@Pat yeah I surveyed a couple of small fields with opengrade 1.0.3 and seems to be all good. I’m planning on levelling one 17 hectare field as a test this fall if the weather allows.
We’re also laying some tile with a contractor based on my survey elevations, fingers crossed😬
@nut there are no change in survey or design pt grading calculation between v1.0.3 and v1.0.5.
Only visual change in map painting and changes in agd file reading.
OptiSurface was putting 3GRD pts with no existing elevation around the field, now OpenGrade ignore these pts no more need to erase them manually.
There is still the long delay when loading an agd file.(this as only to be done once) A 4ha field with 3m pts spacing and 2m map resolution in OG took 3 minutes to build. Lowering map resolution(4m or 10) dramatically improve opening performance but is not needed for field under 25ha.
An other little bug. When ntrip is on while loading the agd file, opengrade become slow and lag. Just closing and restarting OpenGrade resolve this issue.
I have no idea how to resolve this now, but it’s not a priority. Probably some timing error since the program hang on the field conversion several minutes.
I have an idea what the ntrip issue might be, I’ll have a look when I got time. Easiest fix to turn NTRIP aleays off when loafing file, I guess we could do that just in the menu call to loaf a file
So I’m trying to start messing around with this using a tiny field I mapped once with opengrade3d. I have the file with heights in it so that is all well and good. What I can’t figure out for the life of me is where this slope maker tool is hidden. I’ve looked all over github and I can’t find documentation anywhere on how to use this. maybe it isn’t published yet?
The pictures I have seen are very impressive and I’m excited for this project. it’s looking awesome.
Definitely not published. Just some trial run stuff. Still working on getting it to where it is user friendly. Thanks for the compliment. It is exciting to see AOG do some of the things that it will do. I give all credit to @BrianTee_Admin. I simply just manipulate what he has done.
Probably an @BrianTee_Admin question, and I know he’s way too busy right now, but, does anybody know why the quads drawn by Pat’s map will not show up in the ABdraw screen. Same routine draws in both the main screen and in ABdraw. It will draw points, lines, stipple lines,etc. But not quads or small polygons. I can convert it to points and it will, but it will not draw the quads. Any thoughts??
the only thing that I can see is missing in private void oglSelf_Paint(object sender, PaintEventArgs e)
is GL.Enable(EnableCap.Blend);
compared to private void oglMain_Paint(object sender, PaintEventArgs e)
But I have absolutely no idea what it does!
Some transparency i think don’t know if it’s needed.
I added this a while back with no results. A while back, I tried to get a GE background to show up. Never was able to get that to show up either. I’ll keep looking.
I reversed the order of the quads and it draws it like a champ. I stumbled on this just trying to draw any quad in the view. I’ve been fighting that for a while. Note to self “Counterclockwise.”
When ahead and added some check buttons to click from one to the other.
Changed the color map to define more of the contours. Works ok. Just need a legend.
I found that the smooth, needs a uniform set of numbers because it keeps checking the close points. some of the points in one line are closer than the points in the adjacent line.
Edit: I reworked the smooth. Bellow is @Pat’s field ran once holding the boundary elevations, and then ran again letting them go.
This is the profile thorough the low spot.
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Because it will not let me add another post. I'll edit this one.
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Edit 2:
I built the ridge hip profile and ran the new smooth, I liked it, but then released the ridge hip points and ran it again. Then kept the four outer corners and ran it again. That was very close, just a little high in the upper right and left a slight flat spot along the northern edge. I released the northeast corner and ran it again. This is that file and image. Note: the points are not sorted by the driven path, they are sorted by latitude (south to north.) The critical fill is that low spot (just over 12"(31cm) of fill. The yellow marker (in the profile window, not in the main screen) is right on that low spot and the note is showing a Survey of 29.92 and a Cut/Fill of 30.34. Just for reference, the big yellow dot on the main screen is the tractor. I’ve left all the ABLine picking stuff alone, so it still shows up. Anyway, I found it interesting. @Pat, if you have another field you have surveyed, I’d like to run it through and see what happens.
I made a quick test and it seam that optisurface need the boundary pt at the beginning and in order.
If your talking about creating agd files:
You should just read the boundary pts and use their elevation but also built a list and just put it back to the agd file without design elevation, this is what optisurface does.
Basically 2PER pts have identical values going in and out.
If you want put the same pts back with an design elevation you can add these pts as 3GRD later in the file.
But I think it would be useless to upload a designed field to optisurface? This will be open by Opengrade?
For Opengrade the 2PER have to be in order to make the contour (it draw the line from the first to the last pt in the file)
Edit: Here is what it looks like coming out from Optisuface ch65_1.agd.txt (125,9 Ko)
@Pat where did you leave off with the maximum cut depth? I was reading through the code and noticed there’s some snippets in the OpenGL.Designer.cs to record the last pass elevation, but I guess there’s no logic yet into the max cut? I think there needs to be a similar routine to find the average last pass altitude from nearest points as for target altitude.
I was thinking to start looking into this now that I’ve got some time. Still too moist for levelling testing… Did setup the valve yesterday, quite handy as you can run in manual mode with just power to the control box and then plug in tablet for opengrade.
Heavy rains here too. No levelling this fall here, the planned field is not tilled, the ponds are full or water!
Yes you are right. so far it just record some lastpast to the mapList. Still a very rough calculation. It write it some distance behind the blade to not interfere with (not yet implemented!) actual calculation. You can see the result if you press the cut/fill button in cut only and cut fill.
You will see that maybe the calculation for witch pts are used to save lastpass need improvements.
Next step would be to search for all mappoints under the blade and use it some way to set a depth.
The mappts are not searched so far, the design elevation is calculated from the ptlist. So there is an other big search to make each 0.1 seconds and i am a little worried about calculation in big fields. In the next version I would like to see a pts search routine @nut talked in a previous post, to improve performance.
I will not have time to work on it in the next weeks so feel free to make big improvement or completely rewrite it!
Edit: I think the quick fix is really to have a arduino code that let us lift the blade and go back to auto some way on the same lever (like when lowering the blade).
That I have already working by changing one if clause in the arduino code, so that it overrides the automatic level setting with the up/down buttons. Then I have a beta version I haven’t tested yet that changes the cutValve setpoint, so you can do ±10 cm, each up/down button press adds/subtracts 2,5 cm, and resets to zero when you press the opposite direction, just need to test that in action.
Nut: Could you post some more pictures of your control box? what kind of switches do you use. were did you get them. Are you still using INO from post 164
Thanks
Here is @Pat’s 38 field. Took a while to load and process with some 6000 points. So I reworked the reader to read every fourth point. Then it was manageable. This field created a new problem with smooth. The boundaries were low and the field high. Holding the boundary and smoothing 100 times just made a flat from boundary to boundary. No good. So dropped the smooth down to 5 times this is the result. Not sure the the after is good for farming as it still tends to pull the flatter field down to the boundary and creating more of a dome rather than a flat field. Holding a couple of passes into the interior of the field might help. Or recording the boundary at the flat field area instead of in the edges. Don’t know, but still learning.