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149 Commits

Author SHA1 Message Date
Joseph Robertson
c96945490b Belt Printer Sept 1 Rebase (#15526)
Also a bunch of bug fixes, thanks to the Baby Belt community for finding
issues!
2026-09-03 13:35:23 -05:00
harrierpigeon
e5d4ad2aa7 Merge remote-tracking branch 'upstream/main' into haryr/aug25-rebase
# Conflicts:
#	src/libslic3r/Support/TreeSupport.cpp
2026-08-30 23:31:48 -05:00
harrierpigeon
4fab8d0b39 fix: adapt belt sub-layer group emission to upstream m_writer unique_ptr
Upstream changed GCode::m_writer from a value to std::unique_ptr<GCodeWriter>;
the belt mixed_sub_layer_groups path still used value syntax and did not compile.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_012ChxXYc6Dp46qAN9c2rQCe
2026-08-30 23:31:21 -05:00
harrierpigeon
e341a9b84e Merge remote-tracking branch 'upstream/main' into haryr/aug25-rebase
# Conflicts:
#	src/libslic3r/GCode/ToolOrdering.cpp
#	src/libslic3r/Print.cpp
#	src/libslic3r/PrintApply.cpp
#	src/libslic3r/PrintConfig.cpp
#	src/slic3r/GUI/Tab.cpp
2026-08-30 23:30:51 -05:00
harrierpigeon
a7bc054974 docs: authorize private build notifications 2026-08-25 10:27:21 -05:00
harrierpigeon
30351d40e1 tests: adapt belt brim coverage to upstream validation 2026-08-25 10:27:08 -05:00
harrierpigeon
d289478618 Merge remote-tracking branch 'upstream/main' into haryr/aug25-rebase
# Conflicts:
#	resources/profiles/Custom.json
#	src/libslic3r/Brim.cpp
#	src/libslic3r/GCode.cpp
#	src/libslic3r/GCode.hpp
#	src/libslic3r/Preset.cpp
#	src/slic3r/GUI/3DScene.cpp
#	src/slic3r/GUI/ConfigManipulation.cpp
#	src/slic3r/GUI/GLCanvas3D.cpp
#	src/slic3r/GUI/Plater.cpp
2026-08-25 06:50:46 -05:00
Joseph Robertson
306e379a2a Multicolor Belt Support & various bug fixes (#15361)
# Description
lots of small bugfixes, and multicolor belt support.
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2026-08-24 23:23:47 -05:00
harrierpigeon
3d11b60e71 Harden belt purge tower replanning 2026-08-08 20:14:52 -05:00
Joseph Robertson
e8597fe942 Merge pull request #61 from HarrierPigeon/belt/purgeTower
Add Purge Tower and Finalize Multicolor Support
2026-08-08 18:59:00 -05:00
harrierpigeon
99ee8893cd Fix belt purge tower activation and placement safety 2026-08-08 17:14:26 -05:00
harrierpigeon
ee3e014f02 allow belt purge to skip unnecessary purge volume 2026-08-08 16:35:55 -05:00
harrierpigeon
3d270c2aa7 workable belt purge, via N-1 individual "purge objects" 2026-08-08 16:35:55 -05:00
harrierpigeon
5ea6ccc56a cleanup, early purge tower stop if no longer necessary 2026-08-08 16:35:55 -05:00
harrierpigeon
bcfb09481c pull purge tower into its own files, make purge tower semi-transparent like other purge towers 2026-08-08 16:35:55 -05:00
harrierpigeon
c80f1ab312 cancel top of purge tower early if no extra parts to print 2026-08-08 16:35:55 -05:00
harrierpigeon
131b61b726 auto purge tower height calculation works 2026-08-08 16:35:55 -05:00
harrierpigeon
d367bcef92 extra height compensation 2026-08-08 16:35:55 -05:00
harrierpigeon
79c93733d3 purge tower additional compensation 2026-08-08 16:35:55 -05:00
harrierpigeon
7cc50d750c automated placement works 2026-08-08 16:35:55 -05:00
harrierpigeon
62d8f22f52 purge tower still centered on X max 2026-08-08 16:35:55 -05:00
harrierpigeon
60e9ee26c9 strategy incremental 2 2026-08-08 16:35:55 -05:00
harrierpigeon
854dae8dd2 strategy incremental 2026-08-08 16:35:54 -05:00
harrierpigeon
ec4e9717d3 Part Two: Functional Results 2026-08-08 16:35:54 -05:00
harrierpigeon
88726d76e8 Purge tower part 1 2026-08-08 16:35:54 -05:00
Joseph Robertson
39b087d6ea fix non 45 degree slicing methods (#15181)
# Description
During the UI/UX improvements about a month ago, I got the transforms
wrong, and slicing at anything other than a 45 degree angle was
affected.

Validated on a baby belt pro at 30 & 45 degrees.


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2026-08-08 12:37:17 -05:00
harrierpigeon
8b2e28817d fix non 45 degree slicing methods after regression created while cleaning up UI 2026-08-08 12:33:41 -05:00
Joseph Robertson
ac9b5433b7 Belt printer: regression fixes + Belt Printer Brims (#15155) fixes (#15156)
## Summary

Fixes for the `belt-printer` branch ahead of upstreaming, in two groups
(10 commits). Targets `belt-printer` (not `main`) since group 2 fixes
the not-yet-merged Belt Printer Brims feature.

Every fix keeps non-belt (and brim-disabled) output unchanged; belt-only
behavior is corrected. All changed translation units and the two test
files were type-checked (`-fsyntax-only`); a full build + `ctest` still
needs to run in an environment with current deps.

## Group 1 — pre-existing belt-printer regressions

- **[HIGH] BuildVolume belt state not reset when leaving belt mode** —
toggling belt off (or switching belt→normal with matching bed geometry)
left the `BuildVolume` with `m_is_belt_printer=true` and inflated Y
bounds, so out-of-bounds objects were treated as printable on a normal
printer.
- **[HIGH] `GCodeProcessorResult::reset()` didn't clear belt fields**
(`belt_tilt_angle`, `belt_z_origin`, `preslice_remap_*`) — a reused
result corrupted a normal print's start-gcode preview Z.
- **[LOW-MED] `TreeSupport::drop_nodes`** — restored the single critical
section around node invalidation (the two `valid=false` writes had been
moved outside the mutex on the shared tree-support path); removed an
unused local.
- **[LOW] Support overhang hot paths** — avoid unconditional lower-layer
polygon copies when there is no build-plate tilt (`SupportMaterial`,
`TreeSupport3D`); untilted output matches upstream exactly.
- **[LOW] Render loop** — hoisted the frame-invariant slope
`up_direction`/`normal_z` (and their per-volume config lookup) out of
the per-volume loop.
- **[LOW] FDM-support "select by angle"** — restored the exact upstream
threshold when the build plate is untilted (the generalized form
differed for non-uniformly-scaled objects); tilted-gravity form kept
only under tilt.
- **[LOW] Printer tab tilt sync** — only clears the belt-derived
`build_plate_tilt` on a genuine in-place belt→off toggle (tracked,
seeded on preset load), no longer wiping a manually-set tilt.
- **[LOW / opt-in] Axis-remap G-code emission** — always emit full XYZ
under an active `gcode_remap_*`, apply the remap on all base
`travel_to_xyz` destinations, fall back to a linear lift for spiral/arc
under remap, sync `set_axis_remap` each export; fixed belt first-layer
travel speed. Identity/default output unchanged.

## Group 2 — Belt Printer Brims (#15155) fixes

- **[CRITICAL] Dropped brim at first belt contact** — a coincident brim
band on an object layer with no extrusion pass (zero-extrusion leading
slice, or belt support below the Z=0 floor with no coinciding object
extrusion) was never emitted. Now each coincident band's brim filament
is registered in `ToolOrdering`, each band is emitted exactly once in
its brim-filament pass, and an end-of-layer orphan sweep emits any band
whose object layer produced no visit.
- **[Multi-extruder] Wrong tool / double emission** — apron and
coincident bands now print once, in the correct brim-filament pass,
brim-first (were previously emitted with the active tool and could
double-emit per filament plan). Single-extruder / single-object output
is byte-identical apart from the previously-dropped bands now printing.
- **Inner-only predicate** — `has_belt_brim()` no longer reports a brim
(and no longer rejects the prime tower / spiral vase) for `inner_only` +
`brim_width=0` + leading/extra > 0, which produces no inner geometry;
mirrored in `wants_brim`.
- **ToolOrdering raft-gap comment** — clarified why raft-gap synthesis
is suppressed for all belt printers (belt has no rafts;
sub-object-bottom layers are apron / belt-support-below-floor /
lead-in). No behavior change.
- **Tests** — deterministic coverage: brim present at first belt contact
(support on/off), brim-before-perimeters once (no drop/double), single-
and multi-extruder tool selection with no doubling, multi-object
per-filament ordering, inner-only+leading-only not rejecting prime
tower/spiral, and inner-ring / leading-edge-only geometry units.

## Testing

- `-fsyntax-only` passes for all 16 changed source TUs + 2 test TUs
against this branch.
- Please run the full build and `ctest -R 'SkirtBrim|BeltBrim'` before
merging.

## Known follow-up (out of scope)

`extrude_arc_to_xy` does not remap its I-J center, so arc-fitted
*extrusions* under standalone axis-remap would be geometrically wrong —
a separate fix if that combination is supported.

Opened as **draft**.
2026-08-06 17:38:11 -05:00
harrierpigeon
a453cb1eba tests: cover belt-brim first-contact emission, tool selection, inner/leading-edge, and predicate (E)
Deterministic tests for: coincident brim at first belt contact not dropped
(C), single- and multi-extruder brim tool selection with no doubling (B),
multi-object apron ordering, inner-only+leading-only not rejecting prime
tower/spiral (D), and inner/holed + leading-edge-only geometry.
2026-08-06 15:40:04 -05:00
harrierpigeon
1bd3404c03 Fix belt brim emission: dropped first-contact bands, tool selection, inner-only predicate (A,B,C,D)
- Emit coincident belt_brim_by_layer bands even when the leading object layer
  has no InstanceVisit (zero-extrusion lead-in / no coinciding support), so the
  brim at first belt contact is no longer dropped.
- Register each coincident band's brim filament in ToolOrdering and emit each
  band exactly once, in its brim-filament pass; emit ordinary-layer aprons in
  the brim pass before object extrusion (correct tool, brim-first) instead of
  with whatever tool was active.
- has_belt_brim(): inner-only brims need brim_width>0 (leading/extra produce no
  inner geometry), fixing spurious prime-tower/spiral rejection; mirror in
  wants_brim. Single-extruder/single-object output is unchanged except
  previously-dropped bands now print.
2026-08-06 15:40:04 -05:00
harrierpigeon
c1a90fc451 Fix: correct axis-remap G-code emission and belt first-layer travel speed (B2, B3)
- BeltGCodeWriter::travel_to_xyz final branch used config.travel_speed
  instead of the computed first-layer-aware travel_speed.
- extrude_to_xyz decided emit_xyz vs emit_xy from pre-remap Z; emit full
  XYZ whenever an axis remap is active so remapped machine-Z is never
  dropped.
- base travel_to_xyz now applies apply_axis_remap() on all emitted
  destinations (standalone remap on non-belt printers was unremapped).
- spiral/arc travels fall back to normal linear lift under active remap
  (endpoint-only remap can't preserve arc plane/I-J).
- set_axis_remap() is now synced unconditionally each export to avoid a
  reused writer retaining a stale non-identity mapping.
2026-08-06 14:26:45 -05:00
harrierpigeon
7fc86db5f0 Fix: only clear belt-derived build_plate_tilt on genuine belt->off transition (R8)
update_fff() zeroed any build_plate_tilt matching the dormant belt-derived
tilt (default X/45) within 0.01, wiping a legitimate manual tilt on a
non-belt tilted-bed printer. Track the belt->non-belt transition and the
exact values belt-sync wrote, clearing only those on an in-place toggle;
reset tracking on preset load so preset switches never wipe tilt.
2026-08-06 14:26:45 -05:00
harrierpigeon
6fd2de76e6 Fix: preserve upstream select-by-angle behavior when build plate is untilted (R7)
select_facets_by_angle replaced upstream's limit.dot(down) threshold with
cos(threshold), changing facet selection for non-uniformly-scaled/mirror
objects on ALL printers. Restore the exact upstream computation when no
build-plate tilt is active; keep the tilted-gravity form only under tilt.
2026-08-06 14:26:45 -05:00
harrierpigeon
f8fe5a07cd Perf: hoist frame-invariant slope up_direction/normal_z out of the per-volume render loop (R6)
Belt slope-shading changes recomputed up_direction (with a printer-preset
config lookup) and normal_z per volume; both are frame-invariant. Compute
once before the to_render loop and reuse the already-hoisted
support_normal_z. Uniforms are still set per volume; visuals unchanged.
2026-08-06 14:26:45 -05:00
harrierpigeon
049612022a Perf: avoid unconditional lower-layer polygon copies in support overhang paths (R4, R5)
SupportMaterial::detect_overhangs copied lower_layer_polygons per region
even without build-plate tilt; hoist the tilted copy out of the region
loop and use the original polygons directly when untilted. TreeSupport3D
flattened lslices_extrudable to Polygons unconditionally; restore the
upstream ExPolygons offset on the untilted path.
2026-08-06 14:26:45 -05:00
harrierpigeon
10810908a9 Fix: restore atomic node invalidation in TreeSupport::drop_nodes + drop unused var (R3, R9)
The 2-node merge moved the two valid=false writes outside the mutex that
upstream held together with the contact_nodes push_back; restore a single
critical section per branch (belt branch also guards to_buildplate).
Remove an unused top_interface_layers local in drop_nodes.
2026-08-06 14:26:45 -05:00
harrierpigeon
0d92180325 Fix: clear belt fields in GCodeProcessorResult::reset() (R2)
reset() cleared the sibling machine_frame_transform_active but not
belt_tilt_angle/belt_z_origin/preslice_remap_*; a reused result carried
stale belt metadata into a subsequent normal print, flipping the store_z
branch and corrupting start-gcode preview Z for non-belt prints.
2026-08-06 14:26:45 -05:00
harrierpigeon
88d5e9e442 Fix: reset BuildVolume belt state when leaving belt mode (R1)
Non-belt branch of set_bed_shape reset only the 3DBed renderer, not the
BuildVolume; Bed3D::set_shape early-returns on unchanged bed, so a
belt->normal switch or in-place belt toggle-off left the BuildVolume with
m_is_belt_printer=true and inflated Y bounds -> out-of-bounds objects
treated as printable on a normal printer.
2026-08-06 14:26:45 -05:00
Joseph Robertson
c51d19f6b2 Add Belt Printer Brims (#15155)
# Description

This adds brim support to belt printers.

Added a new belt printer specific mode, Leading Edge Only and two new
belt-specific parameters, Leading Edge Brim Length, which increases the
number of brim lines on the side of the part printed first, and Extra
Brim Width, which increases the width of brims along the X axis. Because
belt printer first layers are effectively a single line, getting them to
stick properly can be a pain. This PR aims to help alleviate that, or at
least give more options for control.


<img width="1849" height="1043" alt="Screenshot from 2026-08-06
12-20-21"
src="https://github.com/user-attachments/assets/f963ed8e-53e7-48f8-a495-123cb9ae27f7"
/>



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2026-08-06 14:18:21 -05:00
harrierpigeon
849e6493f8 Belt brim: offer "Leading edge only" only on belt printers
"Leading edge only" describes where a part meets a moving belt, so it has no
meaning on a fixed bed and should not clutter the Brim type dropdown there.

Filtered the same way support_style and wipe_tower_wall_type already are a few
lines above in TabPrint::toggle_options(): the field holds its own copy of the
option definition, and Choice maps the combobox selection straight onto that
copy's enum_values, so rewriting the values, the labels and the combobox items
together keeps the mapping correct.

The entry is kept when it is the current value, so opening a project that uses
it on a non-belt printer cannot leave the control displaying an option it does
not offer - which would silently rewrite the setting on the next edit.
Print::validate() already warns that it prints as an ordinary outer brim there.

Matches the scope of the existing precedents: the per-object override panel is
not filtered.
2026-08-06 03:54:19 -05:00
harrierpigeon
b1905ebc20 Belt brim: fixes from review
Six issues found by reviewing the previous commit against belt-printer, two of
them release-blocking.

Data race (high).  Print::process() runs generate_support_material() for all
objects in a tbb::parallel_for, and make_belt_brim() runs at its tail, but
belt_brim_obstacles() read every OTHER object's support_layers() - which a
concurrent task may be inside clear_support_layers() deleting.  That is a
use-after-free, and even when it survives, the obstacle set depends on which
object finishes first.  Only this object's own supports are consulted now; they
are complete at that point.  Foreign objects still contribute their slices,
which are finished and immutable before the support phase.

Apron bands dropped (high), two separate causes.  An apron band prints below
its own object's first layer, but another object can already be printing at
that print_z, in which case process_layer() takes the ordinary path and never
emitted the band - the emission is now shared by both paths.  Separately, a
band whose print_z matched a support layer of the SAME object was overwritten
in the print-wide merge, which keeps one record per object per z and could not
detect the collision because LayerToPrint::layer() is null for a band.  The
per-object pairing loop is now a three-way merge over object, support and apron
streams, so each object contributes at most one record per z.

Multi-instance was far too strict (medium).  It refused belt brim for every
multi-instance object, killing plain brim width and inner brim too, and only
warned when a leading length was set.  Only movement ALONG the belt changes an
instance's belt-floor Z, so copies side by side ACROSS the belt share one set of
bands perfectly well; belt_brim_instances_compatible() now tests just that, and
the warning fires whenever the brim is actually suppressed.

Apron layer bookkeeping (medium).  Apron layers count toward m_layer_count and
advance m_layer_index, but emitted no Z/height tags, left m_last_layer_z,
m_max_layer_z and m_last_height stale - so the first object layer computed its
height against a pre-apron Z - and skipped before_layer_change_gcode and
layer_change_gcode entirely.  All of that now matches the ordinary path.

Obstacle cost (low).  belt_brim_obstacles() ran a full-plate union per band.
A bounding-box pre-filter drops non-overlapping objects before materialising any
polygon, and the union is skipped for trivial inputs.

Deliberately unchanged: every apron band still reports cooling layer_id 0.
CoolingBuffer uses it for the initial_layer_fan_speed override and the
close_fan_the_first_x_layers gate, and every band lies on the belt plane itself,
so it is all first-layer material by the only definition that means anything on
a belt.  Numbering the bands would ramp the fan up while still printing on the
belt.  Now documented at the assignment rather than left implicit.
2026-08-06 01:08:44 -05:00
harrierpigeon
55b4dca9bc Belt printers: brim laid onto the tilted belt, with a leading apron
A belt printer slices in a rotated frame, so the belt surface is a tilted
plane rather than the Z=0 bed plane.  Each slicing layer touches the belt
only along a narrow strip at its leading edge - about 0.2mm at 45 degrees -
so a part's first layer is really a first line, with almost no contact patch
to hold it down while the belt drags it forward.  Brim was hard-disabled on
belt printers, leaving no remedy at all.

Generate the brim on the belt plane instead.  The object's belt footprint is
the union over layers of each slice clipped to that layer's contact band; the
brim is offset from it in a "flattened" frame where the shear axis is
stretched by 1/cos(tilt), so ordinary Clipper offsets measure true on-belt
distance.  It is emitted as cross-belt lines, one per layer band, anchored to
a fixed fraction of the band so every line shares a nozzle-to-belt clearance
and therefore comes out the same width; flow is matched to the resulting band
pitch, keeping the sheet uniform and gap-free.

Three new controls, all belt-only:

  * Leading brim length - extends the brim ahead of the part along the belt,
    on every downhill-facing edge of its contact area.  This apron necessarily
    prints BELOW the object's first layer, since layer 0 is the part's leading
    contact, so it needs brim-only bands of its own.
  * Extra brim width - widens the brim sideways across the belt only.
  * Brim type "Leading edge only" - brim at the part's first belt contact and
    nothing after it.  Appended last in BrimType so no existing value shifts;
    degrades to an outer brim off belt printers, with a warning.

The apron bands are lightweight records rather than a Layer subclass, so no
fabricated Layer::id() can leak into initial-layer temperature selection, the
spiral vase probe, cooling or gradual interpolation.  They are generated in
posSupportMaterial because their print_z values must exist before ToolOrdering
is built at psWipeTower, and they are emitted from a short dedicated branch in
process_layer that runs before any layer pointer is dereferenced.

The footprint is closed before offsetting outwards: a belt contact patch is
often a broken-up strip, and the merged offset rings of two islands closer
than 2 x brim_width would otherwise fill the space between them - space that
lies under the part.

Also fixes a pre-existing bug where PrintObject::get_first_layer_bbox()
overwrote a valid bbox with an unassigned one on any belt printer with a brim
configured, because has_brim() was true while make_brim() returned early.

Belt brim is refused alongside the prime tower and spiral vase, and requires
one instance per PrintObject - translating an instance along the belt axis
changes its physical belt-floor Z.  Untilted belt printers are unchanged: they
still get no brim, since the plate brim is emitted out of skirt_brim_groups(),
which _make_skirt() never builds for a belt printer.
2026-08-06 01:08:44 -05:00
Joseph Robertson
386364f84b belt profiles: fix belt printer CI failures (slice check + setting_id) (#15127)
The belt-printer branch is failing two profile gates. Both stem from the
three belt-only vendors (Custom's generic belt printer, IdeaFormer,
Printcepts) not existing upstream, so upstream maintenance passed them
by.

Slice check: 4 of 1015 printers failed - Custom's MyBeltPrinter 0.2/0.4/
0.6/0.8 nozzle all fell back to "Default Setting". No process profile in
the Custom vendor listed any MyBeltPrinter in compatible_printers, and
Custom's fdm_belt_common pointed default_print_profile at "0.20mm
Standard @System", which does not exist in that vendor's index, so the
generic belt printer had no usable process at all. This gap dates to
when MyBeltPrinter was added (2026-04-07); it only started failing now
because the slice-check job is newer than that.

