220 lines
No EOL
7 KiB
C#
220 lines
No EOL
7 KiB
C#
/*
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Copyright (c) 2018, Lars Brubaker
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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 System.Text;
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using MatterControl.Printing;
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using MatterHackers.MatterControl.SlicerConfiguration;
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using MatterHackers.VectorMath;
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using MIConvexHull;
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namespace MatterHackers.MatterControl.ConfigurationPage.PrintLeveling
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{
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public class LevelingFunctions
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{
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private Vector2 bedSize;
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private Vector3 lastDestinationWithLevelingApplied = new Vector3();
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private Dictionary<(int, int), int> positionToRegion = new Dictionary<(int, int), int>();
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private PrinterSettings printerSettings;
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public LevelingFunctions(PrinterSettings printerSettings, PrintLevelingData levelingData)
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{
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this.printerSettings = printerSettings;
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this.SampledPositions = new List<Vector3>(levelingData.SampledPositions);
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bedSize = printerSettings.GetValue<Vector2>(SettingsKey.bed_size);
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// get the delaunay triangulation
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var zDictionary = new Dictionary<(double, double), double>();
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var vertices = new List<DefaultVertex>();
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if (SampledPositions.Count > 2)
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{
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foreach (var sample in SampledPositions)
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{
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vertices.Add(new DefaultVertex()
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{
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Position = new double[] { sample.X, sample.Y }
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});
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var key = (sample.X, sample.Y);
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if (!zDictionary.ContainsKey(key))
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{
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zDictionary.Add(key, sample.Z);
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}
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};
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}
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else
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{
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vertices.Add(new DefaultVertex()
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{
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Position = new double[] { 0, 0 }
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});
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zDictionary.Add((0, 0), 0);
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vertices.Add(new DefaultVertex()
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{
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Position = new double[] { 200, 0 }
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});
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zDictionary.Add((200, 0), 0);
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vertices.Add(new DefaultVertex()
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{
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Position = new double[] { 100, 200 }
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});
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zDictionary.Add((100, 200), 0);
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}
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int extraXPosition = -50000;
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vertices.Add(new DefaultVertex()
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{
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Position = new double[] { extraXPosition, vertices[0].Position[1] }
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});
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var triangles = DelaunayTriangulation<DefaultVertex, DefaultTriangulationCell<DefaultVertex>>.Create(vertices, .001);
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var probeOffset = new Vector3(0, 0, printerSettings.GetValue<double>(SettingsKey.z_probe_z_offset));
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// make all the triangle planes for these triangles
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foreach (var triangle in triangles.Cells)
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{
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var p0 = triangle.Vertices[0].Position;
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var p1 = triangle.Vertices[1].Position;
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var p2 = triangle.Vertices[2].Position;
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if (p0[0] != extraXPosition && p1[0] != extraXPosition && p2[0] != extraXPosition)
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{
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var v0 = new Vector3(p0[0], p0[1], zDictionary[(p0[0], p0[1])]);
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var v1 = new Vector3(p1[0], p1[1], zDictionary[(p1[0], p1[1])]);
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var v2 = new Vector3(p2[0], p2[1], zDictionary[(p2[0], p2[1])]);
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// add all the regions
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Regions.Add(new LevelingTriangle(v0 - probeOffset, v1 - probeOffset, v2 - probeOffset));
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}
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}
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}
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public List<Vector3> SampledPositions { get; }
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private List<LevelingTriangle> Regions { get; } = new List<LevelingTriangle>();
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public string ApplyLeveling(string lineBeingSent, Vector3 currentDestination)
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{
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double extruderDelta = 0;
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GCodeFile.GetFirstNumberAfter("E", lineBeingSent, ref extruderDelta);
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double feedRate = 0;
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GCodeFile.GetFirstNumberAfter("F", lineBeingSent, ref feedRate);
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StringBuilder newLine = new StringBuilder("G1 ");
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if (lineBeingSent.Contains("X") || lineBeingSent.Contains("Y") || lineBeingSent.Contains("Z"))
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{
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Vector3 outPosition = GetPositionWithZOffset(currentDestination);
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lastDestinationWithLevelingApplied = outPosition;
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newLine = newLine.Append(String.Format("X{0:0.##} Y{1:0.##} Z{2:0.###}", outPosition.X, outPosition.Y, outPosition.Z));
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}
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if (extruderDelta != 0)
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{
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newLine = newLine.Append(String.Format(" E{0:0.###}", extruderDelta));
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}
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if (feedRate != 0)
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{
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newLine = newLine.Append(String.Format(" F{0:0.##}", feedRate));
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}
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lineBeingSent = newLine.ToString();
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return lineBeingSent;
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}
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public Vector3 GetPositionWithZOffset(Vector3 currentDestination)
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{
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LevelingTriangle region = GetCorrectRegion(currentDestination);
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return region.GetPositionWithZOffset(currentDestination);
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}
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private LevelingTriangle GetCorrectRegion(Vector3 currentDestination)
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{
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int xIndex = (int)Math.Round(currentDestination.X * 100 / bedSize.X);
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int yIndex = (int)Math.Round(currentDestination.Y * 100 / bedSize.Y);
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int bestIndex;
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if (!positionToRegion.TryGetValue((xIndex, yIndex), out bestIndex))
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{
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// else calculate the region and store it
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double bestDist = double.PositiveInfinity;
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currentDestination.Z = 0;
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for (int regionIndex = 0; regionIndex < Regions.Count; regionIndex++)
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{
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var dist = (Regions[regionIndex].Center - currentDestination).LengthSquared;
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if (dist < bestDist)
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{
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bestIndex = regionIndex;
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bestDist = dist;
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}
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}
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positionToRegion.Add((xIndex, yIndex), bestIndex);
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}
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return Regions[bestIndex];
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}
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public class LevelingTriangle
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{
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public LevelingTriangle(Vector3 v0, Vector3 v1, Vector3 v2)
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{
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this.V0 = v0;
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this.V1 = v1;
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this.V2 = v2;
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this.Center = (V0 + V1 + V2) / 3;
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this.Plane = new Plane(V0, V1, V2);
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}
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public Vector3 Center { get; }
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public Plane Plane { get; }
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public Vector3 V0 { get; }
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public Vector3 V1 { get; }
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public Vector3 V2 { get; }
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public Vector3 GetPositionWithZOffset(Vector3 currentDestination)
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{
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var destinationAtZ0 = new Vector3(currentDestination.X, currentDestination.Y, 0);
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double hitDistance = this.Plane.GetDistanceToIntersection(destinationAtZ0, Vector3.UnitZ);
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currentDestination.Z += hitDistance;
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return currentDestination;
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}
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}
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}
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} |