Belt printer: supports reach the belt under a leading overhang

The slicing frame of a belt object started at its lowest vertex, but the
belt under the leading end of an overhang lies below that, by the
overhang's length times the tilt's shear.  Every support generator works
in layers at z >= 0, so none of them could reach it: normal supports
stopped at the object's own lowest layer, and the two tree generators
each carried a stack of hacks to extend themselves below it (a post-hoc
copy of the lowest base area in TreeSupport, "virtual belt raft layers"
in TreeSupport3D/TreeModelVolumes), sized from the pre-rotation bbox
and capped at global z = 0, which is only right for the trailing half
of the belt.

Start the frame at the lowest belt-floor point under the footprint
instead, less a 10 mm margin along the belt for the base of a support
column (BeltSliceStrategy::apply_preslice_transforms and
BeltTransformPipeline::compute_belt_height_and_floor agree on it).  The
layers between it and the first vertex come out empty, which belt
slicing already tolerates, and the generators need no extension at all:

- normal supports: the generator anchors its layer grid at the frame
  origin, so run it in the object frame and shift the global belt Z
  offset onto the result afterwards, as organic supports already did.
  With the offset on the object layers a top contact at negative z
  turned the intermediate-layer count negative and the generator
  allocated layers until the kernel killed it (any overhang in the
  leading half of the belt).  Drop the first-layer flange expansion on a
  belt: the first support layer is the leading tip of the support, not
  a flange, and inflating it put lines in the air ahead of the belt.
- classic tree: a node now keeps dropping until its whole circle is in
  the belt, so the branch tapers to a tip on the belt instead of
  stopping, a radius above it, when its centre crosses.
- organic: the belt is no longer a support blocker.  A blocker is a
  collision, and a branch descending onto one slides off it, down the
  tilted belt and ahead of the part; the belt is where branches end,
  which the per-layer m_belt_floor clipping already does.

The belt brim is generated after the parallel support step instead of
inside it: belt_brim_obstacles() reads every object's layers and support
layers, which another object's support step rebuilds (and, now, shifts)
at the same time.  This is the race behind the Windows arm64 segfault
in "Belt brim of each object precedes its perimeters on its own
filament".

Also: the belt tilt axis moves to Developer mode as its own row (a
shared line is shown by its first option's mode), first_layer_plane
band thickness, belt_support_floor_mode, belt_preslice_global and
gcode_back_transform are retired and presumed on, the gravity arrow is
a plain line along the up direction, and the "Show raw G-code (belt
only)" preview toggle is gone.

Regression test: "Belt supports reach the belt under a leading
overhang" slices a cube with a fin whose underside is parallel to the
layers, 20 mm ahead of the cube and up to 41 mm of slicing Z above the
belt, for normal, organic and classic tree supports, and checks that
the lowest support layer sits on the belt beneath its own lines.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This commit is contained in:
harrierpigeonandClaude Fable 5.1 committed 2026-10-06 22:14:25 -05:00
1 parent 8039d4d2ac
commit dda58b07cd
37 files changed
+412 -618

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@@ -36,6 +36,7 @@
#include <tuple>
#include "libslic3r/Preset.hpp"
#include "libslic3r/Config.hpp"
#include <Eigen/Geometry>
#if BOOST_VERSION >= 107800
#include <boost/timer/timer.hpp>
@@ -766,25 +767,25 @@ void Bed3D::render_gravity_arrow(const Transform3d& view_matrix, const Transform
m_gravity_arrow.reset();
return;
}
const Vec3d gravity_dir = -up_dir;
// Build the arrow model (same dimensions as the axis arrows)
if (!m_gravity_arrow.is_initialized()) {
const float stem_length = Axes::DefaultStemLength;
const float tip_radius = Axes::DefaultTipRadius;
const float tip_length = Axes::DefaultTipLength;
const float stem_radius = stem_length / 75.f; // same ratio as axis cylinders
m_gravity_arrow.init_from(stilized_arrow(16, tip_radius, tip_length, stem_radius, stem_length));
// A plain line along the tilted "up" direction -- the way the layers lean, i.e.
// the gantry -- drawn like the bed axes (no tip: the other direction is not
// possible) and shorter than them, so it reads as a hint inside the YZ corner.
const float length = 0.6f * m_axes.get_total_length();
if (!m_gravity_arrow.is_initialized() || m_gravity_arrow_length != length) {
m_gravity_arrow.reset();
m_gravity_arrow.init_from(smooth_cylinder(16, /*Radius*/ length / 75.f, length));
m_gravity_arrow_length = length;
}
// The arrow model points along +Z by default. Compute rotation to align with gravity_dir.
// Rotation axis = cross(+Z, gravity_dir), angle = acos(dot(+Z, gravity_dir))
// The cylinder model points along +Z. Compute the rotation that aligns it with
// up_dir: rotation axis = cross(+Z, up_dir), angle = acos(dot(+Z, up_dir)).
Vec3d from = Vec3d::UnitZ();
Vec3d to = gravity_dir;
Vec3d to = up_dir;
double dot = from.dot(to);
Transform3d rot = Transform3d::Identity();
if (dot < -0.9999) {
// Nearly opposite — rotate 180° around X
// Nearly opposite -- rotate 180 degrees around X
rot = Eigen::AngleAxisd(M_PI, Vec3d::UnitX()) * rot;
} else if (dot < 0.9999) {
Vec3d axis = from.cross(to).normalized();
@@ -800,7 +801,7 @@ void Bed3D::render_gravity_arrow(const Transform3d& view_matrix, const Transform
shader->start_using();
const Camera& camera = wxGetApp().plater()->get_camera();
Transform3d model_matrix = rot;
Transform3d model_matrix = Eigen::Translation3d(m_axes.get_origin()) * rot;
shader->set_uniform("view_model_matrix", camera.get_view_matrix() * model_matrix);
shader->set_uniform("projection_matrix", camera.get_projection_matrix());