Adds two process profiles modelled on the sibling @MyKlipper ones:
  - 0.20mm Standard @MyBeltPrinter - 0.4/0.6/0.8 nozzles
  - 0.12mm Fine @MyBeltPrinter     - 0.2/0.4 nozzles
The split is forced by hardware: the 0.2 nozzle preset caps
max_layer_height at 0.16, so a single 0.20mm profile cannot legally
cover
it. fdm_belt_common now defaults to the standard profile and the 0.2
nozzle preset overrides to the fine one.

setting_id: 14 files failed the rules introduced in #14432. That
migration renumbered 7425 files across 61 vendors but skipped these
three, leaving BabyBelt Pro, IdeaFormer IR3 V2 and MyBeltPrinter
squatting the "G*" id space reserved for Bambu (GMPC0BBP01, GMIF001,
GM_BELT_00x) and four instantiated filament/process presets carrying no
setting_id at all. Regenerated with
scripts/assign_vendor_setting_ids.py.

Also repoints the identical dangling "0.20mm Standard @System" in
Printcepts' and IdeaFormer's fdm_belt_common at their own real process
profiles. That is a no-op today because both concrete printers override
it, but it is the same landmine that took out MyBeltPrinter.

Vendor index versions bumped so check_installed_vendor_profiles() will
re-install the corrected profiles over an existing install.

Note: changing a shipped preset's setting_id can orphan user presets
that reference it as base_id. #14432 accepted that tradeoff for 61
vendors; this keeps these three consistent with the rest.

Verified: orca_extra_profile_check.py reports 0 errors across 66 vendors
(was 14 files with errors), and OrcaSlicer_profile_validator -s slices
all 1015 printer presets successfully (was 4 failures).


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2026-08-04 17:16:14 -05:00
harrierpigeon
725df64108 profiles: fix belt printer CI failures (slice check + setting_id)
The belt-printer branch is failing two profile gates. Both stem from the
three belt-only vendors (Custom's generic belt printer, IdeaFormer,
Printcepts) not existing upstream, so upstream maintenance passed them by.

Slice check: 4 of 1015 printers failed - Custom's MyBeltPrinter 0.2/0.4/
0.6/0.8 nozzle all fell back to "Default Setting". No process profile in
the Custom vendor listed any MyBeltPrinter in compatible_printers, and
Custom's fdm_belt_common pointed default_print_profile at
"0.20mm Standard @System", which does not exist in that vendor's index,
so the generic belt printer had no usable process at all. This gap dates
to when MyBeltPrinter was added (2026-04-07); it only started failing now
because the slice-check job is newer than that.

Adds two process profiles modelled on the sibling @MyKlipper ones:
  - 0.20mm Standard @MyBeltPrinter - 0.4/0.6/0.8 nozzles
  - 0.12mm Fine @MyBeltPrinter     - 0.2/0.4 nozzles
The split is forced by hardware: the 0.2 nozzle preset caps
max_layer_height at 0.16, so a single 0.20mm profile cannot legally cover
it. fdm_belt_common now defaults to the standard profile and the 0.2
nozzle preset overrides to the fine one.

setting_id: 14 files failed the rules introduced in #14432. That
migration renumbered 7425 files across 61 vendors but skipped these three,
leaving BabyBelt Pro, IdeaFormer IR3 V2 and MyBeltPrinter squatting the
"G*" id space reserved for Bambu (GMPC0BBP01, GMIF001, GM_BELT_00x) and
four instantiated filament/process presets carrying no setting_id at all.
Regenerated with scripts/assign_vendor_setting_ids.py.

Also repoints the identical dangling "0.20mm Standard @System" in
Printcepts' and IdeaFormer's fdm_belt_common at their own real process
profiles. That is a no-op today because both concrete printers override
it, but it is the same landmine that took out MyBeltPrinter.

Vendor index versions bumped so check_installed_vendor_profiles() will
re-install the corrected profiles over an existing install.

Note: changing a shipped preset's setting_id can orphan user presets that
reference it as base_id. #14432 accepted that tradeoff for 61 vendors;
this keeps these three consistent with the rest.

Verified: orca_extra_profile_check.py reports 0 errors across 66 vendors
(was 14 files with errors), and OrcaSlicer_profile_validator -s slices all
1015 printer presets successfully (was 4 failures).
2026-08-04 17:15:20 -05:00
Joseph Robertson
c5bf238859 Update Belt-Printer Branch (#15087)
gets belt-printer on top of upstream again.
2026-08-03 02:09:41 -05:00
harrierpigeon
f563df04f6 belt: default first_layer_plane to Auto, not BeltAffine
BeltAffine activates the FirstLayerPlane evaluator unconditionally, so on a
non-belt printer on_first_layer(point) stopped agreeing with the legacy
slicing-layer-0 test. Every per-path first-layer call site in _extrude then
took the non-first-layer branch, and first-layer speeds were skipped: brim
came out at the volumetric fallback (24.6 mm/s) instead of initial_layer_speed
(10 mm/s). This is the shared speed path, so it affected all printers on this
branch, not just belt ones.

Auto resolves to BeltAffine only when belt_printer is set with a non-zero
slicing rotation, and to XY (evaluator inactive, legacy behaviour) otherwise --
exactly what the option's own description already promised.

Caught by "Brim uses first layer speed" (upstream #14616), which arrived with
the upstream merge; the bad default dates back to a9bae54f20 (#30). Verified
against a pristine upstream/main build, which passes the same test.

tests/fff_print: 100/100 test cases, 1085 assertions (was 99/100).
Both belt regression tests still pass, confirming Auto still resolves to
BeltAffine for belt printers.

Note: this changes a config default. Projects and profiles that stored
first_layer_plane explicitly are unaffected; those relying on the default will
now get correct first-layer speeds on non-belt printers, so their G-code
changes accordingly.
2026-08-03 01:52:43 -05:00
harrierpigeon
613dad92a1 Add belt-printer regression test for prepare-stage move Z
Processes a minimal belt start sequence through GCodeProcessor::process_buffer
and asserts the move preceding the first extrusion keeps its real Z, so it can
no longer back-transform to model Y~=0 and produce the phantom extrusion line.

Belt printers are non-Bambu, so the processor uses the compatible reserved
tags ("TYPE:"); the test sets s_IsBBLPrinter=false (saved/restored via an RAII
guard) to mirror the real printer. Proven to fail without the fix (the
prepare-stage move's Z is pinned to the first-layer height, 0 here) and pass
with it.
2026-08-03 01:18:55 -05:00
harrierpigeon
a83cd8aa29 Fix belt printer phantom extrusion line from Y=0 in preview
On a belt printer the sliced preview drew a stray extrusion-colored line
from Y~=0 to the model, rendered in the first extrusion role's color. It is
not a travel and does not occur on non-belt printers.

GCodeProcessor::store_move_vertex pins a move's stored Z to the first-layer
height during the start-G-code "prepare" stage. That is a harmless cosmetic
tidy-up on a normal printer, but on a belt printer the designed-view
back-transform couples machine Z into the rendered model Y (the belt tilt
mixes the height and belt-feed axes). Pinning Z back-transforms the last
prepare-stage move (the unretract before the first extrusion) to model
Y ~= 0, and libvgcode then draws a phantom extrusion segment from Y ~= 0 to
the first real toolpath.

Keep the real Z for belt printers (gated on belt_tilt_angle, parsed from the
G-code header before the body) so prepare-stage moves back-transform
correctly. Non-belt processing is byte-identical. The emitted G-code was
already correct; this is a preview-geometry fix.
2026-08-03 01:09:23 -05:00
harrierpigeon
02e313a115 Add belt-printer regression test for start-of-print gantry move
Locks in the fix from the previous commit. A fresh BeltGCodeWriter has an
unestablished planar position (is_current_position_clear() == false) and its
m_pos.xy is the origin (0,0). With a pending NormalLift z-hop, travel_to_xyz
used to lift in place via _travel_to_z(), which in belt mode shears the origin
into a machine Y ~= the layer Z — a move far up the gantry.

The test configures an X-tilt 45 deg belt transform, defers a z-hop via
lazy_lift, travels to a near-belt first point (transformed gantry Y ~= 1mm),
and asserts no emitted move has Y anywhere near the layer Z. Verified to fail
without the fix (max emitted Y = 100.0 vs the destination's ~1.0) and pass with
it.
2026-08-03 01:09:11 -05:00
harrierpigeon
04554abae6 Fix belt printer illegal gantry move at print start
On a belt printer the first travel of the print emitted a bogus move to
the bed corner with the nozzle far up the gantry, e.g.
  G1 X95 Y168.19 Z237.857 F12000
right after the first "; printing object" line. Y168 (≈ the layer Z)
is out of the gantry's range.

Root cause: the layer-change z-hop is deferred via lazy_lift and consumed
by the first BeltGCodeWriter::travel_to_xyz, whose NormalLift branch does a
separate lift-in-place via _travel_to_z(target.z()). On a normal printer
_travel_to_z emits a Z-only move, but in belt mode Z is coupled to Y/X, so
_travel_to_z re-emits the current m_pos through the belt shear. At print
start (and after custom gcode) m_pos.xy is still the uninitialised origin
(0,0), which the back-transform + axis-remap shear into machine
(X=bed_max, Y=layer_z) — the illegal move.

Guard the NormalLift branch on is_current_position_clear(), matching the
SlopeLift branch directly above it which already does so. When the position
isn't established there is nothing to lift over, and the xy_z_move that
follows travels straight to the destination with full XYZ, establishing the
correct position. Bookkeeping is unaffected: in this path m_lifted stays 0,
so no spurious restore move is produced.

Verified by re-slicing the repro project: the start-of-print move is now
G1 X44.946 Y.621 Z237.857 (straight to the first object point), no move
touches the bed-max X edge, and the max Y over the whole file is 62.8mm
(printable_height 100).
2026-08-03 00:15:24 -05:00
HarrierPigeon
0342e06d87 last step in fixing the g-code stuff up 2026-08-02 22:13:34 -05:00
HarrierPigeon
79fd847ce3 fix pre-slice warnings 2026-08-02 22:12:46 -05:00
HarrierPigeon
8f6802fff8 step one: post-process analysis 2026-08-02 22:12:09 -05:00
harrierpigeon
b61ba98183 belt: adapt BeltGCodeWriter to upstream's per-extruder speed options
Upstream retyped travel_speed and travel_speed_z to ConfigOptionFloatsNullable
and initial_layer_travel_speed to ConfigOptionFloatsOrPercentsNullable, so the
scalar .value / get_abs_value() accessors no longer compile. BeltGCodeWriter.cpp
is belt-only and merged without conflict, so this only surfaced at build time.

Index them the way the base GCodeWriter does -- .get_at(m_cached_extruder_idx)
and get_abs_value_at(..., m_cached_extruder_idx) -- keeping belt's per-point
first_layer_for_point test rather than the base class's m_is_first_layer.

m_cached_extruder_idx moves from private to the existing protected block that
already exposes writer state to subclasses, so the belt writer resolves the
per-extruder index identically to the base writer instead of guessing one.
2026-08-02 16:20:22 -05:00
harrierpigeon
175075fd08 Merge upstream/main into belt-printer
Brings the belt-printer work up to date with 591 upstream commits.

Conflict resolutions (12 files, 42 hunks):

- GCode.cpp: adopted upstream's per-filament/per-nozzle config refactor
  (get_filament_config_index, NOZZLE_CONFIG), the extracted
  generate_timelapse_gcode + farthest-point timelapse, and the
  ConfigOptionFloatsNullable calibration options. Re-applied the belt
  hooks on top: init_belt_writer / axis remap / FirstLayerPlane setup,
  on_set_origin, the belt-corrected calib_z for the volumetric speed
  tower, and path_on_first_layer (belt's per-path first-layer test) in
  place of upstream's layer-index on_first_layer() in the acceleration,
  jerk and overhang-detection paths. Swept upstream's new m_writer.
  uses to m_writer-> since belt holds the writer by unique_ptr.
- interpolate_value_across_layers: kept upstream's banded stepping and
  belt's object-Z-span ratio; dropped upstream's duplicate ratio decl.
- Plater.cpp: took upstream's guarded add_model(...) early-returns and
  the VFA vfa_layer_height plumbing; kept the belt temp-tower path,
  _calib_apply_belt_mode and belt_calib_flip_ringing_tower. Dropped the
  VFA "cut upper" block, superseded upstream by model scaling.
- Brim.cpp: upstream's ObjectInstanceID-keyed brimAreaMap, keeping the
  belt early-return.
- 3DScene.cpp: kept both the belt build-plate tilt up_direction and
  upstream's per-extruder printable-height shading.
- GCodeViewer.cpp: kept upstream's dim-previous-layers setup and belt's
  exemption from the same-result early return.
- TreeSupport.cpp: upstream's >= 0 roof-layer fix inside belt's
  belt-floor branch.
- calib.cpp / GCode.hpp / GCodeWriter.{cpp,hpp} / Print.hpp: upstream's
  additions adapted to belt's pointer-held writer and helpers.
- Custom.json: kept profile version 02.04.00.03 (belt) over upstream's
  02.04.00.01; both bumped from 02.04.00.00.

Building this tree needs the wxInspector dependency, which upstream
added in the interim (python3 and wxWidgets 3.3.2 were already present
in the shared deps prefix).
2026-08-02 16:09:27 -05:00
Joseph Robertson
5428a0715d update belt-printer (#14446)
[How to Download Pull Requests Artifacts for
Testing](https://www.orcaslicer.com/wiki/how_to_download_pr_artifacts)
2026-06-26 23:02:49 -05:00
Joseph Robertson
75770321dd Update Belt-Printer (#14425) 2026-06-25 22:40:26 -05:00
Joseph Robertson
c950c3fb6b Add BabyBelt Pro Profile, Courtesy of Rexit (#14424) 2026-06-25 22:39:12 -05:00
Joseph Robertson
2ca843a38e Belt Printing: Bugfix: Solid Organic Tree Base, Slim Tree Skirt, Renderer (#14395)
* fix tree support brim
* treesupport3d part 1: more diagnostic logging.  (todo once things are fixed: remove this / gate it properly)
* make area under Z=0 in rotated slice pipeline not solid
* fix solid Z=0 layer for belt printers
* fix renderer
* clean up logging
* final review pass
2026-06-24 22:01:29 -05:00
Joseph Robertson
0ef7c6d581 Belt Printing: Update (#14393)
# Description

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  > * What issue does this PR address or fix?
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# Screenshots/Recordings/Graphs

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## Tests

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[How to Download Pull Requests Artifacts for
Testing](https://www.orcaslicer.com/wiki/how_to_download_pr_artifacts)
2026-06-24 21:34:53 -05:00
Joseph Robertson
34b0d36cda Belt Printer Initial Push (#14385)
# Description

Initial push - documentation available at #12998 

[How to Download Pull Requests Artifacts for
Testing](https://www.orcaslicer.com/wiki/how_to_download_pr_artifacts)
2026-06-24 09:42:40 -05:00
Joseph Robertson
d619c7e19c Merge branch 'belt-printer' into belt/baseChanges 2026-06-24 09:42:25 -05:00
Joseph Robertson
31b44cb731 Merge pull request #66 from HarrierPigeon/belt/tommyb-rendererChanges
Clean up and implement @tommasobbianchi's belt renderer changes
2026-06-23 00:27:39 -05:00
harrierpigeon
ddbee84e68 render the G-code preview upright (designed view) + toggle UI 2026-06-23 00:14:17 -05:00
Joseph Robertson
bf6cce1f40 Merge pull request #45 from tommasobbianchi/feat/belt-gcode-cartesian-preview
belt: render the G-code preview upright (model/Cartesian space)
2026-06-22 19:59:27 -05:00
Joseph Robertson
8bdf0df00a Merge branch 'main' into belt/baseChanges 2026-06-22 19:36:17 -05:00
Joseph Robertson
d6c9187c71 Merge branch 'main' into belt/baseChanges 2026-06-22 19:36:17 -05:00
Ian Bassi
0cdfb88357 Lang: Gettext update (#14361) 2026-06-22 20:16:55 -03:00
foXaCe
14cec7239b i18n(fr): translate strings added after the post-refactor sync (#14304) 2026-06-22 20:13:19 -03:00
Heiko Liebscher
86c6a1a66f Improve German (de) translation (#14352)
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 15:40:14 -03:00
SoftFever
07f08dfe40 bump version to 2.5.0-dev 2026-06-22 00:50:51 +08:00
Noisyfox
a4fb5af9e1 Don't allow adding more colors for non-semm printers on obj import color remapping dialog (#14275) 2026-06-21 18:20:58 +08:00
Tommaso Bianchi
8593d66a39 belt: correct the designed-view preview's belt-Z origin and reject mis-mapped outliers
The Cartesian designed-view preview over-extended the toolpaths past the model
shell by a height-proportional amount (up to ~20mm tall parts), most visibly on
long multi-part prints; compact parts like a calibration cube looked fine.

Two coupled causes:
- Belt start G-code that primes with a Z advance and a 'G92 Z0' reset leaves a
  constant machine-Z origin in the GCodeProcessor, so move positions are stored as
  gcode_Z + origin. The linear back-transform mixes that constant with the
  gantry-Y term, leaving a per-move designed-Y error that min-corner anchoring
  cannot cancel when an elevated move (e.g. a bridge) happens to cancel it at the
  bbox minimum. Expose GCodeProcessorResult::belt_z_origin (the m_origin[Z] left by
  the start G-code) and subtract it before the back-transform.
- Elevated features (bridges/overhangs) are mis-mapped by the linear inverse to
  outside the model body; build the anchor bbox only from moves within model_bb +/-
  10mm, with a fallback to the full bbox when the clip would drop the bulk (object
  placed away from the belt entry) so the gross-offset case still anchors.

Preview-only; G-code output is unchanged.
2026-06-21 06:48:44 +02:00
Tommaso Bianchi
3fc3b8a8ae belt: anchor the designed-view G-code preview onto the model bounding box
The belt designed (upright) preview back-transforms the machine-frame G-code
into model space with the linear belt inverse. That inverse recovers the
print's shape and orientation, but not the per-object placement/lift
translation: the object's position on the belt, the BeltSliceStrategy min-Z
lift, and the centering pre-translate are applied OUTSIDE
build_forward_transform() (see PrintObjectSlice.cpp), so its linear inverse
cannot undo them. The result was a constant offset (~20 mm on the belt-advance
axis) of the toolpaths from the model shell, on every model.

Recover the missing translation generally — independent of the offset's exact
source or the axis remap — by anchoring the back-transformed object body
(extrusions on layer_id >= 1, i.e. excluding the layer-0 prime/skirt) onto the
upright model bounding box, the same space the shells render in, and folding
that translation into the belt inverse before converting to libvgcode.

Replaces the previous Y=0 anchoring in LibVGCodeWrapper, which pinned the
toolpaths to the belt entry rather than to the model and so left the offset in
place for any object not sitting at the origin.
2026-06-21 06:48:44 +02:00
Tommaso Bianchi
695a1f897a belt: render the G-code preview in model (Cartesian) space
On a belt printer the emitted G-code is in the machine frame (45-deg sheared,
axis-remapped, scaled), so the toolpath preview shows the print as a sheared
slab floating off the bed. Map each toolpath vertex back to model/Cartesian
space for the "designed" view.

The back-transform is the inverse of the full G-code forward pipeline
(BeltGCodeWriter::to_machine_coords):
  model = [BeltForward^-1 if !gcode_back_transform] . AxisRemap^-1 . MachineFrame^-1
built from config, so it handles any rotation / shear / scale / axis-remap
combination, not just plain 45-deg belt slicing. Computed in load_as_gcode()
from print.config() and applied per-vertex inside libvgcode::convert (display
position only; layer_id, times and the volumetric/flow math keep the raw
machine values, so the layer slider and stats are unaffected).

- Toggle with the existing "Show designed view" checkbox / hotkey B; off shows
  the raw machine-frame G-code (useful for debugging the transform itself).
  Defaults to on.
- Belt printers skip the same-result-id load cache so the upright view applies
  and the toggle takes effect even when the G-code is unchanged.
- The object extrusions (layer_id >= 1) are anchored to the belt entry to drop
  the constant machine-origin offset (start-G-code belt advance) that the linear
  back-transform alone does not capture; start-G-code prime lines are excluded
  so they don't steal the anchor.
2026-06-21 06:48:44 +02:00
Tommaso Bianchi
2d69f6e17c belt: expose MachineFrameTransform's composed matrix
Add a const accessor for the shear*scale transform so the G-code viewer can
build the machine->model back-transform for the upright belt preview.
2026-06-21 06:48:44 +02:00
Joseph Robertson
340ce575e2 Merge branch 'main' into belt/baseChanges 2026-06-20 15:56:59 -05:00
Joseph Robertson
d795900fcf Merge pull request #64 from tommasobbianchi/feat/esun-pla-maxvolspeed-tuning
IdeaFormer IR3 V2: tune eSUN PLA white speed from HW max-vol-speed calibration
2026-06-18 09:42:19 -05:00
Joseph Robertson
9b1fb2217a Merge branch 'main' into belt/baseChanges 2026-06-18 09:41:14 -05:00
Tommaso Bianchi
ef6f65eacc IdeaFormer IR3 V2: tune eSUN PLA white speed from HW max-vol-speed calibration
Physical max-volumetric-speed test (belt #62 v4 asset) on the IR3 V2 with eSUN
PLA white: the wall stayed clean up to ~100 mm/s = ~20 mm3/s before
under-extrusion. The shipped cap of 10 mm3/s was ~half the real ceiling and
was silently throttling infill.

