.MinXYZ.X + x * xStep,
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Y = aabb.MinXYZ.Y + y * yStep
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});
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}
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}
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var currentPosition = new Vector2(startPosition);
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Vector2 ClosestPosition()
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{
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var closestIndex = 0;
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var closestDist = double.PositiveInfinity;
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for(int i=0; i<allPositions.Count; i++)
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{
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var position = allPositions[i];
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var dist = (currentPosition - position).Length;
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if (dist < closestDist)
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{
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closestDist = dist;
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closestIndex = i;
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}
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}
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currentPosition = allPositions[closestIndex];
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allPositions.RemoveAt(closestIndex);
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return currentPosition;
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}
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while (allPositions.Count > 0)
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{
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yield return ClosestPosition();
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}
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}
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}
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} |