/** * Loads a new sprite to preview * * @param s path to the sprite's file */ public void update() { if (parent.layers.size() < 1) return; Layer l = parent.layers.get(0); width = (int) l.getWidth(); height = (int) l.getHeight(); for (int i = 1; i < parent.layers.size(); i++) { l = parent.layers.get(i); width = Math.max(width, (int) l.getWidth()); height = Math.max(height, (int) l.getHeight()); } this.setSize(width * 2, height * 2); dbImage = new BufferedImage( width * ((step == -1) ? NPC.WALKCYCLE : 1), height * ((dir == -1) ? Map.DIRECTIONS : 1), BufferedImage.TYPE_4BYTE_ABGR); repaint(); }
/** * A toolchange is the code that goes in between commands for one head and commands for the other * this function creates a toolchange from a tool doing one layer to a tool doing another layer */ private Layer toolchange( final ToolheadAlias fromTool, final Layer fromLayer, final ToolheadAlias toTool, final Layer toLayer) { /* * How does a toolchange work? Glad you asked: * First we need to do any operations relating to the previous nozzle. * I think this is only a small reversal. It needs to be small because * the previous layer may have ended with a reversal, and if we then * reverse on top of that we'll lose the filament. * We need to prepare the nozzle that we're switching to, which means * doing a purge and wipe, if available. * The purge is to undo the reversal from before, the wipe rubs the * nozzle across a special piece on the machine. * If wipes are turned off, do we still do purge? because that could * end us up with all kindsa junk on the outside of the object. * For wipes: Since we're moving to another position to do the wipe, we * have to record the next position we want to be at, because if we * start the next layer from a random place we might end up spewing * plastic all the way to that point. * At the end of a toolchange, we should disable whichever extruder is * not being used using M18 A B (on the next call to whichever axis * it'll start up again) * * toolchange psudocode: * * Layer toolchange = new Layer * * if wipes * layer.add(wipes) * * nextPos = get next position (first G1 of next layer) * layer.add(move up, perhaps just above the next layer height, as quickly as is reasonable) * layer.add(move to nextPos, also fairly quickly) * layer.add(set speed to F from nextPos, or, * if that's not present, the last F from the previous layer) * * layer.add(M18 A B) */ final ArrayList<String> result = new ArrayList<String>(); // debug code/////////////////////////// result.add("(*************start toolchange*************)"); ////////////////////////////////////// if (useWipes) { // The left/right distinction isn't actually important here // on a tom you have to wipe both heads, and on a replicator // wiping either does both result.addAll(wipe(leftWipe)); if (machineType != MachineType.THE_REPLICATOR) result.addAll(wipe(rightWipe)); } result.add(toTool.getRecallOffsetGcodeCommand()); result.add("M108 " + toTool.getTcode() + "(Set tool)"); // Ben's suggestion result.add("M18 A B"); final DecimalFormat nf = (DecimalFormat) Base.getGcodeFormat(); final Point5d firstPos = getFirstPosition(toLayer); firstPos.setZ(getLayerZ(toLayer)); if (firstPos != null) { // The F here is a magic number, you can read about it in the 'wipe()' function // move up fairly quickly result.add("G1 Z" + nf.format(firstPos.z()) + " F3000"); // move to the next point result.add( "G1 X" + nf.format(firstPos.x()) + " Y" + nf.format(firstPos.y()) + " Z" + nf.format(firstPos.z()) + " F3000"); } // else // { //// System.err.print(toLayer); // } // TODO: catch possible null pointer exceptions? // set the feedrate with an empty G1 String feedrate = getFirstFeedrate(toLayer); if (feedrate.equals("")) feedrate = getLastFeedrate(fromLayer); result.add("G1 " + feedrate); // debug code/////////////////////////// result.add("(*************end toolchange*************)"); ////////////////////////////////////// // The 'height' of the toolchange. just the average of the surrounding layers because why not? final double height = (toLayer.getHeight() - fromLayer.getHeight()) / 2; return new Layer(height, result); }