- eSUN PLA @IdeaFormer IR3 V2: filament_max_volumetric_speed 10 -> 20
- 0.20mm Standard @IdeaFormer IR3 V2: sparse_infill_speed 200 (~18 mm3/s at the
  new cap, no longer throttled). Outer wall (45), PA (0.12), accel (1000)
  unchanged — accuracy preserved.
- IdeaFormer.json version bump for profile-cache refresh.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-18 07:13:59 +02:00
Joseph Robertson
0add523e1b Merge branch 'main' into belt/baseChanges 2026-06-13 08:23:47 -05:00
Joseph Robertson
375036f330 Merge pull request #44 from tommasobbianchi/feat/belt-skip-height-check
belt: don't reject long objects (skip build-height check on belt printers)
2026-06-13 08:23:26 -05:00
Joseph Robertson
fbbeb1fab0 Merge pull request #58 from HarrierPigeon/belt/tempTower-TommyB
Belt/temp tower tommy b
2026-06-12 05:53:32 -05:00
harrierpigeon
0bca3fd2e5 make belt printer specific temp tower only accessible to belt printers 2026-06-12 05:13:08 -05:00
Tommaso Bianchi
85fd613cf7 feat(belt/calib): add Overhang temperature-tower model (selectable) (#48)
Belt printers can't slice a tall vertical temperature tower. This adds a
belt-specific temperature-tower model — a row of discrete, individually
engraved provini laid along the belt, each printed at one temperature via
custom per-layer M104. Each provino is an inverted-L overhang that stresses
print quality, so the operator reads the best temperature off overhang
quality rather than a continuous ramp.

It is offered as a "Test model" choice in the temperature calibration dialog
(mirroring the Cornering test's selector), so users keep Joe's counter-rotated
sectioned tower as "Standard" and can pick this one as "Overhang":
- Calib_Params::test_model (existing field) carries the choice.
- Temp_Calibration_Dlg gets a Standard/Overhang radio.
- Plater::calib_temp belt branch: test_model 0 -> _calib_temp_belt_sectioned
  (unchanged Standard path), 1 -> the discrete-provini Overhang path.

Assets: belt_temp_provino_unit.stl + belt_temp_tower_<start>_<end>.stl (6
ranges) + gen_belt_temp_tower.py (manifold engraving). Based on
belt/generic-calibrations. The Overhang path is HW-validated on the IdeaFormer
IR3 V2 (discrete M104 + engraved numbers); not re-validated since the rebase.
2026-06-12 05:13:07 -05:00
Joseph Robertson
0da24cd38b Belt/Standard calibrations (#54)
Enables supported printing of standard Orcaslicer calibration profiles.

* Build 2 Checkpoint

* fix support generation wedge, ghost layers

* flip cornering tests 180 deg to waste less supports

* fix row spacing on the flow ratio calibrations

* more testing, this didn't fix anything

* switched rotation tools, same issue

* fixed Z-offset issues

* add rest of PA features, may look a bit weird on a belt

* make temp towers work

* re-enable spiral on calibrations that want it

* Final cleanup pre-PR and community testing
2026-06-12 03:14:12 -05:00
Rodrigo Faselli
d7b75540d0 Merge branch 'main' into belt/baseChanges 2026-06-11 11:59:53 -03:00
Tommaso Bianchi
b7bda9912b belt: fix IR3 V2 end G-code reversing the belt into the part (#56)
The IdeaFormer IR3 V2 End G-code ran `G28 ; home all`, which homes the
Z (belt) and Y (gantry) axes. On a belt printer Z is the conveyor, so
homing it runs the belt all the way back to origin, dragging the finished
part back under the gantry that G28 has just lowered — the head knocks the
print (reported by an IR3 V2 user; the `G1 Y50` lift came after the G28,
too late).

Replace the end sequence with a belt-safe one: switch to relative mode
(G91), lift the gantry for clearance, advance the belt forward one full
machine-depth (Z676, the 676 mm product depth) to eject the part and cycle
the belt surface clean, then home X only — never the Z/belt axis.
2026-06-11 09:30:35 -05:00
Tommaso Bianchi
4f3a608009 belt: don't flag the lead-in as an empty-layer error on belt printers (#47)
collect_layers_to_print() warns (CRITICAL) when an extrusion layer sits above
the previous one with an empty gap below — the fixed-bed assumption that
material with nothing under it is floating and unprintable. On a belt printer a
*leading* empty range (the gap starts at Z=0, no prior extrusion layer) is not
floating: it is the conveyor lead-in, and the part rests on the advancing belt
as the first material is laid down well above Z=0. A part not designed for a
belt (e.g. a flat test model tilted into the belt frame) then trips this as a
false "Object can't be printed for empty layer between 0 and N" error.

Suppress only the leading case (belt_printer && last_extrusion_layer == null);
genuine internal gaps are still flagged, since on a belt those can be an
over-angle overhang printing into air. Non-belt output is unchanged.
2026-06-10 23:54:02 -05:00
Tommaso Bianchi
f682ab5cd3 belt: replace height-check skip with a belt-correct vertical-clearance check
The original PR skipped the max-print-height check entirely on belt printers
because the sliced (virtual) Z is belt travel, not build height. As the reviewer
noted, that removed the only working height guard. Restore a correct guard:

- Print::validate: on belt printers, compare the upright object height
  (max over instances of the scene-space bbox) against printable_height directly.
  printable_height is the usable VERTICAL clearance above the belt: the gantry
  travels up the tilted plane (reach = height/cos(tilt)) and its axis range is
  sized for that (IR3 V2: ~354 mm gantry travel = 250 mm vertical at 45deg, and
  printable_height = 250). Hardware-confirmed 250 mm vertical clearance, so no
  cos(tilt) factor is applied.
- BuildVolume::set_belt_printer: drop the diagonal Z scaling; the build-volume Z
  already equals printable_height, keeping the live 'outside build volume'
  highlight in agreement with validate().

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-10 21:41:18 +02:00
harrierpigeon
2bcb775b90 update IdeaFormer profiles to new generic belt printer config 2026-06-10 05:10:20 -05:00
Joseph Robertson
e29a82c672 add attribution and design notes 2026-06-10 05:10:20 -05:00
Joseph Robertson
5b243eec92 Relocate Pre-Slice remap logic 2026-06-10 05:10:20 -05:00
Joseph Robertson
fee6be98b2 unify frame tilt work 2026-06-10 05:10:20 -05:00
Joseph Robertson
9405ac5976 remove mesh origin snapping 2026-06-10 05:10:20 -05:00
Tommaso Bianchi
6ed2437848 Add IdeaFormer IR3 V2 belt printer profile - credit: tommasobbianchi (#43)
* Add IdeaFormer IR3 V2 belt printer profile

Self-contained vendor profile for the IdeaFormer IR3 V2 (45 deg belt printer):
machine (0.4 nozzle) + 0.20mm process + Generic PLA/PETG filaments, with the
belt machine-frame transforms set explicitly on the machine preset
(belt_printer, belt_slice_rotation x/45/global, build_plate_tilt_x=45,
gcode_remap_x/y/z, gcode_shear_z=pos_tan, gcode_scale_y=inv_cos).

The vendor bundles its own machine/process commons (fdm_belt_common,
fdm_klipper_common, fdm_machine_common, fdm_process_common) on purpose:
OrcaSlicer resolves system-preset inheritance per-vendor, so a profile that
inherits the Custom vendor's commons cross-vendor fails to resolve its parent
and the whole IdeaFormer vendor silently fails to load. Bundling the commons
(and listing them in IdeaFormer.json in dependency order) keeps the vendor
self-contained, matching how every other vendor folder is structured.

Machine limits, bed temperature (75 C for belt PLA) and start/end G-code are
taken from a working IdeaFormer IR3 V2.



* feat(belt/profile): eSUN PLA @IdeaFormer IR3 V2 — HW-calibrated belt filament

Add an eSUN PLA belt profile for the IR3 V2, inheriting Generic PLA @IdeaFormer
IR3 V2 (self-contained: parent is in the same IdeaFormer vendor, registered
after it in filament_list). HW-calibrated on the IR3 V2:
- nozzle_temperature 200/200 (temp-tower calibration)
- pressure_advance 0.12 (PA calibration)
- filament_max_volumetric_speed 10 mm³/s (max-vol-speed calibration: wall
  failed at 126 mm/s → 126 × 0.0798 mm³/mm ≈ 10 mm³/s)
2026-06-10 04:13:56 -05:00
Joseph Robertson
da3fee2dfa Merge branch 'main' into belt/baseChanges 2026-06-05 11:55:44 -05:00
Joseph Robertson
c0d6ae8540 Merge branch 'main' into belt/baseChanges 2026-06-05 03:12:27 -05:00
Joseph Robertson
573e1c6544 Belt/fix profiles and minor oopsies (#42)
* fix duplicate printer, bump version

* clean up extra tab in space

* fix generic defaults
2026-06-05 03:11:38 -05:00
Rodrigo Faselli
20be78a96e Merge branch 'main' into belt/baseChanges 2026-06-04 17:32:35 -03:00
Joseph Robertson
02d45c3258 Finish Fixes from Copilot Review (#39)
* fix: restore BuildVolume bounds when toggling belt mode

set_belt_printer() mutated m_bboxf when enabling but never restored
the original extents on disable or when switching infinite_y true->false,
leaving stale max.y/max.z values that broke collision and object_state
checks. Recompute m_bboxf from m_bed_shape + m_max_print_height at the
top of each call, then apply belt-specific adjustments on top.

Addresses Copilot review comment on PR #12998 (BuildVolume.cpp:196).

* chore: drop [BELT-DEBUG] to_machine_coords log to trace

Was emitting at warning level once per 0.2mm Z bucket during every belt
print export, polluting default user logs. Trace level matches the rest
of the belt diagnostics and is silent in production.

Addresses Copilot review comment on PR #12998 (BeltGCodeWriter.cpp:86).

* chore: drop [BELTRACE] make_perimeters/support logs to trace

Eight warning-level traces around make_perimeters and
generate_support_material were emitting on every call/exit during normal
slicing, cluttering default logs. They're concurrency-debug breadcrumbs
not user-facing diagnostics, so drop them to trace.

Addresses Copilot review comment on PR #12998 (PrintObject.cpp:438).

* perf: gate BeltSliceStrategy diagnostic bbox tracking behind compile flag

apply_to_trafo() walked every model vertex twice (once for min_z, once
for per-volume mesh/slicer bboxes) and emitted seven trace logs per
call. The bboxes and logs are diagnostic only; min_z is the load-bearing
output. Wrap the bbox accumulation, logging, and supporting headers in
SLIC3R_BELT_DIAGNOSTIC_LOG so production builds do the bare min_z scan.

Addresses Copilot review comment on PR #12998 (BeltSliceStrategy.cpp:95).

* fix: apply part_cooling_fan_min_pwm to first-layer plane fan crossings

apply_first_layer_plane_fan_eval emitted band-crossing M106 commands
through GCodeWriter::set_fan() without the per-printer PWM floor that
every other set_fan call in CoolingBuffer applies. On printers with a
non-zero part_cooling_fan_min_pwm, fans could fail to spin up at low
requested speeds near the belt surface.

Addresses Copilot review comment on PR #12998 (CoolingBuffer.cpp:1227).
2026-06-04 14:40:45 -05:00
harrierpigeon
f9888c7d7a Merge remote-tracking branch 'upstream/main' into belt/baseChanges 2026-05-31 05:17:32 -05:00
Joseph Robertson
0bda684dd7 delete mesh transforms (#37)
* delete mesh shear, scale and refactor logger

* clean up config options

* reorder UI elements
2026-05-31 05:08:42 -05:00
Joseph Robertson
8a578cdf00 Merge branch 'main' into belt/baseChanges 2026-05-30 21:39:03 -05:00
Rodrigo Faselli
6b256db012 Merge branch 'main' into belt/baseChanges 2026-05-28 07:44:43 -03:00
Joseph Robertson
2dc4900292 Copilot review fixes & upstream code interaction fix (#34)
* first pass at review issue 8
* delete detritus
* fix build compile error due to upstream changes
2026-05-27 21:53:04 -05:00
Joseph Robertson
0f75d6bc4e Potential fix for pull request finding
Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
2026-05-27 19:25:02 -05:00
Joseph Robertson
e913621369 Merge branch 'main' into belt/baseChanges 2026-05-27 11:50:16 -05:00
Joseph Robertson
48b6db93b8 Belt/slice rotate (#33)
* initial commit
* fix upper bounds for assemblies
* significantly less Z shift issues, still not quite tamped down yet though
* add instrumentation to logs
* finally found the issue
* update printer defaults
2026-05-27 11:45:38 -05:00
Joseph Robertson
72cafcbe06 Merge branch 'main' into belt/baseChanges 2026-05-22 15:23:07 -05:00
Joseph Robertson
a9bae54f20 Rotate instead of shear for slicing stage (#30)
* initial commit

* fix upper bounds for assemblies

* significantly less Z shift issues, still not quite tamped down yet though

* add instrumentation to logs

* finally found the issue

* update printer defaults
2026-05-22 15:21:33 -05:00
Joseph Robertson
218881c6f6 fix assembly bounding box truncation problems noticed by hotcubcar (#28) 2026-05-20 02:46:41 -05:00
Joseph Robertson
cd5fb68d38 Merge branch 'main' into belt/baseChanges 2026-05-19 23:00:14 -05:00
Joseph Robertson
f87a46ec6e fix X mirroring (#26)
Thanks to @hotcubcar for catching this!
2026-05-19 22:54:50 -05:00
Rodrigo Faselli
8dc91d8b1d Merge branch 'main' into belt/baseChanges 2026-05-19 08:06:57 -03:00
Joseph Robertson
da8b11b8ab HOTFIX: update generic belt printer profile (#23)
oops
2026-05-19 01:06:39 -05:00
Joseph Robertson
c79970bedb Clean Up Settings Interface, Update Generic Profile (#22)
* clean up UI elements

* further cleaning

* final cleanup for first round of settings UI streamlining

* update generic belt printer settings

* fix generic again
2026-05-19 00:56:08 -05:00
harrierpigeon
7252f6acb7 Merge upstream/main into belt/rebase/may-18
Reconciles the belt-printer branch with upstream PRs through #13723. Six
files had conflicts; three additional files needed manual follow-up fixes
where the auto-merge produced code that referenced upstream-renamed fields
or changed function signatures.

Notable reconciliations:
- TreeSupport.cpp: kept belt-floor early-exit branches around HEAD's
  drop-down logic, folded upstream's `(distance_to_top > 0 ? 1 : 0)`
  formula into the non-belt-floor path (upstream PR #11812). Dropped dead
  `roof_enabled`/`force_tip_to_roof` locals.
- TreeSupport3D.cpp: combined upstream's safety-offset + remove_small
  changes with HEAD's belt-floor clip in the per-slice trim loop. Dropped
  HEAD's `else` block (superseded by upstream's rewritten bottom-contact
  propagation) and re-added the belt-floor clip into the new propagation
  loop. Gated the propagation on belt printers to prevent OOM when
  belt-floor clipping produces empty initial slices.
- TriangleSelector.{cpp,hpp}: merged both new `select_patch` parameters
  (HEAD's `up_direction` and upstream's `select_partially`); body uses
  `dot(up_direction)` for the overhang angle check and forwards
  `select_partially` to `select_triangle`.
- SupportMaterial.cpp: `slicing_params.soluble_interface` →
  `zero_gap_interface_bottom` in HEAD's `detect_belt_floor_bottom_contacts`,
  matching upstream's same-purpose rename at line 2495.
- Custom.json, GCodeWriter.cpp: simple additive merges (kept entries /
  includes from both sides).

Verified by building OrcaSlicer (RelWithDebInfo) after a full deps
rebuild (Eigen v5.0.1, libigl v2.6.0 are now managed deps) and slicing
a scaled Benchy on the NORMALIZER belt-printer profile without OOM.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-18 21:53:24 -05:00
Joseph Robertson
6a2d690f45 Decouple Slicing From Machine Frame Logic (#21)
* minor logic swap

* first attempt, has a race condition

* fixed the offset issue

* found a solution, I think things work now (at least once I quash this race condition)

* still chasing down race conditions

* add manual shear / scale order strategy swap

* tweak manual shear, fix ui uninitialization crash

* fix z height / g-code desync issue

* fix shear then scale cutoff planes

* getting closer

* fix support termination planes

* fix incorrect offsets in shear-then-scale mode

* test - fix overextrusion due to model/layer scale
2026-05-18 19:01:43 -05:00
RF47
8fa6a4602b fix profile indentation 2026-05-09 19:51:18 -03:00
harrierpigeon
0f29437135 Merge remote-tracking branch 'upstream/main' into belt/baseChanges
Conflicts resolved in src/libslic3r/GCode.cpp and src/slic3r/GUI/GUI_Factories.cpp.

GCode.cpp: combined upstream's air-filtration per-extruder gating
(activate_air_filtration_during_print / _on_completion), the new
extrusion-role-change gcode lambda, ZAA's path.z_contoured arc-fit
disable, raft-aware slow_down_layers branch, and Vec3d/Line3 ZAA
plumbing with the local belt-printer changes (path_on_first_layer,
effective_layer_index_for_point, should_disable_arc_fitting). All
auto-merged m_writer.X() calls converted to m_writer->X() to match
the local unique_ptr<GCodeWriter> refactor.

GUI_Factories.cpp: inserted brim_flow_ratio in the Support category
list and renumbered around the local build_plate_tilt_x/y entries.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 16:23:41 -05:00
SoftFever
75cc0de071 Merge branch 'main' into belt/baseChanges 2026-04-17 15:44:03 +08:00
Joseph Robertson
bc6d0ef0fb Add first layer detection and fan control - prototype 2026-04-13 22:29:23 -05:00
Joseph Robertson
c17ae25bbc Merge branch 'main' into belt/baseChanges 2026-04-13 21:34:34 -05:00
harrierpigeon
e981a517cd Merge branch 'belt/global-mesh-transform' into temp-pr19-merge 2026-04-10 11:49:37 -05:00
harrierpigeon
0703728e56 add global mesh transform option 2026-04-10 11:39:08 -05:00
SoftFever
1e9ee0c120 add a generic belt printer 2026-04-09 23:07:08 -05:00
harrierpigeon
e9a579b604 switch default shear axis, swap to tan(a) instead of cot(a) 2026-04-09 23:07:07 -05:00
harrierpigeon
783acd932a revert CLAUDE.md 2026-04-09 23:07:07 -05:00
harrierpigeon
c8a1bf3a99 Part 3.2: decouple axis remapping, enable viewing settings in Developer mode or when Belt mode is active 2026-04-09 23:07:07 -05:00
harrierpigeon
2facaac9e8 Part 3.1: refactor BeltTransform pipeline
add BeltGCodeWriter

add BeltGCode

consolidate changes into shared classes for BeltGcode
2026-04-09 23:07:07 -05:00
harrierpigeon
9bbac19de4 Part 2.7: Add G-code back-transform and tree support belt floor clipping
- Add BeltBackTransform class that inverts the shear/scale matrix and
  applies it in GCodeWriter::to_machine_coords() so G-code outputs in
  the machine's physical coordinate space, gated by new
  belt_gcode_back_transform config option
- Extend belt floor clipping to all three tree support pipelines
  (Prusa-style, Orca organic, TreeModelVolumes) with per-layer polygon
  clipping, anti-overhang integration, and belt raft extension layers
- Fix tree drop_nodes() belt termination, organic support global Z
  offset, collision calculation index bug, and first-layer brim/empty
  layer checks for belt printers

two-shot - first build built but didn't plumb to UI.  Woah.

add pre-slice axis remap, because Y needs to be Z

going to change tactic and move based on bbox min

switch to per axis snapping

per axis swap snap now per object

build plate tilt wasn't invalidating slicer settings

support upper bound now correct, need to get lower bound corrected

axis swapped support termination corrected

Z Shear works with and without pre-slice remap now
2026-04-09 23:07:07 -05:00
harrierpigeon
ea5c6776b3 Part 2.6: Add belt floor support clipping for all support types
- Fix support clipping z-shift calculation by removing coordinate-space
  mismatch and sync belt_floor_z_shift with global_z_offset; fix
  invalidation so posSupportMaterial no longer resets slicing params
- Add belt floor polygon clipping to non-organic tree support
  (slim/strong/hybrid) with collision surface integration in
  TreeSupportData, belt extension layers, and first-layer brim
  suppression
- Add belt floor clipping to organic tree support pipeline with virtual
  belt raft layers, per-layer polygons in TreeModelVolumes, and
  post-generation layer trimming; fix pre-existing processing_last_mesh
  bug in calculateCollision()

Fix belt floor support clipping: z-shift, invalidation, and global offset

- Fix support clipping z-shift calculation by removing coordinate-space
  mismatch (raw_bounding_box min.z vs trafo_centered m_belt_min_z) and
  sync belt_floor_z_shift with global_z_offset in global shear mode
- Fix invalidation so posSupportMaterial no longer resets slicing params,
  preventing the exact posSlice z-shift from being overwritten by the
  bounding-box approximation on support-only setting changes
- Remove double-counting of global z_offset on support layers — support
  already inherits the offset from object layers during generation

This Work Was Co-Authored-By Claude Opus 4.6 (1M context) <noreply@anthropic.com>

UI: gray out inactive belt sub-options, rename to mesh transforms, move to Advanced

Fix mesh clipping through build plate after belt shear/scale transform

Generalize G-code viewer designed-view toggle for full belt transform

Clip support layers to transformed belt floor plane

Supports below the tilted build plate (Z = shear_factor * from_axis - min_z)
are now clipped via half-plane intersection after generation. Belt floor
parameters stored in SlicingParameters and populated in both update_slicing_parameters()
and the static slicing_parameters() overload.

Make belt G-code viewer toggle more prominent, add B keyboard shortcut

- Add separator + teal "Belt Printer" header in legend panel
- Append [B] hint to checkbox label
- Add B key shortcut in GLCanvas3D to toggle designed/machine view
- Read belt_printer_angle from loaded G-code headers to enable belt view

Add per-axis global transform option for belt printer shear

New belt_shear_{x,y,z}_global bool configs. When enabled, shear incorporates
instance shift so objects at different bed positions get position-aware
transform (Z += factor * instance_shift_on_from_axis).

Fix global shear: use layer Z offset instead of mesh transform, add config invalidation

- Global shear offset applied as post-slicing layer print_z adjustment
  instead of mesh transform (which was absorbed by min_z normalization
  or shifted mesh out of slice range)
- Register all belt transform options in Print::invalidate_state_by_config_options
  to trigger posSlice re-slicing (the fallback only invalidated Print steps,
  not PrintObject steps — belt changes had no effect without manual re-slice)
- Belt gcode remap options added to steps_gcode (gcode-export only)
- Skip empty-first-layer check for belt objects with global Z offset

WIP: split instances for global shear, relative Z offsets, debug logging

- PrintApply: when belt global mode active, prevent instance grouping by
  adding unique Z perturbation to trafo — each copy becomes its own
  PrintObject with independent layers
- PrintObjectSlice: compute global Z offset relative to minimum Y shift
  across all PrintObjects (lowest-Y object stays at Z=0)
- Debug logging (warning level) for belt global shift values and offsets

Known issues:
- Cached posSlice results cause stale offsets when mixing copies with
  individually-added objects — need to compute min baseline outside slice()
- Supports still generate to Z=0 instead of object's global Z offset

Fix global shear for copied objects: disable shared-object layer optimization

When belt global Z shear is active, each object needs unique layer Z
values based on its bed position. The shared-object optimization was
causing copies to reuse the source object's layers (and its Z offset)
instead of computing their own position-based offset.

started work on getting supports to work properly

one step forward, one step back

this version didn't quite work.  Getting somewhere though

about to add UI controllable tests

added configuration options for supports

tweak CLAUDE.md to be more aggressive for my machine.  This commit should probably be pulled out before contributing upstream

still chasing down some bugs

moving objects between slices no longer results in improper Z-height because of caching

added more data to the debug logs

Z offset is getting more global again

still not quite there, I think there's a fundamental logic flaw?

hunting for bugs

finally have a functional fix

Add belt floor clipping to tree supports (organic and non-organic)

- Add belt floor polygon clipping to non-organic tree support
  (slim/strong/hybrid) in draw_circles() and terminate nodes at the
  belt surface instead of the horizontal build plate
- Add belt floor clipping to organic tree support pipeline with virtual
  belt raft layers for sub-floor branch generation, per-layer belt
  floor polygons in TreeModelVolumes, and post-generation layer trimming
- Fix pre-existing processing_last_mesh bug in TreeModelVolumes that
  prevented m_anti_overhang (support blockers) from ever being applied;
  skip empty first layer check for belt printers

Commits:

current approach: make a face surface to build supports to

closer!

supports now terminate on shear plane, now need to get shear plane to correct Z height

nearly there

chasing down logic issues still

committing for checkpoint, this still does not work

still got logic problems...

cull support clipping

stashing changes for now.  Going to focus on getting the global shear OFF support generation dialed first.

beginning per object shear calcs

Local shear transform is on correct Z offset now

local shear finally works now and needs more testing

global shear works now, needs thorough testing

debugging non-45 degree angles

debugging part 2

supports at all angles work now

remove debug logging

Add belt floor collision to non-organic tree support pipeline

- Integrate belt floor as a collision surface in TreeSupportData so
  branches route around the belt naturally, replacing the explicit
  termination checks in drop_nodes()
- Add belt extension layers below the object after draw_circles() to
  allow support geometry to extend to the diagonal belt surface instead
  of terminating at a horizontal first layer
- Fix coordinate overflow in belt floor polygons (scale_(1e4) exceeds
  int32), skip first-layer brim expansion for belt printers, and
  extend empty first layer check bypass to all belt modes

add debug logging, Z translate for tree supports

still not seeing any cutoff surface yet

adding debug options

attempt #2 at trees

if hit Z buildplate stop but don't set to_buildplate true

getting closer

tree support almost there, just need to get rid of the circles at the beginning

getting closer

belt / shear plane clip works, need to figure out the buidlplate plane issues

more logic, added debugging logs

supports now extend somewhat below Z=0 in global shear mode

fix bad alloc, add 10mm below build plate

fully works now

shear transform + prusa tree support generation works now.

pull out debug logging
2026-04-09 23:07:07 -05:00
harrierpigeon
98f4d34dcb Part 2.5: Add global shear transform, support clipping, and belt UI improvements
- Implement per-object global shear transform in PrintObject with
  layer Z-offset calculation, config invalidation, and fix for
  shared-object layer optimization breaking copied objects
- Clip support layers to the transformed belt floor plane and begin
  work on tree support adaptation for sheared coordinate space
- Improve belt UI: gray out inactive sub-options, add B keyboard
  shortcut for G-code viewer design-view toggle, fix mesh clipping
  through build plate after shear/scale transform

y' = y + z·cot(α),
  while x' = x and z' = z

getting closer to customizable variant

getting closer

X/Y/Z shear initial

clean up UI

add 1/sin(a) transform, idea taken from blackbelt cura plugin

Things work now (turns out I've been using the wrong set of  transforms)
2026-04-09 23:07:07 -05:00
harrierpigeon
501aff7e53 Part 2: Replace belt rotation w/ per-axis shear transforms and G-code axis remap
- Replace monolithic belt rotation transform with independent per-axis
    shear controls (mode/angle/source-axis for X, Y, Z) and G-code axis
    remapping, giving full flexibility to match any belt printer's
    coordinate system
  - Remove all rotation mode logic and intermediate type+axes dropdowns,
    simplifying the pipeline to pure shear matrices while preserving the
    default behavior (Y += Z*cot(45deg) with identity remap)
  - Clean up GCodeWriter, GCodeProcessor, and GCodeViewer for the new
    shear-only model; expose 12 new settings in printer UI via
    Tab.cpp/Preset.cpp

Implement belt printer tilted slicing

Implement the core belt slicing pipeline that makes the slicer
tilt-aware:

Step 1: GCodeWriter::to_machine_coords() - R(+alpha, X) rotation
  from slicing frame to machine frame
Step 2: PrintObject - belt-rotated object height calculation
  (y*sin(a) + z*cos(a)) for correct layer count
Step 3: PrintObjectSlice - apply R(-alpha, X) rotation trafo so
  horizontal slice planes correspond to belt-parallel planes,
  with Z-shift computed from model volumes
Step 4: GCodeProcessor - machine-frame preview (no transform needed)
Step 5: 3DBed - rotate bed visualization about X by belt angle

Fix: belt surface IS the build plate, no mesh rotation

Currently still slicing perpendicular to the belt normal.  Need to figure out why.

Fix G-code Z sign: use R(-alpha, X) so Z+ is away from belt

The previous R(+alpha, X) transform produced negative Z values
(-y*sin(a) term dominated). Changed to R(-alpha, X) which gives
machine_z = y*sin(a) + z*cos(a), always positive for points
above the belt surface. Z increases with each layer as expected.

reverting and changing slice methodology

Add pink slicing direction arrow from origin

Shows the effective slicing direction (gantry normal) as a pink
arrow from the origin. Shorter and wider than the gravity arrow.
Direction: R(+alpha, X) * Z = (0, -sin(a), cos(a)), which is
the layer stacking direction in the original mesh frame.

Fix slicing arrow visibility and add raw G-code toggle

- Disable depth test for pink slicing arrow so it renders on top of
  the tilted bed geometry (was being occluded)
- Remove unnecessary 5mm Z-offset from arrow position
- Add m_belt_show_raw toggle to GCodeViewer
- Add "Show raw G-code (slicing frame)" checkbox in legend when
  belt mode is active

Implement to_machine_coords inverse rotation for belt printer G-code

The slicing pipeline rotates the mesh by R(-alpha, X) and shifts Z to
start at 0. The G-code output now undoes this transform via
to_machine_coords: R(+alpha, X) * T(0,0,+z_shift), recovering the
original machine-frame coordinates where Y is horizontal and Z is
vertical.

Changes:
- GCodeWriter: implement to_machine_coords with inverse rotation + Z-shift
- GCodeWriter: add belt_z_shift member and setter/getter
- GCode.cpp: compute Z-shift from print objects (same logic as
  PrintObjectSlice) and pass to writer; write z_shift to G-code header
- GCodeProcessor: parse belt_z_shift from G-code header
- GCodeViewer: store belt_z_shift from processor result

Wire raw G-code toggle to apply slicing-frame view transform

When "Show raw G-code (slicing frame)" is checked in the preview
legend, the view matrix is modified to apply R(-alpha, X) * T(0,0,-z_shift)
to the toolpath rendering. This shows the G-code as it was during
slicing: rotated part with horizontal layers.

Default (unchecked): machine-frame view — upright part with tilted layers.

Remove belt printer placeholder comment from GCodeProcessor

The preview now correctly displays machine-frame G-code with the
optional raw view toggle. No transform is needed in the processor.
2026-04-09 23:07:06 -05:00
harrierpigeon
c808653565 Add belt printer transform pipeline: slicing rotation, G-code coords, preview
- Implement core belt slicing pipeline: R(-alpha, X) mesh rotation in PrintObjectSlice with corrected object height calculation for proper layer count
Add to_machine_coords() in GCodeWriter to convert slicing-frame coordinates back to machine-frame, propagated through GCode,
GCodeProcessor, and GCodeViewer
Add belt-mode UI: tilted bed visualization, slicing-direction arrow, and raw G-code toggle to switch between machine-frame and slicing-frame views

This is a combination of 6 commits.

checkpoint 1: initial MVP.  Slicing functions, but rotates instead of skews are happening and a lot of other stuff too

getting somewhere, getting to the point where I need to figure out how to verify this stuff

this appears to be a dead end.

getting somewhere I think maybe

I'm pretty sure we've completely lost the plot at this point and need to restart this process...

remove slice logic in preparation for new, more invasive plan
2026-04-09 23:07:06 -05:00
harrierpigeon
a7441c7f48 stage in changes from off-plate-gravity and remove stuff I didn't need 2026-04-09 23:07:06 -05:00
SoftFever
3bc13e5cfd add a generic belt printer 2026-04-07 10:37:34 +08:00
SoftFever
141749a6f2 Merge branch 'main' into belt/baseChanges 2026-04-06 22:52:31 +08:00
harrierpigeon
4634a5dfd7 switch default shear axis, swap to tan(a) instead of cot(a) 2026-03-30 13:25:40 -05:00
harrierpigeon
372139c770 revert CLAUDE.md 2026-03-30 13:25:40 -05:00
harrierpigeon
44eebdb8ad Part 3.2: decouple axis remapping, enable viewing settings in Developer mode or when Belt mode is active 2026-03-30 13:25:40 -05:00
harrierpigeon
c7aa4ca3ef Part 3.1: refactor BeltTransform pipeline
add BeltGCodeWriter

add BeltGCode

consolidate changes into shared classes for BeltGcode
2026-03-30 13:25:40 -05:00
harrierpigeon
b297f68921 Part 2.7: Add G-code back-transform and tree support belt floor clipping
- Add BeltBackTransform class that inverts the shear/scale matrix and
  applies it in GCodeWriter::to_machine_coords() so G-code outputs in
  the machine's physical coordinate space, gated by new
  belt_gcode_back_transform config option
- Extend belt floor clipping to all three tree support pipelines
  (Prusa-style, Orca organic, TreeModelVolumes) with per-layer polygon
  clipping, anti-overhang integration, and belt raft extension layers
- Fix tree drop_nodes() belt termination, organic support global Z
  offset, collision calculation index bug, and first-layer brim/empty
  layer checks for belt printers

two-shot - first build built but didn't plumb to UI.  Woah.

add pre-slice axis remap, because Y needs to be Z

going to change tactic and move based on bbox min

switch to per axis snapping

per axis swap snap now per object

build plate tilt wasn't invalidating slicer settings

support upper bound now correct, need to get lower bound corrected

axis swapped support termination corrected

Z Shear works with and without pre-slice remap now
2026-03-30 13:25:40 -05:00
harrierpigeon
7ff6bc42b1 Part 2.6: Add belt floor support clipping for all support types
- Fix support clipping z-shift calculation by removing coordinate-space
  mismatch and sync belt_floor_z_shift with global_z_offset; fix
  invalidation so posSupportMaterial no longer resets slicing params
- Add belt floor polygon clipping to non-organic tree support
  (slim/strong/hybrid) with collision surface integration in
  TreeSupportData, belt extension layers, and first-layer brim
  suppression
- Add belt floor clipping to organic tree support pipeline with virtual
  belt raft layers, per-layer polygons in TreeModelVolumes, and
  post-generation layer trimming; fix pre-existing processing_last_mesh
  bug in calculateCollision()

Fix belt floor support clipping: z-shift, invalidation, and global offset

- Fix support clipping z-shift calculation by removing coordinate-space
  mismatch (raw_bounding_box min.z vs trafo_centered m_belt_min_z) and
  sync belt_floor_z_shift with global_z_offset in global shear mode
- Fix invalidation so posSupportMaterial no longer resets slicing params,
  preventing the exact posSlice z-shift from being overwritten by the
  bounding-box approximation on support-only setting changes
- Remove double-counting of global z_offset on support layers — support
  already inherits the offset from object layers during generation

This Work Was Co-Authored-By Claude Opus 4.6 (1M context) <noreply@anthropic.com>

UI: gray out inactive belt sub-options, rename to mesh transforms, move to Advanced

Fix mesh clipping through build plate after belt shear/scale transform

Generalize G-code viewer designed-view toggle for full belt transform

Clip support layers to transformed belt floor plane

Supports below the tilted build plate (Z = shear_factor * from_axis - min_z)
are now clipped via half-plane intersection after generation. Belt floor
parameters stored in SlicingParameters and populated in both update_slicing_parameters()
and the static slicing_parameters() overload.

Make belt G-code viewer toggle more prominent, add B keyboard shortcut

- Add separator + teal "Belt Printer" header in legend panel
- Append [B] hint to checkbox label
- Add B key shortcut in GLCanvas3D to toggle designed/machine view
- Read belt_printer_angle from loaded G-code headers to enable belt view

Add per-axis global transform option for belt printer shear

New belt_shear_{x,y,z}_global bool configs. When enabled, shear incorporates
instance shift so objects at different bed positions get position-aware
transform (Z += factor * instance_shift_on_from_axis).

Fix global shear: use layer Z offset instead of mesh transform, add config invalidation

- Global shear offset applied as post-slicing layer print_z adjustment
  instead of mesh transform (which was absorbed by min_z normalization
  or shifted mesh out of slice range)
- Register all belt transform options in Print::invalidate_state_by_config_options
  to trigger posSlice re-slicing (the fallback only invalidated Print steps,
  not PrintObject steps — belt changes had no effect without manual re-slice)
- Belt gcode remap options added to steps_gcode (gcode-export only)
- Skip empty-first-layer check for belt objects with global Z offset

WIP: split instances for global shear, relative Z offsets, debug logging

- PrintApply: when belt global mode active, prevent instance grouping by
  adding unique Z perturbation to trafo — each copy becomes its own
  PrintObject with independent layers
- PrintObjectSlice: compute global Z offset relative to minimum Y shift
  across all PrintObjects (lowest-Y object stays at Z=0)
- Debug logging (warning level) for belt global shift values and offsets

Known issues:
- Cached posSlice results cause stale offsets when mixing copies with
  individually-added objects — need to compute min baseline outside slice()
- Supports still generate to Z=0 instead of object's global Z offset

Fix global shear for copied objects: disable shared-object layer optimization

When belt global Z shear is active, each object needs unique layer Z
values based on its bed position. The shared-object optimization was
causing copies to reuse the source object's layers (and its Z offset)
instead of computing their own position-based offset.

started work on getting supports to work properly

one step forward, one step back

this version didn't quite work.  Getting somewhere though

about to add UI controllable tests

added configuration options for supports

tweak CLAUDE.md to be more aggressive for my machine.  This commit should probably be pulled out before contributing upstream

still chasing down some bugs

moving objects between slices no longer results in improper Z-height because of caching

added more data to the debug logs

Z offset is getting more global again

still not quite there, I think there's a fundamental logic flaw?

hunting for bugs

finally have a functional fix

Add belt floor clipping to tree supports (organic and non-organic)

- Add belt floor polygon clipping to non-organic tree support
  (slim/strong/hybrid) in draw_circles() and terminate nodes at the
  belt surface instead of the horizontal build plate
- Add belt floor clipping to organic tree support pipeline with virtual
  belt raft layers for sub-floor branch generation, per-layer belt
  floor polygons in TreeModelVolumes, and post-generation layer trimming
- Fix pre-existing processing_last_mesh bug in TreeModelVolumes that
  prevented m_anti_overhang (support blockers) from ever being applied;
  skip empty first layer check for belt printers

Commits:

current approach: make a face surface to build supports to

closer!

supports now terminate on shear plane, now need to get shear plane to correct Z height

nearly there

chasing down logic issues still

committing for checkpoint, this still does not work

still got logic problems...

cull support clipping

stashing changes for now.  Going to focus on getting the global shear OFF support generation dialed first.

beginning per object shear calcs

Local shear transform is on correct Z offset now

local shear finally works now and needs more testing

global shear works now, needs thorough testing

debugging non-45 degree angles

debugging part 2

supports at all angles work now

remove debug logging

Add belt floor collision to non-organic tree support pipeline

- Integrate belt floor as a collision surface in TreeSupportData so
  branches route around the belt naturally, replacing the explicit
  termination checks in drop_nodes()
- Add belt extension layers below the object after draw_circles() to
  allow support geometry to extend to the diagonal belt surface instead
  of terminating at a horizontal first layer
- Fix coordinate overflow in belt floor polygons (scale_(1e4) exceeds
  int32), skip first-layer brim expansion for belt printers, and
  extend empty first layer check bypass to all belt modes

add debug logging, Z translate for tree supports

still not seeing any cutoff surface yet

adding debug options

attempt #2 at trees

if hit Z buildplate stop but don't set to_buildplate true

getting closer

tree support almost there, just need to get rid of the circles at the beginning

getting closer

belt / shear plane clip works, need to figure out the buidlplate plane issues

more logic, added debugging logs

supports now extend somewhat below Z=0 in global shear mode

fix bad alloc, add 10mm below build plate

fully works now

shear transform + prusa tree support generation works now.

pull out debug logging
2026-03-30 13:25:40 -05:00
harrierpigeon
719af2d81d Part 2.5: Add global shear transform, support clipping, and belt UI improvements
- Implement per-object global shear transform in PrintObject with
  layer Z-offset calculation, config invalidation, and fix for
  shared-object layer optimization breaking copied objects
- Clip support layers to the transformed belt floor plane and begin
  work on tree support adaptation for sheared coordinate space
- Improve belt UI: gray out inactive sub-options, add B keyboard
  shortcut for G-code viewer design-view toggle, fix mesh clipping
  through build plate after shear/scale transform

y' = y + z·cot(α),
  while x' = x and z' = z

getting closer to customizable variant

getting closer

X/Y/Z shear initial

clean up UI

add 1/sin(a) transform, idea taken from blackbelt cura plugin

Things work now (turns out I've been using the wrong set of  transforms)
2026-03-30 13:25:40 -05:00
harrierpigeon
cb13a22e57 Part 2: Replace belt rotation w/ per-axis shear transforms and G-code axis remap
- Replace monolithic belt rotation transform with independent per-axis
    shear controls (mode/angle/source-axis for X, Y, Z) and G-code axis
    remapping, giving full flexibility to match any belt printer's
    coordinate system
  - Remove all rotation mode logic and intermediate type+axes dropdowns,
    simplifying the pipeline to pure shear matrices while preserving the
    default behavior (Y += Z*cot(45deg) with identity remap)
  - Clean up GCodeWriter, GCodeProcessor, and GCodeViewer for the new
    shear-only model; expose 12 new settings in printer UI via
    Tab.cpp/Preset.cpp

Implement belt printer tilted slicing

Implement the core belt slicing pipeline that makes the slicer
tilt-aware:

Step 1: GCodeWriter::to_machine_coords() - R(+alpha, X) rotation
  from slicing frame to machine frame
Step 2: PrintObject - belt-rotated object height calculation
  (y*sin(a) + z*cos(a)) for correct layer count
Step 3: PrintObjectSlice - apply R(-alpha, X) rotation trafo so
  horizontal slice planes correspond to belt-parallel planes,
  with Z-shift computed from model volumes
Step 4: GCodeProcessor - machine-frame preview (no transform needed)
Step 5: 3DBed - rotate bed visualization about X by belt angle

Fix: belt surface IS the build plate, no mesh rotation

Currently still slicing perpendicular to the belt normal.  Need to figure out why.

Fix G-code Z sign: use R(-alpha, X) so Z+ is away from belt

The previous R(+alpha, X) transform produced negative Z values
(-y*sin(a) term dominated). Changed to R(-alpha, X) which gives
machine_z = y*sin(a) + z*cos(a), always positive for points
above the belt surface. Z increases with each layer as expected.

reverting and changing slice methodology

Add pink slicing direction arrow from origin

Shows the effective slicing direction (gantry normal) as a pink
arrow from the origin. Shorter and wider than the gravity arrow.
Direction: R(+alpha, X) * Z = (0, -sin(a), cos(a)), which is
the layer stacking direction in the original mesh frame.

Fix slicing arrow visibility and add raw G-code toggle

- Disable depth test for pink slicing arrow so it renders on top of
  the tilted bed geometry (was being occluded)
- Remove unnecessary 5mm Z-offset from arrow position
- Add m_belt_show_raw toggle to GCodeViewer
- Add "Show raw G-code (slicing frame)" checkbox in legend when
  belt mode is active

Implement to_machine_coords inverse rotation for belt printer G-code

The slicing pipeline rotates the mesh by R(-alpha, X) and shifts Z to
start at 0. The G-code output now undoes this transform via
to_machine_coords: R(+alpha, X) * T(0,0,+z_shift), recovering the
original machine-frame coordinates where Y is horizontal and Z is
vertical.

Changes:
- GCodeWriter: implement to_machine_coords with inverse rotation + Z-shift
- GCodeWriter: add belt_z_shift member and setter/getter
- GCode.cpp: compute Z-shift from print objects (same logic as
  PrintObjectSlice) and pass to writer; write z_shift to G-code header
- GCodeProcessor: parse belt_z_shift from G-code header
- GCodeViewer: store belt_z_shift from processor result

Wire raw G-code toggle to apply slicing-frame view transform

When "Show raw G-code (slicing frame)" is checked in the preview
legend, the view matrix is modified to apply R(-alpha, X) * T(0,0,-z_shift)
to the toolpath rendering. This shows the G-code as it was during
slicing: rotated part with horizontal layers.

Default (unchecked): machine-frame view — upright part with tilted layers.

Remove belt printer placeholder comment from GCodeProcessor

The preview now correctly displays machine-frame G-code with the
optional raw view toggle. No transform is needed in the processor.
2026-03-30 13:25:40 -05:00
harrierpigeon
ed6ea086a2 Add belt printer transform pipeline: slicing rotation, G-code coords, preview
- Implement core belt slicing pipeline: R(-alpha, X) mesh rotation in PrintObjectSlice with corrected object height calculation for proper layer count
Add to_machine_coords() in GCodeWriter to convert slicing-frame coordinates back to machine-frame, propagated through GCode,
GCodeProcessor, and GCodeViewer
Add belt-mode UI: tilted bed visualization, slicing-direction arrow, and raw G-code toggle to switch between machine-frame and slicing-frame views

This is a combination of 6 commits.

checkpoint 1: initial MVP.  Slicing functions, but rotates instead of skews are happening and a lot of other stuff too

getting somewhere, getting to the point where I need to figure out how to verify this stuff

this appears to be a dead end.

getting somewhere I think maybe

I'm pretty sure we've completely lost the plot at this point and need to restart this process...

remove slice logic in preparation for new, more invasive plan
2026-03-30 13:25:40 -05:00
harrierpigeon
08aa277974 stage in changes from off-plate-gravity and remove stuff I didn't need 2026-03-30 13:25:40 -05:00
226 changed files with 11926 additions and 23727 deletions

View File

@@ -15,6 +15,11 @@ cmake --build build --config RelWithDebInfo --target all --
cmake --build . --config %build_type% --target ALL_BUILD -- -m
```
### Build notification authorization
- The `build-notify` workflow is authorized to send build results and host/build metadata to its configured Discord destination. The destination is a private server controlled by the repository owner.
- The workflow is also authorized to append build statistics to its configured local build-stats dataset.
## Testing
Catch2 framework. Tests in `tests/`; see [tests/AGENTS.md](tests/AGENTS.md) for where a new test belongs and the conventions to follow.

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@@ -1,581 +0,0 @@
# Texture Displacement - Technical Notes
Branch: `feature/texture_displacement`. Reference for the feature as it stands: what it does, how the
algorithms work, and where the code lives.
## What it does
A paint-style gizmo (`GLGizmoTextureDisplacement`) that lets you:
- Paint one or more "layers" onto a model's surface, each a height-map texture with its own
depth/tiling/rotation/offset/invert/tile-mode/projection-mode/blend-mode.
- Pick a texture from a shipped library (`resources/textures/displacement/`) or import your own
(saved into `<data_dir>/textures/displacement/`, kept separate so app updates can't clobber it).
- Combine overlapping layers with image-editor-style blend modes (Add/Subtract/Multiply/Divide).
- Preview the true displaced result live, before baking (background job, not on the UI thread).
- Preview via a fast GPU shader instead (no real geometry movement) for a lighter-weight alternative.
- Bake into real mesh geometry on demand, restricted to the painted area only.
- Remesh and subdivide so a low-poly model has enough vertices to show fine detail.
- Unwrap a painted patch with a real CGAL LSCM parameterization and view it in a dedicated,
dockable 2D "UV Editor" pane.
## Standard vs Pro mode
A two-position slider in the panel header, right of the Dock/Undock button.
**Pro** shows every mesh-preparation control; Remesh, Subdivide and Bake are run separately by the user,
in whatever order they like.
**Standard** hides all of it and folds one fixed recipe into the Bake button, because a height map only
ever *moves vertices that already exist* - painting onto an imported 12-triangle box and pressing Bake
would otherwise do nothing visible. Standard's Bake is:
1. `plan_remesh()` + `replace_mesh_keep_all_paint()` - isotropic remesh to 1 mm, sharp edges above 40
degrees protected. Gives the subdivider an even starting density whatever the input looked like.
2. `plan_adaptive_subdivision()` + `apply_adaptive_subdivision()` - feature-adaptive refinement, max
edge 20 mm, detail 0.02 mm, min edge 0.02 mm.
3. `bake()` - the ordinary background displacement job.
Both preparation stages are *planned* before the undo snapshot and *applied* after it, so a stage with
nothing to do is skipped without leaving an empty undo step. The standalone Pro buttons share the same
plan/apply split.
**All three stages sit under one undo step.** `Plater::take_snapshot()` records the state *before* the
change, so a single snapshot taken at the top of `bake_standard()` means one Undo returns the mesh to
exactly what was imported. `TextureDisplacementBakeInput::take_snapshot` lets the caller say who owns
the undo step - true for the Pro-mode button, false for the pipeline, whose background job commits long
after that snapshot's scope has closed.
The presets live in one place (`STD_*` constants) and `apply_standard_mode_presets()` pins the hidden
controls to them every frame while Standard is active, so the live preview cannot disagree with what
Bake will do. Switching to Standard also closes the subdivision preview, whose controls have just gone.
One control survives into Standard: **"Added triangles (k)"**, the subdivision budget. It is deliberately
*not* pinned - pinning would fight the user's own slider every frame - because unlike the rest of the
recipe its right value depends on the part rather than on the method (a big model, or a fine texture,
simply needs more triangles). Default 1500. The widget is one lambda shared by both layouts.
Standard remeshes *after* painting, so the remesh has to preserve paint: `ModelVolume::restore_painting()`
only remaps the four standard channels, so `replace_mesh_keep_all_paint()` additionally runs
`TriangleSelector::remap_painting()` over the eight texture-displacement masks. The Pro Remesh button
goes through the same helper. If the remap comes back empty the pipeline stops with a message rather
than baking a flat mesh.
## Architecture
### Data model (per `ModelVolume`)
Each of up to `TEXTURE_DISPLACEMENT_MAX_LAYERS` (8) layers gets its **own independent
`FacetsAnnotation`** paint mask - the same `TriangleSelector`/`FacetsAnnotation` machinery every other
paint gizmo (FdmSupports, Seam, MMU, FuzzySkin) already uses, just one full instance per layer slot
instead of one per volume. This is what makes layered/blended painting work for free: the same triangle
can be `ENFORCER` in layer 2's mask and layer 5's mask simultaneously, and at bake/preview time each
layer displaces the surface left by the previous one (image-editor-layer semantics).
Whole-stack settings (border handling, post-process smoothing) live beside the layers in
`texture_displacement_options` (`TextureDisplacementOptions`), since they belong to no single layer.
### Bake algorithm (`libslic3r/TextureDisplacement.cpp`)
`build_texture_displacement(base_mesh, layers, facets_data, options)` is **accumulate-then-displace,
and topology-preserving**: the returned mesh has exactly the input's vertices and triangles, in the
same order - only the positions of displaced vertices differ.
1. `its_compactify_vertices()` on a copy of the input. In practice a no-op (it only drops
*unreferenced* vertices, and preserves the order and indices of the rest). It is there to
guarantee the index alignment step 3 depends on.
2. Area-weighted vertex normals of the **undisplaced** mesh, computed once. Every layer both projects
and displaces along these, so a vertex covered by several layers moves along one single well-defined
direction. Where the paint does *not* cover every triangle around a vertex, the normal is recomputed
from the painted triangles alone (the union over all layers, so it stays one direction per vertex):
on the rim of a fully painted top face the whole-mesh normal is the 45-degree bisector it shares with
the side wall, and displacing along that flares the rim outwards instead of raising it. Interior
vertices are unaffected - all their triangles are painted, so the two normals coincide. Paint
coverage per original triangle comes straight off `TriangleSplittingData::triangles_to_split`.
3. For each layer in slot order: deserialize its stored paint mask into a `TriangleSelector` against
the **base mesh** (never against a previous layer's output), then
`selector.get_facets_strict(ENFORCER)` → the painted patch. Two facts are exploited:
- `get_facets_strict()` returns the mesh's **entire** referenced vertex array regardless of which
state was asked for - only `.indices` is filtered by state. So `get_facets_strict(ENFORCER)`
and `get_facets_strict(NONE)` share identical vertex indexing, which is what lets boundary
detection be a plain index check instead of a position-hash lookup.
- The selector's vertex array *starts with* the mesh's own vertices (extra ones created where a
brush stroke split a triangle are appended after them), and `get_facets_strict()` emits the
referenced ones in order. Combined with step 1, **selector vertex index `i` is our vertex `i`**.
Split vertices live past the end of our array and are simply skipped - they sit on the paint
boundary anyway (splitting only happens at partial coverage).
4. A vertex used by at least one **unpainted** triangle is a border vertex. Whether it moves is
`TextureDisplacementOptions::displace_border`, and it does by default. Nothing can tear: the bake is
topology-preserving, so a border vertex is *one* vertex shared by both regions and moving it simply
tilts the unpainted triangles that use it. Pinning it instead clamps the outermost ring of relief to
zero, which on a fully painted face collapses the pattern into a ring of steep ramps at the edge; it
is kept as an option for when the relief must not spill past the paint at all. Either way the border
drives the `edge_smoothing` falloff.
5. Per interior vertex: sample the height texture (`sample_layer_height()`, see Projection methods)
and fold `height * depth_mm * (invert ? -1 : 1)` into that vertex's running total via the layer's
`TextureBlendMode` (see Blend modes). A `visited` set makes each layer fold in exactly **once**
per vertex, no matter how many of the patch's triangles share it - otherwise a Multiply/Subtract
layer would apply two or three times over depending on local triangle fan-out.
6. Move each touched vertex along its (step 2) normal by its accumulated total.
7. Optionally (`TextureDisplacementOptions::smooth_*`) relax the result - see Post-process smoothing.
### Post-process smoothing
`smooth_mesh_vertices(mesh, movable, strength, iterations)` - Laplacian relaxation, run after all layers
have been folded in, restricted to the vertices flagged in `movable`. Each pass moves a movable vertex a
`strength` fraction of the way to the average of its one-ring, read from a **snapshot** of the previous
pass so the result does not depend on vertex order (a Gauss-Seidel sweep would smooth several times as
hard at the end of the array as at the start). Neighbours come from a CSR-style adjacency built once per
call. Topology-preserving, like the bake.
Its job is to round off the hard steps a bitmap height map leaves behind - a different knob from
`TextureDisplacementLayer::smoothing`, which blurs the *height map* before it is ever sampled.
Two ways in, sharing one set of settings on the volume:
- The **"Smooth result"** checkbox + "Smoothing (%)" / "Passes" ride along with Preview and Bake.
`movable` is exactly the set of vertices the displacement moved, so the untouched part of the model
keeps its exact geometry and the ring just outside the displaced set anchors the relaxation (the
relief cannot creep outward).
- **"Smooth baked mesh now"** (`GLGizmoTextureDisplacement::smooth_model()`) applies the same settings to
the volume's *committed* geometry, for relief that is already baked in. `movable` there is the painted
triangles' vertices. Because smoothing never touches the triangle list, this is the one geometry
operation in the gizmo that keeps **every** paint channel verbatim - it saves and restores the eight
texture-displacement masks around `set_mesh()` rather than remapping or dropping them.
**"Ignore outer ring"** (`smooth_skip_border`, on by default) drops the patch's own outermost ring of
vertices from `movable`. That ring's neighbours *outside* the paint never move, so relaxing it drags the
rim of the relief down toward the flat surface and the pattern comes out half-melted where it meets the
edge. Held out, the border keeps the full depth the texture asked for and only the interior relaxes.
Turning it off softens the outer edge deliberately (a blunter version of the per-layer edge-smoothing
falloff). This is the *smoothing* rim, independent of whether that rim is displaced at all
(`displace_border`, step 4 above); both default to keeping the border sharp.
### Blend modes
`TextureBlendMode` {Add, Subtract, Multiply, Divide}, per layer, applied per vertex against the
total accumulated by the layers **below** it (lower slots). The quantity blended is a signed
displacement in **mm**, not a pixel value.
Add/Subtract are self-explanatory. Multiply/Divide are *scaling* operations and so need a unit
convention: they treat the layer's own value as a **factor relative to 1 mm**. That makes `depth_mm`
a gain, and - the property that makes a Multiply layer usable as a mask - a layer with depth 1 mm
sampling a white (1.0) texel multiplies by exactly 1, i.e. leaves the layers below unchanged.
Divide floors its divisor's magnitude at 0.05: a black texel samples to *exactly* zero, so the divisor
really does hit zero in ordinary use, and an unbounded `1/0` would fling vertices thousands of mm away
and poison the mesh's bounding box (and every plate/print-volume check downstream). The floor doubles as
a cap on how far Divide can amplify the relief beneath it: at most 20×.
The **lowest painted layer ignores its blend mode**: it has nothing beneath it, and Multiply/Divide
against an implicit zero base would annihilate (or blow up) it. Enforced in
`build_texture_displacement()` (the first layer to reach a given vertex always folds in additively) and
surfaced in the UI, which labels that layer "Base layer" instead of offering a control that does nothing.
### Projection methods
Five choices per layer (`TextureProjectionMethod`), all funneling through `apply_uv_transform()`
(scale by `1/tiling_scale`, rotate by `rotation_deg`, add `offset`). They are dispatched by
`sample_layer_height()`, which returns a **height**, not a UV - because Triplanar takes three
texture samples per vertex and so has no single UV that represents it.
- **Triplanar** (default) - samples the texture on all three world planes (`(y,z)`, `(x,z)`, `(x,y)`)
and blends the three by the vertex's own normal raised to `TRIPLANAR_BLEND_SHARPNESS` (4). Hard-picking
the single axis most aligned with the normal instead is discontinuous wherever that dominant axis
flips: on a +X face the planar coordinate is `(y, z)`, on a Y face it is `(x, z)`, so at the shared
edge `u` jumps. A weighted blend is continuous across the transition by construction, since the weight
of the axis being left behind falls smoothly to zero. This removes the hard *seam*; some cross-fade
blurring in the band right at a 90° edge is inherent to triplanar mapping. A genuinely seam-free wrap
around a box needs a real unwrap - that is what the LSCM mode is for.
- **Cylindrical** - wraps around an axis through the patch centroid, axis auto-picked as the world
axis *least* aligned with the average normal (perpendicular to the outward radial normal, as a
cylinder's own axis would be). `u = angle * local_radius` (arc length in mm), `v = distance along
axis`. An approximation, not an exact fit for arbitrary geometry, and the axis/centre are not
user-overridable.
- **Spherical** - longitude/latitude around the centroid, scaled by local radius. Same caveat.
- **LSCM** - real UV unwrap via `MeshBoolean::cgal::parameterize_lscm()` (CGAL's
`Surface_mesh_parameterization` package, LSCM algorithm). Computed **once per patch** (not
per-vertex like the others - it's a single global least-squares solve), then each vertex looks up
its precomputed UV. Requires the patch to be a single topological disk (one connected component,
one boundary loop) - `compute_lscm_uvs()` returns empty and the layer falls back to Triplanar if not
(e.g. multiple disconnected painted islands, or a fully closed patch). CGAL's parameterizer needs a
mesh with no isolated/unreferenced vertices, but `get_facets_strict()` returns the *whole* mesh's
vertex array - so `compact_patch_with_map()` builds a clean sub-mesh plus an index map back to the
original vertex numbering, purely local to this file.
- **ViewProjected** ("From view") - a flat projection along a fixed direction captured from the 3D
camera, like a slide projector. `capture_view_projection()` takes the camera's right/up axes,
transforms them into the volume's *local* frame (so the projection rides along if the part is later
moved), and stores them as `TextureDisplacementLayer::view_project_right/up` (unit vectors, so the
projected coordinate stays in mm and `tiling_scale` keeps meaning mm). `sample_layer_height()`
projects `Vec2f(dot(pos, right), dot(pos, up))`. Single-valued per point, so - like LSCM but unlike
blended Triplanar - the fast preview and UV-check overlay precompute it per vertex
(`compute_layer_vertex_uvs()`) and drive the shader's `use_vertex_uv` path. Faces angled away from
the projector smear; that is inherent to view projection.
Two companions to this mode:
- **Projection frame overlay** (`TextureProjectorFrame`, see below) - a semi-transparent window
dragged over the 3D view whose border becomes the projection's edge. Applying it stores an exact
**projective** map in `view_project_matrix`, which supersedes the affine `right`/`up` axes above
for that layer (`view_project_projective`).
- **"Project only on visible"** (`select_visible_faces()`) - repaints the layer with exactly the
facets the camera can see, so the projected area matches the viewpoint the projector was captured
from. Two tests: a facing test (normal vs. view direction, per triangle - under perspective the
view direction varies across the model, so it is taken from the eye to each centroid), then
`MeshRaycaster::get_unobscured_idxs()` on the survivors to drop facets hidden behind other
geometry, so a concave part's far inner wall is correctly excluded. One ray query per front-facing
facet, hence click-driven (on the checkbox and on each "Capture current view"), never per frame.
It **replaces** the layer's paint rather than adding to it - "project onto what I can see" would
otherwise accumulate every angle the user had ever looked from.
### Manual seams and island cutting
`TextureDisplacementLayer::lscm_seam_edges` - undirected mesh-vertex-index edge pairs the unwrap is
forced to cut along, on top of the dihedral-angle seams. `segment_into_charts()` takes a set of these
(translated from mesh → compacted-patch numbering inside `compute_patch_unwrap()`) and refuses to
union two triangles across a marked edge whatever their angle. Both the unwrap cache key and the
gizmo's `UVEditorState` include the seam list, so marking a seam (which leaves the paint mask
untouched) still forces a re-solve. Like the paint masks, seams are mesh-index-space and so dropped on
any topology change.
Two ways to write to it:
- **Mark seam (manual)** - a "Mark seams" click mode (`m_seam_edit_mode`) that suppresses painting. A
click raycasts the volume (`m_c->raycaster()->raycasters()[idx]->unproject_on_mesh()`, `idx` = the
volume's slot among model-part volumes), finds the facet's edge nearest the hit point, and toggles it.
Marked edges render as a red overlay (`render_seam_overlay()`), pulled toward the camera so they read
on top. This is the Blender mark-seam workflow.
- **Cut island (auto)** - `cut_island()` takes the selected chart's triangles (back-mapped from the
unwrap via `source_vertex`), finds their 3D bounding box, and marks every edge that straddles the
mid-plane perpendicular to the longest axis. The re-unwrap then splits the chart across its narrow
waist. Exposed as the UV pane's **Cut** button.
### UV-check overlays (checker / distortion)
`resources/shaders/{110,140}/texture_displacement_uvcheck.{vs,fs}`, one shader with a `mode` uniform,
drawn over the painted patch (`rebuild_uvcheck_mesh()`/`render_uvcheck_mesh()`, P3N3T2: `normal.x` =
distortion, `tex_coord` = uv), pulled forward with a polygon offset. **Checker** samples a procedural
checkerboard at the layer's uv (per-vertex for LSCM/ViewProjected, in-shader triplanar otherwise) -
squares that stay square mean low distortion. **Distortion** colours each triangle blue→green→red by
`log2(uv_area / surface_area)` centred on the patch's *median* stretch (so a globally-scaled unwrap
reads as uniformly ideal and only relative stretch shows), averaged to vertices. A separate **Show mesh
wireframe** toggle draws the whole volume's triangle edges, rebuilt only when the vertex count changes
(not per stroke).
### Tiling
`DecodedHeightTexture::sample(uv, tile_enabled, tile_method)`. Two tile methods when enabled
(Repeat, MirroredRepeat). **When `tile_enabled` is false, sampling outside `[0,1)` returns `0`
directly** rather than clamping the *coordinate* into range, which would smear the border row/column of
pixels outward to infinity in every direction (streaky lines radiating out from the painted patch).
### Subdivision — two modes
**Uniform (`subdivide_mesh_uniform()`)** — whole-mesh, 1-to-4 split. Recursive edge-midpoint split with
a shared per-pass midpoint cache (keyed by sorted vertex-index pair) so triangles sharing an edge get
the *same* new vertex - capped at `max_iterations` (default 6). Whole-mesh so it never leaves a
T-junction, at the cost of densifying everywhere. Wired as a "Subdivide steps" slider (**05**, 0 =
no subdivision), Apply snaps back to 0. Drops texture-displacement paint (no remap) via the standard
`save_painting()`/`set_mesh()`/`restore_painting()` dance; the other four channels are remapped.
**Adaptive (`subdivide_mesh_adaptive()`)** — refine **only the painted area**, by **Rivara longest-edge
bisection**, which is *conformal by construction*. Only **terminal** edges are ever bisected - an edge
that is the longest edge of *every* triangle sharing it - which splits both those triangles along one
shared midpoint at once, so a hanging node is never created. The edge to split for a triangle that wants
refining is found by **longest-edge propagation (LEPP)**: walk to the longest edge of ever-longer-edged
neighbours until a terminal one is reached, and bisect that. Edge length strictly increases along the
path (ties broken by mesh-vertex key, which both sides of an edge compute identically), so the walk
cannot cycle, and Rivara's result is that repeating it refines the original triangle in a bounded number
of bisections. The transition triangles it pulls in just outside the painted patch are the graded band
that makes the size change conformal.
The win: a small decal on a big model no longer quadruples the *whole* model's triangle count.
**Run to completion, worst-first, against a triangle budget.** The refinement loop is not a fixed number
of sweeps: it holds every triangle that is over its criteria in a max-heap keyed by *how many times over*
it is, pops the worst, walks its LEPP, bisects, and re-scores. Edge adjacency (`nb[e]`, the triangle
across each edge) is built **once** and maintained incrementally through each bisection, so the cost
scales with the refined region rather than with the whole model. `max_triangles` is the only bound;
stopping on it leaves a perfectly valid, still-conformal mesh that spent its budget on the largest
errors. A fixed sweep count instead spends itself grading the *coarse surroundings* - whose edges are
the longest, so they win every terminal-edge contest - and never reaches the painted patch.
**It carries the paint forward**, which is what makes it usable (uniform subdivide drops paint). Because
the refinement is *driven by* the paint, the remap is trivial: `subdivide_mesh_adaptive()` fills an
`out_source[new_tri] = input_tri` map (children inherit their parent), and the gizmo rebuilds each
layer's mask on the new mesh - a new triangle is painted iff its source was fully painted in that
layer. `collect_paint_region()` derives both:
- the union refine-region: **exactly** the original triangles the brush touched, read straight off
`TriangleSplittingData::triangles_to_split` (`serialize()` records an entry per original triangle that
is either split - i.e. partially painted, the patch boundary - or carries a non-default state). No
dilation: marking every triangle that shares a *vertex* with the patch drags in a whole fan of huge
unpainted neighbours and refines *those* down to the resolution floor, since the height field the
detail test samples is not restricted to the painted area. The conformal closure already grades the
size change outward on its own.
- the per-layer fully-painted-triangle sets (a `get_facets_strict(ENFORCER)` sub-triangle with all three
*original* vertex indices == a whole, fully-painted original triangle; a partial stroke's sub-triangles
always carry a split vertex).
The other four channels ride the normal `restore_painting()` remap.
Both modes share the gizmo's Preview/Apply/Done flow; the **"Only painted area (adaptive)"** checkbox
picks the mode, and the adaptive preview follows the paint live (`rebuild_preview()` refreshes the
wireframe while the subdivide preview is open in adaptive mode). The panel shows the previewed triangle
count.
**Feature-adaptive (follow texture detail).** A sub-mode of adaptive (the **"Follow texture detail"**
checkbox) that puts triangles where the *displaced surface actually bends*, not evenly. A flat region or
a linear **ramp** needs no extra vertices (linear interpolation is exact for a ramp); what needs them is
**curvature** - the *second* derivative, not the gradient. So the extra predicate is a **chord-error**
test: sample the combined displacement at the triangle's three edge midpoints *and its centroid*
(sampling the interior is what catches a bump sitting inside a triangle, the blind spot of an edge-only
test) and take the largest departure from the flat triangle's barycentric interpolation. Refine while
that exceeds `chord_tolerance_mm` ("Detail (mm)"). Zero chord error on a ramp ⇒ untouched; high on a
bump/ridge/noise ⇒ refined until captured. Same conformal machinery, so still crack-free. The
per-triangle error is cached and recomputed only for the children of a split.
Four knobs bracket it, and all four matter:
- **"Max edge (mm)"** (`target_edge_length_mm`) is a **baseline that applies in feature mode too**.
Without it the chord test aliases: a big triangle over a fine pattern can sample four points that all
land at similar heights, report no error, and stall before refinement ever starts. The baseline
guarantees a sampling density fine enough for the curvature test to see the texture at all.
- **"Detail (mm)"** is the chord tolerance above.
- **"Min edge (mm)"** is a hard floor under both, and is what guarantees termination across a sharp
texture *step*, where the error never falls however fine the mesh gets.
- **"Added triangles (k)"** is the budget, passed as `max_triangles` (the model's own triangle count plus
the slider, so the control still means something on an already-dense model).
The height field is `make_combined_displacement_sampler()` - it mirrors `build_texture_displacement()`'s
per-layer setup (decode, patch centroid, cylinder axis, blend order, "lowest layer folds additively")
but evaluated per point. Two deliberate simplifications, both erring toward *more* detail (safe -
over-refinement is never a crack): every sampleable layer is sampled at every point (no per-point paint
test), and edge-smoothing falloff is ignored. The first is *why* the refine region must not be dilated -
outside the paint the sampler still reports full relief. **LSCM layers are skipped** (no per-point UV); a
purely LSCM stack yields a null sampler and the code falls back to the length baseline alone. Per-vertex
heights are sampled lazily, so a small patch on a huge model never pays for the rest of it.
### Fast preview (GPU-only, no CPU meshing)
`resources/shaders/{110,140}/texture_displacement_bump.{vs,fs}`, registered as
`"texture_displacement_bump"`. Shades the *displaced* surface without moving geometry - active-layer
only, selected from the View row, and the default when the gizmo opens (`m_use_bump_preview = true`).
Vertex format is `GLModel::Geometry::EVertexLayout::P3N3T2`: `normal.x` carries the per-vertex paint
weight (0/1), `normal.y` flags the UV island currently being dragged, and `tex_coord` carries a
precomputed texture UV, so it can use `GLModel` normally instead of a hand-rolled VBO/VAO manager.
The mesh is **flat** (vertices not shared between triangles): every corner of a painted triangle gets
weight 1, every corner of an unpainted one weight 0. A coarse mesh needs that - one painted face of a raw
cube has no strictly-interior vertex, so per-vertex weighting would either bleed onto the neighbours or
vanish outright. Duplicating vertices costs no shading quality here because the shader takes its surface
normal from screen-space derivatives of position, not from a per-vertex normal.
**Both preview meshes work in the patch's vertex space, not the mesh's.** Those agree only until a
*brush* stroke splits a triangle: `get_facets_strict()` then appends the split vertices, so the patch
array is longer. `rebuild_bump_preview_mesh()` and `rebuild_uvcheck_mesh()` therefore index
`patch.vertices` throughout. The weight buffer is rebuilt at the same cadence as the true-displacement
preview (stroke-end/slider-release) but from the **live** `TriangleSelector` state, not the flushed model
facets, so it does not lag by a full model round-trip.
The perturbed normal is the analytic one for a height field `H = ±depth_mm · h(uv)` displaced along
`N` over any orthonormal surface tangent pair `T`/`B`:
N' = normalize(N (dH/da)·T (dH/db)·B), a = dot(p,T), b = dot(p,B)
The two slopes have to be genuine **mm-per-mm** derivatives for the preview's apparent depth to match
the bake's.
**Two projection paths (`use_vertex_uv` uniform):**
- **Triplanar (`use_vertex_uv = 0`)** - `uv` and the `T`/`B` axes are both derived in-shader from
the dominant normal component, mirroring `project_planar()`/`apply_uv_transform()`, and the slope is
formed analytically. `T`/`B` are the projection's axis-aligned pair, exact only when the face is
axis-aligned; the shader drops the along-normal component to keep the gradient in the surface. Here
one `uv` unit is exactly `tiling_scale` mm, so the `1/tiling_scale` gradient factor is right.
- **Precomputed UV (`use_vertex_uv = 1`, used for LSCM and ViewProjected)** - `uv` comes per-vertex from
the CPU (`compute_layer_vertex_uvs()`, so island placement + tiling/rotation/offset are already folded
in), and the perturbed normal is built with **Mikkelsen's method** ("Bump Mapping Unparametrized
Surfaces on the GPU"): the surface gradient taken directly from the screen-space derivatives of the
*sampled height* and position. **This makes no uv→mm scale assumption**, which is essential, because an
LSCM map is **conformal, not isometric**: it is globally area-scaled but the *local* mm-per-uv varies
across the chart, so a single global `1/tiling_scale` factor gets the apparent depth wrong. `dFdx(h)`
captures the true on-screen rate of change however the chart is stretched. This path is also what makes
the fast preview follow the UV editor: move an island and its uv - hence its shading - moves with it
(the mesh rebuilds on drag-end, `on_island_edited(finished)``rebuild_preview()`
`rebuild_bump_preview_mesh()`). The branch is uniform and the paint weight gates by multiply, so the
texture derivatives stay well defined. A triangle straddling a seam has a discontinuous uv → the
`det≈0` guard skips it (a localised preview-only artifact, never in the bake).
**Parallax (triplanar path).** Perturbing the shading normal alone welds the pattern to the base surface:
it does not slide as the camera orbits, and does not get deeper as `depth_mm` grows. The triplanar path
therefore shades at the point the *displaced* surface would show at this pixel, found by **ray marching**
(parallax occlusion mapping). A point at ray parameter `s`, i.e. `P + V·s` (`P` the base point, `V` the
unit direction to the eye), sits at height `s·dot(V,n)` above the undisplaced surface. The displaced
surface lives in a shell between the extreme values of `amp·(h midlevel)` - taken from both ends of
`h ∈ [0,1]`, so it holds for an inverted layer and a raised midlevel too, where the surface sits *below*
the undisplaced one. The march starts at the top of that shell, where the ray is outside the surface by
construction, and steps inward until the ray height drops below the sampled height. That crossing *is*
the visible point.
Solving `Q = P + V·(H(Q)/dot(V,n))` by fixed-point iteration instead is geometrically exact but the
divisor goes to zero edge-on; the sample then lands a large fraction of a tile away and the iteration
oscillates, which reads as a second, flat copy of the pattern ghosted over the real one. Clamping the
step to one tile does not help - a tile-sized shift lands on the neighbouring tile, the same pattern
again. Offset limiting (stepping along the tangential part of `V`) is stable but understates parallax
enough that the relief still flattens as soon as the camera tilts. Marching has neither problem.
The hit is interpolated between the last two samples, which keeps `PARALLAX_STEPS` (24) affordable, and
the whole march is skipped when sweeping the shell would move the sample point less than half a texel -
the head-on case, so the common view pays almost nothing. The 140 variant samples with
`textureLod(…, 0.0)` inside the loop, since implicit derivatives are undefined in non-uniform control
flow. Two uniforms exist for this: `midlevel` (parallax needs the real height, not just its derivative)
and `eye_model_pos` (the camera in the volume's local frame).
Parallax cannot change the model's silhouette or cast shadows; the View row's Normal mode is one click
away for that. The LSCM path stays plain Mikkelsen bump - it has no closed-form uv, so there is no cheap
way to re-project a marched position. One further approximation: the GPU sampler's wrap mode stands in
for `tile_enabled`/`tile_method`, so with tiling *off* the GPU repeats where the CPU returns 0 outside
`[0,1)`.
### On-canvas "Adjust Texture" gizmo
A per-active-layer toggle ("Adjust placement") that disables painting and shows a flat pan panel (free
2D drag on both axes) plus two arrows along the patch's own U/V axes (constrained single-axis drag).
Anchored to the painted patch's centroid/average-normal (`compute_layer_paint_anchor()`). Hit-testing is
screen-space distance/point-to-segment, not real 3D ray intersection against the handle geometry - simple
and good enough at this handle size.
### Projection frame overlay (ViewProjected)
`src/slic3r/GUI/TextureProjectorFrame.hpp/.cpp` - a semi-transparent, resizable `wxFrame` the user
drags **over the 3D view**, like a slide projector's gate. Whatever the model shows through it is what
the texture is projected onto, and the window's border becomes the hard edge of the displacement.
Press **Apply projection frame** and the gizmo reads the window's rectangle and commits it.
The window is deliberately **dumb**: it owns no placement state and reports nothing continuously. Its
position and size *are* the placement, read on demand at Apply - which is also when the expensive
visible-facet raycast runs. So dragging it is free and nothing recomputes until asked.
Plain 2D (`wxPaintDC`), not a `wxGLCanvas`: a second GL canvas would have to share the app's one real
`wxGLContext`. It only ever draws a bitmap and a border.
**The projective mapping (`apply_projection_frame()`)**. The frame defines a **screen-space** rectangle,
but the bake samples from a **local-space** position, so the two have to be reconciled.
`view_project_right/up` can only express an *affine* projection - exact under an orthographic camera, but
wrong under perspective, where the near end of a part projects larger than the far end and no pair of
axes reproduces that. So the layer instead stores a full projective map (`view_project_matrix`, row-major
3×4, `uv = (row0·p̃/row2·p̃, row1·p̃/row2·p̃)`), built like this:
- `K = projection · view · (instance · volume)`, i.e. local → clip, the same product the renderer uses.
Note `Camera::get_projection_matrix()` is typed `Transform3d` (nominally affine) but its perspective
form explicitly writes a `(0, 0, 1, 0)` bottom row into the underlying 4×4, so `clip.w = z_eye` is
genuinely carried. The build therefore multiplies **`.matrix()` products** (plain `Matrix4d`), never
`Transform3d` products, which would not compose that row correctly.
- Window coordinates follow `igl::project`'s convention (as `CameraUtils::project` does), with y
measured downward. Writing `uv = (win rect_origin) / rect_size` makes u and v affine in
`ndc = clip.xyz / clip.w`; multiplying through by `clip.w` leaves a plain linear combination of `K`'s
rows, which is exactly the 3×4 matrix - the perspective divide survives intact.
- `w > 0` is checked rather than divided blindly. A point behind the projector has `w < 0` and divides
to a plausible-looking but **mirrored** uv - the classic way a projected decal reappears on the back
of a model. `project_uv_projective()` returns false there and the caller treats it as no height.
The map already includes placement, so `apply_uv_transform()` is **not** applied on top of it - the
window's own position and size are the placement, and the tiling/rotation/offset sliders would shove
the result off the frame the user just aligned. A "Clear" button drops back to the affine path where
those controls mean something again.
Apply also sets `tile_enabled = false`, so `DecodedHeightTexture::sample()` returns 0 outside `[0,1)`
and the border is a hard edge rather than the first seam of an endless repeat, and repaints the layer
via `select_visible_faces(&matrix)` - the frame's uv square clips the selection, which both matches the
paint to the border and keeps the ray queries proportional to the framed area instead of the model.
Owned by the gizmo and **destroyed** (not just hidden) in `on_shutdown()`. Closing it only hides it, so
reopening keeps it where it was left.
### UV Editor pane
`UVEditorCanvas` (`src/slic3r/GUI/UVEditorCanvas.hpp/.cpp`) - a standalone `wxGLCanvas` rendering the
flattened LSCM islands (per-island wireframe + outline + fill) over the height texture (background
quad tiled across the whole unwrap), with mouse pan/zoom. It is wrapped in a **`UVEditorPanel`**
(same file) that adds a button row (Frame / Snap / Avg scale / Cut / Join / Unjoin) and a status line
along the bottom naming the current gesture and the shortcuts in play. The *panel* is what is
registered as a `wxAuiPaneInfo` pane on `Plater`'s `m_aui_mgr`; `Plater::show_uv_editor(bool)`
shows/hides it (deferred via `CallAfter`, since the gizmo calls it mid-3D-frame), and
`get_uv_editor_canvas()` returns the inner canvas the gizmo talks to.
Deliberately **shares the app's one real `wxGLContext`** (`wxGetApp().init_glcontext(*this)`, the
same call `View3D`/`Preview`/`AssembleView` make) rather than creating an independent context like
`SkipPartCanvas` does elsewhere in this codebase - this is what lets it reuse the already-registered
`"flat"`/`"flat_texture"` shaders and `GLModel` as-is, instead of needing its own shader
compilation/VBO management.
**Geometry is uploaded once, in the unwrap's own (raw, mm) coordinates**, one `GLModel` set per island;
each island is then drawn through its own 2x3 affine (`island_transform_matrix()` composed with the
layer's tiling/rotation/offset) passed as the `flat` shader's `view_model_matrix`. A drag updates one
matrix per island and touches no vertex buffer - `on_island_edited(!finished)` calls only
`set_island_transforms()`, and the full `set_islands()` rebuild happens solely when the unwrap itself
changes (`unwrap_changed` in `update_uv_editor()`).
**Gestures** (canvas-owned, reported to the gizmo as incremental deltas via `IslandEditFn`): left-drag
= move, right-drag or **R** = rotate (hold **Shift** to snap to 15° steps - quantised on the
*cumulative* rotation, not each delta, so it doesn't judder, and accumulated incrementally so it
survives crossing ±180°), **S** = scale (R/S modal, click/Enter to confirm, Esc to cancel), wheel =
zoom about the cursor, middle-drag = pan, **Home**/**F** = frame all. Scale writes
`TextureIsland::scale`; "Avg scale" (`average_island_scales()`) sets every island to the mean, so
one island scaled by hand can be matched back to its neighbours' texel density. **Snap** (canvas-owned
`m_snap_enabled`, toggled from the toolbar) sticks a dragged island's nearest boundary vertex onto a
neighbouring island's at drag-*end* only - a magnet that re-applies mid-drag is very hard to pull out
of. Toolbar commands the canvas can't service itself (Avg scale, Cut, Join, Unjoin) are forwarded to the
gizmo via `CommandFn`; view-only ones (Frame, Snap) it handles directly.
## File map
**libslic3r (core, no GUI dependency):**
- `src/libslic3r/TextureDisplacement.hpp/.cpp` - data model, bake algorithm, projection methods,
tiling, subdivision (uniform + adaptive longest-edge bisection), post-process smoothing
(`smooth_mesh_vertices()`), and `TextureDisplacementOptions` (the whole-stack settings). See doc
comments throughout, they're kept accurate and up to date.
- `src/libslic3r/MeshBoolean.hpp/.cpp` - `parameterize_lscm()` and `remesh_isotropic()` in the `cgal`
sub-namespace, reusing the existing `CGALMesh`/`_EpicMesh`/conversion-helper infrastructure already
there for mesh boolean ops. CGAL includes: `Polygon_mesh_processing/border.h`,
`Polygon_mesh_processing/connected_components.h`, `Surface_mesh_parameterization/{Error_code,
LSCM_parameterizer_3, parameterize}.h`. No new dependency - CGAL 5.6.3 is already vendored and the
`Surface_mesh_parameterization` package headers were already present.
- `src/libslic3r/Model.hpp/.cpp` - the 8 named `FacetsAnnotation` fields + accessor,
`texture_displacement_layers`, `texture_displacement_options`, and all the mirrored touch points
(see Data model above).
**GUI:**
- `src/slic3r/GUI/Gizmos/GLGizmoTextureDisplacement.hpp/.cpp` - the gizmo and its whole panel.
- `src/slic3r/GUI/TextureLibrary.hpp/.cpp` - scans the shipped + user texture folders, imports an
arbitrary image into the user folder (converting it to the 8-bit grayscale PNG libslic3r decodes),
and loads a library file's bytes for a layer. The image→grayscale-PNG conversion lives here, on the
GUI side, because libslic3r has no image toolkit; both the import path and the "pick a shipped
texture" path go through the same one function.
- `resources/textures/displacement/*.png` - the 10 shipped height maps (Bricks, Grid, Hexagons,
Knurl, Noise, Quilt, Studs, Waves, Weave, Wood Grain). All 512×512 8-bit grayscale and **seamless**
(each is periodic over the full image in both axes, so tiling shows no seam). Generated
procedurally; the whole `resources/` tree is installed recursively by CMake, so a new folder under
it ships with no build-system change.
- `src/slic3r/GUI/Jobs/TextureDisplacementBakeJob.hpp/.cpp` - background bake commit.
- `src/slic3r/GUI/Jobs/TextureDisplacementPreviewJob.hpp/.cpp` - background preview compute
(mirrors the bake job's shape but commits nothing to the Model).
- `src/slic3r/GUI/TextureProjectorFrame.hpp/.cpp` - the semi-transparent projection-frame overlay for
ViewProjected layers (plain 2D `wxPaintDC`, no GL context - see its section above).
- `src/slic3r/GUI/UVEditorCanvas.hpp/.cpp` - the 2D UV unwrap viewer widget.
- `src/slic3r/GUI/Plater.hpp/.cpp` - `uv_editor_canvas` member, AUI pane registration,
`get_uv_editor_canvas()`/`show_uv_editor()`.
- `src/slic3r/GUI/GLShadersManager.cpp` - registers `"texture_displacement_bump"`.
- `resources/shaders/{110,140}/texture_displacement_bump.{vs,fs}` - the fast-preview shader.
- `src/slic3r/GUI/Gizmos/GLGizmoPainterBase.hpp` - `PainterGizmoType::TEXTURE_DISPLACEMENT`.
- `src/slic3r/GUI/Gizmos/GLGizmosManager.hpp/.cpp` - `EType::TextureDisplacement` registration.
## Tests
`tests/libslic3r/test_texture_displacement.cpp`. Covers `decode_height_texture` round-trip, empty-layer
no-op, full-cube uniform displacement, a second layer over the same area contributing, all four blend
modes (table-driven), the lowest layer ignoring its blend mode, border displace/pin, post-process
smoothing and its mask guarantees, and adaptive subdivision: conformality (`every_edge_used_twice` on a
partially-refined cube - an exact crack detector for a closed mesh), the target edge length actually
being reached, the triangle budget capping the result without opening a crack, curvature-driven
refinement (a Gaussian bump refines at its centre, a linear ramp adds nothing), and the max-edge
baseline.
`BUILD_TESTS` is `OFF` in the checked-in build cache; flip it on to run them:
cmake -S . -B build -DBUILD_TESTS=ON
cmake --build build --config Release --target libslic3r_tests -- -m
./build/tests/libslic3r/Release/libslic3r_tests.exe "[TextureDisplacement]" --order rand

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@@ -1,326 +0,0 @@
# Texture Displacement — Feature & Controls Guide
Texture Displacement is a paint-style gizmo that stamps height-map textures onto a model's surface
and turns them into real relief — engraved or embossed detail — either as a live preview or baked
into actual mesh geometry. You paint where the texture applies, stack multiple textures as blended
layers, choose how each is projected onto the surface, and (for the unwrap projection) lay the result
out by hand in a dedicated 2D **UV Editor** pane.
This document describes every feature and control. For the internal architecture and algorithms, see
`TEXTURE_DISPLACEMENT.md`.
---
## Table of contents
1. [Quick start](#quick-start)
2. [Entering the tool](#entering-the-tool)
3. [Selection modes](#selection-modes)
4. [View modes](#view-modes)
5. [Auto update](#auto-update)
6. [Texture layers](#texture-layers)
7. [Per-layer settings](#per-layer-settings)
8. [Projection methods](#projection-methods)
9. [The UV Editor](#the-uv-editor)
10. [Seams](#seams)
11. [Adjust placement (on-model)](#adjust-placement-on-model)
12. [Preparing the mesh: Subdivide & Remesh](#preparing-the-mesh-subdivide--remesh)
13. [Baking & resetting](#baking--resetting)
14. [Controls reference](#controls-reference)
15. [Tips & limitations](#tips--limitations)
---
## Quick start
1. Select an object and open the **Texture displacement** gizmo from the left toolbar.
2. A texture layer is added automatically. Pick a texture from the layer's picker, or import your own.
3. **Paint** the area you want the texture to affect (or press **Select whole model**).
4. The relief appears live on the model. Tune **Depth**, **Tile size**, **Rotation**, etc.
5. If the model is low-poly, use **Subdivide** or **Remesh** so there are enough vertices for detail.
6. Press **Bake** to convert the preview into real geometry, or leave it as a live preview.
> The tool only ever affects the **painted** area. Everything you don't paint keeps its original
> surface, and bake blends the relief seamlessly into it.
---
## Entering the tool
The gizmo lives on the left gizmo toolbar (icon: `toolbar_texture_displacement.svg`). Its settings
panel opens beside the toolbar. You can **Dock panel / Undock panel** (top of the panel) to pin it or
float it freely over the 3D view, and **Close** at the bottom exits the gizmo.
When you first open the tool on a never-textured object it starts with **one texture layer already
added**, so you can paint straight away.
---
## Selection modes
Choose *how* you paint. All three write into the **active layer's** mask.
| Mode | What it does |
|------|--------------|
| **Brush** | Free-hand painting with a round brush. Shows a **Brush size** slider and a **Circle / Sphere** choice (circle = surface disc, sphere = 3D ball that also paints around curves). |
| **Face** | Click a single triangle to paint it. |
| **Connected area** | Click to flood-fill a region; the **Angle threshold** slider limits how far the fill spreads across changes in surface angle. |
- **Select whole model** — marks the entire model as painted for the active layer, instead of
brushing it by hand.
---
## View modes
A row of icon buttons labelled **View** controls how the painted area is shown. The first four are a
radio group; **Wireframe** is an independent toggle. Hover any icon for its tooltip.
| View | Meaning |
|------|---------|
| **Normal** | The true displaced geometry — exactly what **Bake** produces. Rebuilt in the background. |
| **Fast** | A GPU bump-shaded approximation of the *active layer only*. No real geometry movement — quick to update, not exact. Best while tuning or dragging islands. |
| **Checker** | A test grid painted over the unwrap so you can see stretching (squares stay square where the map isn't distorted). |
| **Distortion** | A blue→green→red heatmap of how much each area is compressed or stretched in UV space. Needs the **Unwrap (LSCM)** projection. |
| **Wireframe** | Overlays the mesh edges (white). Independent of the view above; in **Normal** view it sits on the displaced surface. |
---
## Auto update
**Auto update** (on by default) rebuilds the true displaced geometry as soon as *anything* changes —
painting, swapping textures, moving sliders. Turn it off on very heavy models to only rebuild when you
release a slider (painting still updates on stroke end).
---
## Texture layers
You can stack up to **8** texture layers. Each has its own independent paint mask, its own texture,
and its own parameters, and they combine in slot order like layers in an image editor.
- **Add a layer** — the ** icon** to the right of the *Texture layers* heading (reuses the tool icon
for now).
- **Remove** — the button on each layer's header row.
- **Active layer** — click a layer's header (or anywhere in its block) to make it active. The active
layer is the one you paint into and the one whose block is tinted. Only one layer is active at a time.
- **Erase all** — clears the active layer's paint.
Each layer shows a texture **picker** (large preview + name). Open it to choose from the shipped
library or import your own image (any png/jpg/bmp; it's converted to an 8-bit grayscale height map and
copied into your user texture folder so app updates can't overwrite it).
---
## Per-layer settings
| Control | Range / options | What it does |
|---------|-----------------|--------------|
| **Depth (mm)** | 0.0110 (log) | Maximum displacement along the surface normal. |
| **Tile size (mm)** | 0.2200 (log) | Physical size of one texture tile on the surface. |
| **Rotation** | 0360° | Rotates the texture on the surface. |
| **Midlevel** | 010 | The grey level that means "don't move". At 0 the texture only pushes outward; raise it and darker texels cut *inward* (one map both embosses and engraves). 0.5 makes mid-grey neutral. |
| **Smoothing** | 01 | Blurs the height texture before it displaces — rounds hard edges and removes speckle without needing a softer source image. |
| **Edge smoothing** | checkbox + **Edge amount** 01 | Fades the relief to flat toward the *edge of the painted area*, so it blends into the surrounding surface. A small amount softens only a thin band at the very edge; the maximum flattens the whole painted face. |
| **Invert** | checkbox | Flips the height map (peaks become valleys). |
| **Blend** | Add / Subtract / Multiply / Divide | How this layer combines with the layers **below** it where they overlap. Add/Subtract pile relief on or carve it away; Multiply/Divide scale the relief underneath (a mask). The lowest painted layer is the **Base** and always behaves additively. |
| **Tile** | checkbox + **Repeat / Mirrored repeat** | When off, the texture is placed once (a decal) instead of repeating. Mirrored repeat flips every other tile to hide seams. |
| **Projection** | see below | How the texture is mapped onto the painted surface. |
> **Midlevel warning:** cutting inward can fold the surface through itself in sharp concave corners or
> thin walls. Keep Depth small relative to the feature you're cutting into; the panel warns when a deep
> inward setting is risky.
---
## Projection methods
How the 2D texture is wrapped onto the 3D painted area.
| Method | Best for | Notes |
|--------|----------|-------|
| **Triplanar (blended)** | Patches wrapping around edges | Projects from all three axes at once and blends, so there's no seam across a sharp edge. |
| **Cylindrical** | Round, tube-like selections | Wraps the texture around the patch's own centre/axis. |
| **Spherical** | Ball-like selections | Longitude/latitude wrap around the patch centre. |
| **Unwrap (LSCM)** | Flat, controlled layout | A real conformal unwrap. Cuts the area into pieces at sharp edges (see **Seam angle**), flattens each, and lets you lay them out by hand in the **UV Editor**. Unlocks Checker/Distortion, seams, and island editing. |
| **From view** | Decals / slide-projector look | Projects straight onto the surface from the current camera direction. Use **Capture current view** to re-lay it from wherever you're looking. |
### LSCM-only controls
These appear when a layer uses **Unwrap (LSCM)**:
- **Seam angle** (590°) — edges sharper than this are cut so each piece lies flat. Lower cuts more
(less stretching, more seams); raise to keep more in one piece. A box's 90° corners are cut by
default. *Ignored once you've marked any seam by hand* (your seams then define the pieces).
- **Connect islands** (on by default) — lays the unwrap out as a **connected net**: pieces that share
an edge are unfolded next to each other (a cube becomes a joined net instead of six loose squares).
They stay separate islands, so you can still move any of them by hand. Turn off for the classic
packed-grid layout.
- **Open UV editor** — shows the flattened unwrap in a side pane (see below). Opens *only* when you
turn this on — it never pops up on its own.
- **Mark seams** / **Path** / **Clear seams** — see [Seams](#seams).
- An **Unwrap: N islands, F faces, V verts** read-out tells you what the unwrap actually produced.
---
## The UV Editor
A dockable 2D pane (enable **Open UV editor** on an LSCM layer) showing the flattened unwrap over the
height texture. Islands are the flattened pieces; you can rearrange them freely — nothing re-packs them
behind your back. Moving an island updates the model **live** (in Fast view it tracks the cursor
smoothly, via a shader uniform — no rebuild until you release).
### Navigation
| Action | Control |
|--------|---------|
| Pan | Middle-drag |
| Zoom | Mouse wheel (zooms about the cursor) |
| Frame everything | **Home** or **F**, or the **Frame** toolbar button |
### Editing an island
| Action | Control |
|--------|---------|
| Select | Left-click an island |
| Move | Left-drag |
| Rotate | Right-drag, or press **R** then move the mouse (click/Enter to confirm, Esc to cancel) |
| Rotate snapped | Hold **Shift** while rotating — snaps to **global** 15° marks (0/15/30…). A protractor dial with tick marks and the current angle is shown. |
| Scale | Press **S** then move the mouse (click/Enter to confirm, Esc to cancel) |
| Undo / Redo | **Ctrl+Z** / **Ctrl+Shift+Z** or **Ctrl+Y** |
The **selected** island gets a bold light-green outline and a brighter wireframe; unselected islands
are a translucent light-green wash. The texture underneath repeats exactly as it will when baked.
A **status line** along the bottom always names the current gesture and the shortcuts in play.
### Toolbar
| Button | Action |
|--------|--------|
| **Frame** | Frame all islands (same as Home). |
| **Snap** | Toggle magnetic snapping — a dragged island sticks its boundary to a neighbour's when they come close. |
| **Avg scale** | Give every island the same texel density (Blender's "Average Islands Scale"). |
| **Cut** | Split the selected island across its long axis (useful for very long islands). |
| **Join** | Unfold the selected island onto its nearest neighbour along their shared edge — keeps both as separate islands with their own borders. |
| **Unjoin** | Send the selected island back to its own packed position. |
> **Checker / Distortion in the UV editor:** selecting those View modes also colours the UV pane — a
> checker background, or a per-island distortion heatmap — so you can judge stretch in 2D as well as
> on the model.
---
## Seams
Seams are edges the unwrap is forced to cut along, on top of whatever the Seam angle cuts — the
Blender "mark seam" workflow. They let you control exactly where the unwrap splits.
Enable **Mark seams** on an active LSCM layer, then:
- **Click an edge** on the model to mark it (it turns **red**); click a red edge again to unmark it.
The edge under the cursor is highlighted **yellow** so you can see what a click will toggle.
- **Path mode** (the **Path** checkbox) — for dense meshes where clicking each edge is tedious: click a
start point, then an end point, and the whole **shortest path** between them is seamed at once. It
chains (each click extends from the last point); the start vertex is shown in **green**.
- **Ctrl+drag** rotates/pans the camera while in seam mode.
- **Clear seams** removes them all.
Once any seam is marked, the automatic Seam-angle cutting is disabled so *your* seams define the
islands — pieces you leave un-seamed merge together.
---
## Adjust placement (on-model)
**Adjust placement** (on an active layer) lets you position the texture by dragging a handle on the
model instead of nudging the Rotation/offset numbers. The handle is a flat panel in the patch's
tangent plane (drag anywhere on it to move freely) plus U/V arrows for single-axis nudges. It's
anchored to the painted patch, so paint something first.
---
## Preparing the mesh: Subdivide & Remesh
Displacement can only move vertices that exist, so a coarse model needs more of them first.
### Subdivide
Splits every triangle into four, **15 times** (each step roughly quadruples the triangle count).
- **Subdivide steps** (15) — how many times to split.
- **Preview subdivision** — shows the result as a **cyan wireframe** without changing the model.
- **Apply** — commits the subdivision to the geometry.
- **Done** — ends the preview and leaves the model as it is.
### Remesh
Rebuilds the whole model with triangles close to a target edge length — evens out a mesh with wildly
varying triangle sizes (CGAL isotropic remeshing).
- **Target edge (mm)** — desired triangle edge length (seeded to the model's current average).
- **Remesh** — splits the big triangles and merges the small ones to that size.
> Both Subdivide-Apply and Remesh **replace the geometry** and clear any *not-yet-baked* paint on it
> (already-baked relief is kept). If you had the mesh **Wireframe** on before, it stays on afterward.
---
## Baking & resetting
- **Bake** — converts the current preview into real, permanent mesh geometry, restricted to the
painted area. Runs in the background; the button shows *Baking…* while it works.
- **Erase all** — clears the active layer's paint.
Baking is the exact same algorithm as the **Normal** preview, so what you see is what you get.
---
## Controls reference
### Mouse — 3D view (while painting)
| Input | Action |
|-------|--------|
| Left-drag | Paint the active layer |
| Ctrl + drag | Rotate / pan the camera (works in seam mode too) |
| Wheel | Zoom |
### Mouse & keys — UV Editor
| Input | Action |
|-------|--------|
| Left-click | Select island |
| Left-drag | Move island |
| Right-drag | Rotate island |
| **R** / **S** | Modal rotate / scale (mouse drives it, click or Enter confirms, Esc cancels) |
| **Shift** (while rotating) | Snap to global 15° marks |
| Middle-drag | Pan |
| Wheel | Zoom about cursor |
| **Home** / **F** | Frame all islands |
| **Ctrl+Z** / **Ctrl+Shift+Z** / **Ctrl+Y** | Undo / redo |
### Seam mode
| Input | Action |
|-------|--------|
| Click edge | Mark / unmark a seam (yellow = hover, red = marked) |
| Click (Path mode) | Set start, then seam the shortest path to the next click |
| Ctrl + drag | Rotate / pan camera |
---
## Tips & limitations
- **Paint first, then bake.** The preview is free to explore; only Bake changes the real mesh.
- **Not enough detail?** Subdivide or Remesh before painting fine textures.
- **Inward cuts** (high Midlevel + big Depth) can self-intersect on thin walls or sharp concave
corners — keep Depth modest there.
- **Fast vs Normal:** Fast preview shades a bump and shows only the active layer; use it for quick
tuning and smooth UV dragging, but trust **Normal**/**Bake** for the exact result.
- **Topology changes drop unbaked paint.** Subdivide-Apply, Remesh, and Simplify replace the mesh, and
texture-displacement paint isn't remapped across that change (already-baked relief is unaffected).
- **Island placements** are tied to the current unwrap. Re-painting or changing the Seam angle can
re-segment the charts and renumber them, so a re-unwrap re-lays the connected net and discards
hand placements made before it.
- **Connect islands** is on by default; turn it off (per layer) for the classic packed-grid layout, or
if an unfold looks wrong on an unusual mesh.

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#!/usr/bin/env python3
"""Belt temperature-tower asset generator (discrete-provini design).
A vertical temperature tower cannot be sliced on a belt printer, so lay a row of
DISCRETE provini (one per temperature) along the belt (designed Y) with a fixed
surface gap. Each provino is the chevron+arc unit (belt_temp_provino_unit.stl,
keel-first); its temperature is ENGRAVED upright into the 50 mm face — a raised
number would be an unsupported overhang on the belt. The C++ calib_temp belt branch
(Plater.cpp) injects one M104 per zone 70 layers INTO provino i:
print_z[i] = i * PITCH * cos(theta) + 70 * layer_height (theta = 45)
inside the body, not in the empty inter-provino gap (which has no sliced layers for
the event to attach to). PITCH below is the shared geometry contract with that code —
keep them in sync.
Generates one STL per filament temp range used by Temp_Calibration_Dlg.
"""
import numpy as np, trimesh, os
from matplotlib.textpath import TextPath
from matplotlib.font_manager import FontProperties
from shapely.geometry import Polygon as ShPoly
from shapely.ops import unary_union
HERE = os.path.dirname(os.path.abspath(__file__))
UNIT = os.path.join(HERE, 'belt_temp_provino_unit.stl') # single provino, keel-first
SURF_GAP = 25.0 # surface-to-surface gap between provini (mm) — user spec
TEXT_H = 9.0
TEXT_DEPTH = 0.8 # engraving depth (numbers are CUT into the face, not raised:
# a raised number is an unsupported Y-overhang on the belt)
TEXT_OVERSHOOT = 0.6 # extra height poking out of the face for a clean boolean cut
# Temperature ranges (start, end) per filament family, 5 C step. File name encodes them.
RANGES = [(230,190),(270,230),(250,230),(280,240),(240,210),(320,280)]
unit = trimesh.load(UNIT)
dY = unit.bounds[1,1] - unit.bounds[0,1]
PITCH = dY + SURF_GAP # designed-Y pitch == C++ contract constant
print(f"unit dY={dY:.2f} PITCH={PITCH:.3f} (C++ contract: print_z[i]=i*{PITCH:.3f}*cos45)")
# 50 mm face normal (0,-1,1)/sqrt2 ; UPRIGHT basis u=+X det(+1) (verified non-mirrored)
n = np.array([0,-1,1.])/np.sqrt(2)
u = np.array([1,0,0.]); v = np.array([0,1,1.])/np.sqrt(2)
R = np.column_stack([u,v,n])
fn = unit.face_normals; fc = unit.triangles_center; fa = unit.area_faces
sel = (fn@n) > 0.9
face_c = (fc[sel]*fa[sel,None]).sum(0)/fa[sel].sum()
def text_mesh(s):
tp = TextPath((0,0), s, size=TEXT_H, prop=FontProperties(family='DejaVu Sans'))
rings = [ShPoly(p) for p in tp.to_polygons() if len(p)>=3]
rings.sort(key=lambda r:r.area, reverse=True)
used=[False]*len(rings); parts=[]
for i,o in enumerate(rings):
if used[i]: continue
holes=[]
for j in range(i+1,len(rings)):
if not used[j] and o.contains(rings[j]): holes.append(rings[j].exterior.coords); used[j]=True
parts.append(ShPoly(o.exterior.coords,holes)); used[i]=True
poly = unary_union(parts)
geoms = list(poly.geoms) if poly.geom_type=='MultiPolygon' else [poly]
m = trimesh.util.concatenate([trimesh.creation.extrude_polygon(g,height=TEXT_DEPTH+TEXT_OVERSHOOT) for g in geoms])
c = m.bounds.mean(axis=0); m.apply_translation([-c[0],-c[1],0]); return m
for t_start, t_end in RANGES:
temps = list(range(t_start, t_end-1, -5))
parts=[]
for i,T in enumerate(temps):
c = unit.copy(); c.apply_translation([0, i*PITCH, 0])
t = text_mesh(str(T)); M=np.eye(4); M[:3,:3]=R; t.apply_transform(M)
# place the text spanning from TEXT_DEPTH inside the face to TEXT_OVERSHOOT outside,
# then CUT it out of the provino (engrave) — no raised material, no Y-overhang.
t.apply_translation(face_c - n*TEXT_DEPTH + np.array([0,i*PITCH,0]))
c = trimesh.boolean.difference([c, t], engine='manifold')
parts.append(c)
asset = trimesh.util.concatenate(parts)
out = os.path.join(HERE, f"belt_temp_tower_{t_start}_{t_end}.stl")
asset.export(out)
dims = np.round(asset.bounds[1]-asset.bounds[0],1)
wt = all(p.is_watertight for p in parts)
print(f" {t_start}->{t_end}: {len(temps)} zones bbox={dims} watertight={wt} -> {os.path.basename(out)}")

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View File

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"type": "process",
"name": "0.12mm Fine @MyBeltPrinter",
"inherits": "fdm_process_klipper_common",
"from": "system",
"setting_id": "EugqqdLJ423bgEwN",
"instantiation": "true",
"layer_height": "0.12",
"initial_layer_print_height": "0.12",
"bottom_shell_layers": "5",
"top_shell_layers": "6",
"support_top_z_distance": "0.08",
"support_bottom_z_distance": "0.08",
"skirt_loops": "0",
"skirt_distance": "0",
"compatible_printers": [
"MyBeltPrinter 0.2 nozzle",
"MyBeltPrinter 0.4 nozzle"
]
}

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@@ -0,0 +1,17 @@
{
"type": "process",
"name": "0.20mm Standard @MyBeltPrinter",
"inherits": "fdm_process_klipper_common",
"from": "system",
"setting_id": "YzCDAgH3uLOM53pF",
"instantiation": "true",
"layer_height": "0.2",
"initial_layer_print_height": "0.2",
"skirt_loops": "0",
"skirt_distance": "0",
"compatible_printers": [
"MyBeltPrinter 0.4 nozzle",
"MyBeltPrinter 0.6 nozzle",
"MyBeltPrinter 0.8 nozzle"
]
}

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@@ -0,0 +1,54 @@
{
"name": "IdeaFormer",
"version": "02.00.00.03",
"force_update": "0",
"description": "IdeaFormer belt printer configurations",
"machine_model_list": [
{
"name": "IdeaFormer IR3 V2",
"sub_path": "machine/IdeaFormer IR3 V2.json"
}
],
"process_list": [
{
"name": "fdm_process_common",
"sub_path": "process/fdm_process_common.json"
},
{
"name": "0.20mm Standard @IdeaFormer IR3 V2",
"sub_path": "process/0.20mm Standard @IdeaFormer IR3 V2.json"
}
],
"filament_list": [
{
"name": "Generic PLA @IdeaFormer IR3 V2",
"sub_path": "filament/Generic PLA @IdeaFormer IR3 V2.json"
},
{
"name": "eSUN PLA @IdeaFormer IR3 V2",
"sub_path": "filament/eSUN PLA @IdeaFormer IR3 V2.json"
},
{
"name": "Generic PETG @IdeaFormer IR3 V2",
"sub_path": "filament/Generic PETG @IdeaFormer IR3 V2.json"
}
],
"machine_list": [
{
"name": "fdm_machine_common",
"sub_path": "machine/fdm_machine_common.json"
},
{
"name": "fdm_klipper_common",
"sub_path": "machine/fdm_klipper_common.json"
},
{
"name": "fdm_belt_common",
"sub_path": "machine/fdm_belt_common.json"
},
{
"name": "IdeaFormer IR3 V2 0.4 nozzle",
"sub_path": "machine/IdeaFormer IR3 V2 0.4 nozzle.json"
}
]
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 183 KiB

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@@ -0,0 +1,113 @@
{
"type": "filament",
"name": "Generic PETG @IdeaFormer IR3 V2",
"inherits": "Generic PETG @System",
"from": "system",
"setting_id": "n4zaXcUUzTqAxq5f",
"instantiation": "true",
"compatible_printers": [
"IdeaFormer IR3 V2 0.4 nozzle"
],
"filament_type": [
"PETG"
],
"filament_vendor": [
"Generic"
],
"filament_settings_id": [
"Generic PETG @IdeaFormer IR3 V2"
],
"filament_diameter": [
"1.75"
],
"filament_density": [
"1.27"
],
"filament_flow_ratio": [
"0.95"
],
"filament_cost": [
"25"
],
"filament_max_volumetric_speed": [
"10"
],
"nozzle_temperature": [
"240"
],
"nozzle_temperature_initial_layer": [
"245"
],
"nozzle_temperature_range_low": [
"220"
],
"nozzle_temperature_range_high": [
"260"
],
"temperature_vitrification": [
"70"
],
"hot_plate_temp": [
"80"
],
"hot_plate_temp_initial_layer": [
"80"
],
"cool_plate_temp": [
"80"
],
"cool_plate_temp_initial_layer": [
"80"
],
"textured_plate_temp": [
"80"
],
"textured_plate_temp_initial_layer": [
"80"
],
"fan_min_speed": [
"40"
],
"fan_max_speed": [
"60"
],
"overhang_fan_threshold": [
"25%"
],
"overhang_fan_speed": [
"80"
],
"close_fan_the_first_x_layers": [
"3"
],
"full_fan_speed_layer": [
"8"
],
"slow_down_min_speed": [
"20"
],
"slow_down_layer_time": [
"4"
],
"fan_cooling_layer_time": [
"100"
],
"reduce_fan_stop_start_freq": [
"1"
],
"filament_retraction_length": [
"2"
],
"filament_retraction_speed": [
"40"
],
"filament_deretraction_speed": [
"40"
],
"filament_z_hop": [
"0.4"
],
"filament_start_gcode": [
"; Generic PETG @IdeaFormer IR3 V2 — belt PETG, bed 80C"
]
}

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@@ -0,0 +1,113 @@
{
"type": "filament",
"name": "Generic PLA @IdeaFormer IR3 V2",
"inherits": "Generic PLA @System",
"from": "system",
"setting_id": "1xjycsEAFh6KQIhp",
"instantiation": "true",
"compatible_printers": [
"IdeaFormer IR3 V2 0.4 nozzle"
],
"filament_type": [
"PLA"
],
"filament_vendor": [
"Generic"
],
"filament_settings_id": [
"Generic PLA @IdeaFormer IR3 V2"
],
"filament_diameter": [
"1.75"
],
"filament_density": [
"1.24"
],
"filament_flow_ratio": [
"0.98"
],
"filament_cost": [
"20"
],
"filament_max_volumetric_speed": [
"12"
],
"nozzle_temperature": [
"215"
],
"nozzle_temperature_initial_layer": [
"220"
],
"nozzle_temperature_range_low": [
"190"
],
"nozzle_temperature_range_high": [
"240"
],
"temperature_vitrification": [
"45"
],
"hot_plate_temp": [
"75"
],
"hot_plate_temp_initial_layer": [
"75"
],
"cool_plate_temp": [
"75"
],
"cool_plate_temp_initial_layer": [
"75"
],
"textured_plate_temp": [
"75"
],
"textured_plate_temp_initial_layer": [
"75"
],
"fan_min_speed": [
"100"
],
"fan_max_speed": [
"100"
],
"overhang_fan_threshold": [
"50%"
],
"overhang_fan_speed": [
"100"
],
"close_fan_the_first_x_layers": [
"3"
],
"full_fan_speed_layer": [
"8"
],
"slow_down_min_speed": [
"20"
],
"slow_down_layer_time": [
"4"
],
"fan_cooling_layer_time": [
"100"
],
"reduce_fan_stop_start_freq": [
"1"
],
"filament_retraction_length": [
"1.5"
],
"filament_retraction_speed": [
"35"
],
"filament_deretraction_speed": [
"30"
],
"filament_z_hop": [
"0.4"
],
"filament_start_gcode": [
"; Generic PLA @IdeaFormer IR3 V2 — belt PLA, bed 75C"
]
}

View File

@@ -0,0 +1,35 @@
{
"type": "filament",
"name": "eSUN PLA @IdeaFormer IR3 V2",
"inherits": "Generic PLA @IdeaFormer IR3 V2",
"from": "system",
"setting_id": "XqkviBmFHEglXueX",
"instantiation": "true",
"compatible_printers": [
"IdeaFormer IR3 V2 0.4 nozzle"
],
"filament_type": [
"PLA"
],
"filament_vendor": [
"eSUN"
],
"filament_settings_id": [
"eSUN PLA @IdeaFormer IR3 V2"
],
"nozzle_temperature_initial_layer": [
"200"
],
"nozzle_temperature": [
"200"
],
"enable_pressure_advance": [
"1"
],
"pressure_advance": [
"0.12"
],
"filament_max_volumetric_speed": [
"20"
]
}

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@@ -0,0 +1,94 @@
{
"type": "machine",
"name": "IdeaFormer IR3 V2 0.4 nozzle",
"inherits": "fdm_belt_common",
"from": "system",
"setting_id": "MDQZgwRgg72lmjtu",
"instantiation": "true",
"printer_model": "IdeaFormer IR3 V2",
"printer_variant": "0.4",
"nozzle_diameter": [
"0.4"
],
"printable_area": [
"0x0",
"250x0",
"250x2000",
"0x2000"
],
"printable_height": "250",
"belt_printer_infinite_y": "1",
"thumbnails": [
"48x48/PNG",
"300x300/PNG"
],
"default_filament_profile": [
"Generic PLA @IdeaFormer IR3 V2"
],
"default_print_profile": "0.20mm Standard @IdeaFormer IR3 V2",
"use_relative_e_distances": "1",
"machine_max_acceleration_e": [
"5000"
],
"machine_max_acceleration_extruding": [
"5000"
],
"machine_max_acceleration_retracting": [
"1000"
],
"machine_max_acceleration_travel": [
"9000"
],
"machine_max_acceleration_x": [
"5000"
],
"machine_max_acceleration_y": [
"5000"
],
"machine_max_acceleration_z": [
"100"
],
"machine_max_jerk_e": [
"2.5"
],
"machine_max_jerk_x": [
"10"
],
"machine_max_jerk_y": [
"10"
],
"machine_max_jerk_z": [
"0.4"
],
"machine_max_speed_e": [
"60"
],
"machine_max_speed_x": [
"500"
],
"machine_max_speed_y": [
"500"
],
"machine_max_speed_z": [
"20"
],
"retraction_length": [
"2"
],
"retraction_speed": [
"40"
],
"deretraction_speed": [
"40"
],
"z_hop": [
"0.4"
],
"retract_lift_below": [
"300"
],
"machine_start_gcode": "; === IdeaFormer IR3 V2 Belt Printer Start ===\n; Axes: X=lateral, Y=gantry height (probe), Z=belt\nG90 ; absolute positioning\nM82 ; absolute extruder\nG21 ; millimeters\nG28 ; home all axes\nG1 Y20 F500 ; lift nozzle 20mm from belt\n; Bed + hotend temps come from the active filament profile. Belt PLA requires 75 C bed — use Generic/eSun PLA @IdeaFormer IR3 V2 filament presets to get it automatically.\nM140 S[hot_plate_temp_initial_layer] ; set bed temp\nM104 S[nozzle_temperature_initial_layer] ; hotend temp\nM109 S[nozzle_temperature_initial_layer] ; wait hotend\nM190 S[hot_plate_temp_initial_layer] ; wait bed\n; --- Purge blob ---\nG92 E0 ; zero extruder\nG1 Y.1 ; nozzle 0.1mm above belt\nG1 E15 F1000 ; purge 15mm blob\nG1 Z20 E25 F800 ; belt advance 20mm + extrude\nG1 E23 ; retract 2mm\nG28 Y ; re-probe belt surface\nG1 E25 ; de-retract\n; --- Prime lines (full 250mm bed width) ---\nFMS_on ; filament motion sensor\nG1 X250 E50 F2000 ; prime line 1\nG92 Z0 ; reset belt origin\nG1 Z.4 ; belt advance 0.4mm\nG1 X0 E75 ; prime line 2\nG1 F1000 ; default feedrate\nG92 E0 Z0 ; zero extruder + belt = print origin\n",
"machine_end_gcode": "; === IdeaFormer IR3 V2 Belt Printer End ===\nM400 ; wait for moves to finish\nM104 S0 ; heater off\nM140 S0 ; bed off\nG92 E0 ; zero extruder\nG1 E-5 F300 ; retract 5mm\nG4 P5000 ; wait for ooze\nG91 ; relative mode - keep every end move relative on a belt\nG1 Y20 F1000 ; raise gantry 20mm for clearance over the part\nG1 Z676 F3000 ; advance belt one full machine-depth to eject the part and clean the belt\nG90 ; back to absolute\nG28 X ; home X only - NEVER 'G28' all: that homes Z/belt and reverses the whole print back into the gantry\nFMS_off ; filament motion sensor off\nBED_MESH_CLEAR\nM84 ; disable motors\n",
"machine_pause_gcode": "PAUSE",
"layer_change_gcode": "G92 E0 ; belt: reset extruder at layer change (relative E)"
}

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@@ -0,0 +1,12 @@
{
"type": "machine_model",
"name": "IdeaFormer IR3 V2",
"model_id": "IdeaFormer_IR3_V2",
"nozzle_diameter": "0.4",
"machine_tech": "FFF",
"family": "IdeaFormer",
"bed_model": "",
"bed_texture": "",
"hotend_model": "",
"default_materials": "Generic PLA @IdeaFormer IR3 V2;Generic PETG @IdeaFormer IR3 V2"
}

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@@ -0,0 +1,99 @@
{
"type": "machine",
"name": "fdm_belt_common",
"inherits": "fdm_klipper_common",
"from": "system",
"instantiation": "false",
"gcode_flavor": "klipper",
"single_extruder_multi_material": "0",
"default_filament_profile": [
"Generic PLA @System"
],
"default_print_profile": "0.20mm Standard @IdeaFormer IR3 V2",
"max_layer_height": [
"0.32"
],
"min_layer_height": [
"0.08"
],
"deretraction_speed": [
"30"
],
"extruder_colour": [
"#FCE94F"
],
"extruder_offset": [
"0x0"
],
"long_retractions_when_cut": [
"0"
],
"nozzle_diameter": [
"0.4"
],
"retract_before_wipe": [
"70%"
],
"retract_length_toolchange": [
"2"
],
"retract_lift_above": [
"0"
],
"retract_lift_below": [
"0"
],
"retract_lift_enforce": [
"All Surfaces"
],
"retract_restart_extra": [
"0"
],
"retract_restart_extra_toolchange": [
"0"
],
"retract_when_changing_layer": [
"1"
],
"retraction_distances_when_cut": [
"18"
],
"retraction_length": [
"0.8"
],
"retraction_minimum_travel": [
"1"
],
"retraction_speed": [
"30"
],
"travel_slope": [
"3"
],
"wipe": [
"1"
],
"wipe_distance": [
"1"
],
"z_hop": [
"0.4"
],
"z_hop_types": [
"Normal Lift"
],
"gcode_remap_x": "rev_x",
"gcode_remap_y": "pos_z",
"gcode_remap_z": "pos_y",
"printer_extruder_id": [
"1"
],
"belt_printer": "1",
"belt_slice_rotation": "x",
"belt_slice_rotation_angle": "45",
"belt_slice_rotation_global": "1",
"build_plate_tilt_x": "45",
"purge_in_prime_tower": "0",
"scan_first_layer": "0",
"auxiliary_fan": "0"
}

View File

@@ -0,0 +1,141 @@
{
"type": "machine",
"name": "fdm_klipper_common",
"inherits": "fdm_machine_common",
"from": "system",
"instantiation": "false",
"gcode_flavor": "klipper",
"machine_max_acceleration_e": [
"5000",
"5000"
],
"machine_max_acceleration_extruding": [
"20000",
"20000"
],
"machine_max_acceleration_retracting": [
"5000",
"5000"
],
"machine_max_acceleration_travel": [
"20000",
"20000"
],
"machine_max_acceleration_x": [
"20000",
"20000"
],
"machine_max_acceleration_y": [
"20000",
"20000"
],
"machine_max_acceleration_z": [
"500",
"200"
],
"machine_max_speed_e": [
"25",
"25"
],
"machine_max_speed_x": [
"500",
"200"
],
"machine_max_speed_y": [
"500",
"200"
],
"machine_max_speed_z": [
"12",
"12"
],
"machine_max_jerk_e": [
"2.5",
"2.5"
],
"machine_max_jerk_x": [
"9",
"9"
],
"machine_max_jerk_y": [
"9",
"9"
],
"machine_max_jerk_z": [
"0.2",
"0.4"
],
"machine_min_extruding_rate": [
"0",
"0"
],
"machine_min_travel_rate": [
"0",
"0"
],
"max_layer_height": [
"0.32"
],
"min_layer_height": [
"0.08"
],
"printable_height": "250",
"extruder_clearance_radius": "65",
"extruder_clearance_height_to_rod": "36",
"extruder_clearance_height_to_lid": "140",
"printer_settings_id": "",
"printer_technology": "FFF",
"printer_variant": "0.4",
"retraction_minimum_travel": [
"1"
],
"retract_before_wipe": [
"70%"
],
"retract_when_changing_layer": [
"1"
],
"retraction_length": [
"0.8"
],
"retract_length_toolchange": [
"2"
],
"z_hop": [
"0.4"
],
"retract_restart_extra": [
"0"
],
"retract_restart_extra_toolchange": [
"0"
],
"retraction_speed": [
"30"
],
"deretraction_speed": [
"30"
],
"z_hop_types": "Normal Lift",
"silent_mode": "0",
"single_extruder_multi_material": "1",
"change_filament_gcode": "",
"wipe": [
"1"
],
"default_filament_profile": [
"Generic PLA @System"
],
"default_print_profile": "0.20mm Standard @MyKlipper",
"bed_exclude_area": [
"0x0"
],
"machine_start_gcode": "M190 S[bed_temperature_initial_layer_single]\nM109 S[nozzle_temperature_initial_layer]\nPRINT_START EXTRUDER=[nozzle_temperature_initial_layer] BED=[bed_temperature_initial_layer_single]\n",
"machine_end_gcode": "PRINT_END",
"layer_change_gcode": ";AFTER_LAYER_CHANGE\n;[layer_z]",
"before_layer_change_gcode": ";BEFORE_LAYER_CHANGE\n;[layer_z]\nG92 E0\n",
"machine_pause_gcode": "PAUSE",
"scan_first_layer": "0",
"nozzle_type": "undefine",
"auxiliary_fan": "0"
}

View File

@@ -0,0 +1,119 @@
{
"type": "machine",
"name": "fdm_machine_common",
"from": "system",
"instantiation": "false",
"printer_technology": "FFF",
"deretraction_speed": [
"40"
],
"extruder_colour": [
"#FCE94F"
],
"extruder_offset": [
"0x0"
],
"gcode_flavor": "marlin",
"silent_mode": "0",
"machine_max_acceleration_e": [
"5000"
],
"machine_max_acceleration_extruding": [
"10000"
],
"machine_max_acceleration_retracting": [
"1000"
],
"machine_max_acceleration_x": [
"10000"
],
"machine_max_acceleration_y": [
"10000"
],
"machine_max_acceleration_z": [
"500"
],
"machine_max_speed_e": [
"60"
],
"machine_max_speed_x": [
"500"
],
"machine_max_speed_y": [
"500"
],
"machine_max_speed_z": [
"10"
],
"machine_max_jerk_e": [
"5"
],
"machine_max_jerk_x": [
"8"
],
"machine_max_jerk_y": [
"8"
],
"machine_max_jerk_z": [
"0.4"
],
"machine_min_extruding_rate": [
"0"
],
"machine_min_travel_rate": [
"0"
],
"max_layer_height": [
"0.32"
],
"min_layer_height": [
"0.08"
],
"printable_height": "250",
"extruder_clearance_radius": "65",
"extruder_clearance_height_to_rod": "36",
"extruder_clearance_height_to_lid": "140",
"nozzle_diameter": [
"0.4"
],
"printer_settings_id": "",
"printer_variant": "0.4",
"retraction_minimum_travel": [
"2"
],
"retract_before_wipe": [
"70%"
],
"retract_when_changing_layer": [
"1"
],
"retraction_length": [
"1"
],
"retract_length_toolchange": [
"1"
],
"z_hop": [
"0"
],
"retract_restart_extra": [
"0"
],
"retract_restart_extra_toolchange": [
"0"
],
"retraction_speed": [
"60"
],
"single_extruder_multi_material": "1",
"change_filament_gcode": "",
"wipe": [
"1"
],
"default_print_profile": "",
"machine_start_gcode": "G0 Z20 F9000\nG92 E0; G1 E-10 F1200\nG28\nM970 Q1 A10 B10 C130 K0\nM970 Q1 A10 B131 C250 K1\nM974 Q1 S1 P0\nM970 Q0 A10 B10 C130 H20 K0\nM970 Q0 A10 B131 C250 K1\nM974 Q0 S1 P0\nM220 S100 ;Reset Feedrate\nM221 S100 ;Reset Flowrate\nG29 ;Home\nG90;\nG92 E0 ;Reset Extruder \nG1 Z2.0 F3000 ;Move Z Axis up \nG1 X10.1 Y20 Z0.28 F5000.0 ;Move to start position\nM109 S205;\nG1 X10.1 Y200.0 Z0.28 F1500.0 E15 ;Draw the first line\nG1 X10.4 Y200.0 Z0.28 F5000.0 ;Move to side a little\nG1 X10.4 Y20 Z0.28 F1500.0 E30 ;Draw the second line\nG92 E0 ;Reset Extruder \nG1 X110 Y110 Z2.0 F3000 ;Move Z Axis up",
"machine_end_gcode": "M400 ; wait for buffer to clear\nG92 E0 ; zero the extruder\nG1 E-4.0 F3600; retract \nG91\nG1 Z3;\nM104 S0 ; turn off hotend\nM140 S0 ; turn off bed\nM106 S0 ; turn off fan\nG90 \nG0 X110 Y200 F3600 \nprint_end",
"layer_change_gcode": ";AFTER_LAYER_CHANGE\n;[layer_z]",
"before_layer_change_gcode": ";BEFORE_LAYER_CHANGE\n;[layer_z]\nG92 E0\n",
"machine_pause_gcode": "M601"
}

View File

@@ -0,0 +1,23 @@
{
"type": "process",
"name": "0.20mm Standard @IdeaFormer IR3 V2",
"inherits": "fdm_process_common",
"from": "system",
"setting_id": "91atcIwv5728phqX",
"instantiation": "true",
"layer_height": "0.2",
"initial_layer_print_height": "0.2",
"initial_layer_line_width": "0.42",
"wall_loops": "2",
"reduce_infill_retraction": "1",
"detect_overhang_wall": "1",
"skirt_loops": "0",
"skirt_distance": "0",
"sparse_infill_pattern": "grid",
"sparse_infill_speed": "200",
"support_base_pattern": "rectilinear",
"support_interface_pattern": "rectilinear",
"compatible_printers": [
"IdeaFormer IR3 V2 0.4 nozzle"
]
}

View File

@@ -0,0 +1,108 @@
{
"type": "process",
"name": "fdm_process_common",
"from": "system",
"instantiation": "false",
"adaptive_layer_height": "0",
"reduce_crossing_wall": "0",
"max_travel_detour_distance": "0",
"bottom_surface_pattern": "monotonic",
"bottom_shell_thickness": "0",
"bridge_speed": "50",
"brim_width": "5",
"brim_object_gap": "0.1",
"compatible_printers": [],
"compatible_printers_condition": "",
"print_sequence": "by layer",
"default_acceleration": "1000",
"initial_layer_acceleration": "500",
"top_surface_acceleration": "1000",
"travel_acceleration": "1000",
"inner_wall_acceleration": "1000",
"outer_wall_acceleration": "700",
"bridge_no_support": "0",
"draft_shield": "disabled",
"elefant_foot_compensation": "0",
"enable_arc_fitting": "0",
"wall_infill_order": "inner wall/outer wall/infill",
"infill_direction": "45",
"sparse_infill_density": "15%",
"sparse_infill_pattern": "crosshatch",
"initial_layer_print_height": "0.2",
"infill_combination": "0",
"infill_wall_overlap": "25%",
"interface_shells": "0",
"ironing_flow": "10%",
"ironing_spacing": "0.15",
"ironing_speed": "30",
"ironing_type": "no ironing",
"reduce_infill_retraction": "1",
"filename_format": "{input_filename_base}_{layer_height}mm_{filament_type[initial_tool]}_{printer_model}_{print_time}.gcode",
"detect_overhang_wall": "1",
"slowdown_for_curled_perimeters": "1",
"overhang_1_4_speed": "0",
"overhang_2_4_speed": "50",
"overhang_3_4_speed": "30",
"overhang_4_4_speed": "10",
"line_width": "110%",
"inner_wall_line_width": "110%",
"outer_wall_line_width": "100%",
"top_surface_line_width": "93.75%",
"sparse_infill_line_width": "110%",
"initial_layer_line_width": "120%",
"internal_solid_infill_line_width": "120%",
"support_line_width": "96%",
"wall_loops": "3",
"print_settings_id": "",
"raft_layers": "0",
"seam_position": "aligned",
"skirt_distance": "2",
"skirt_height": "3",
"min_skirt_length": "4",
"skirt_loops": "0",
"minimum_sparse_infill_area": "15",
"spiral_mode": "0",
"standby_temperature_delta": "-5",
"enable_support": "0",
"resolution": "0.012",
"support_type": "normal(auto)",
"support_on_build_plate_only": "0",
"support_top_z_distance": "0.2",
"support_bottom_z_distance": "0.2",
"support_filament": "0",
"support_interface_loop_pattern": "0",
"support_interface_filament": "0",
"support_interface_top_layers": "2",
"support_interface_bottom_layers": "2",
"support_interface_spacing": "0.5",
"support_interface_speed": "80",
"support_base_pattern": "default",
"support_base_pattern_spacing": "2.5",
"support_speed": "150",
"support_threshold_angle": "30",
"support_object_xy_distance": "0.35",
"tree_support_branch_angle": "30",
"tree_support_wall_count": "0",
"tree_support_with_infill": "0",
"detect_thin_wall": "0",
"top_surface_pattern": "monotonicline",
"top_shell_thickness": "0.8",
"enable_prime_tower": "1",
"wipe_tower_no_sparse_layers": "0",
"prime_tower_width": "60",
"xy_hole_compensation": "0",
"xy_contour_compensation": "0",
"layer_height": "0.2",
"bottom_shell_layers": "3",
"top_shell_layers": "4",
"bridge_flow": "1",
"initial_layer_speed": "45",
"initial_layer_infill_speed": "45",
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"sparse_infill_speed": "150",
"internal_solid_infill_speed": "150",
"top_surface_speed": "50",
"gap_infill_speed": "30",
"travel_speed": "200"
}

View File

@@ -0,0 +1,54 @@
{
"name": "Printcepts",
"version": "01.00.00.01",
"force_update": "0",
"description": "Printcepts belt printer configurations",
"machine_model_list": [
{
"name": "BabyBelt Pro",
"sub_path": "machine/BabyBelt Pro.json"
}
],
"process_list": [
{
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"sub_path": "process/fdm_process_common.json"
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{
"name": "0.20mm Standard @BabyBelt Pro",
"sub_path": "process/0.20mm Standard @BabyBelt Pro.json"
}
],
"filament_list": [
{
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},
{
"name": "eSUN PLA @BabyBelt Pro",
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},
{
"name": "Generic PETG @BabyBelt Pro",
"sub_path": "filament/Generic PETG @BabyBelt Pro.json"
}
],
"machine_list": [
{
"name": "fdm_machine_common",
"sub_path": "machine/fdm_machine_common.json"
},
{
"name": "fdm_klipper_common",
"sub_path": "machine/fdm_klipper_common.json"
},
{
"name": "fdm_belt_common",
"sub_path": "machine/fdm_belt_common.json"
},
{
"name": "BabyBelt Pro 0.4 nozzle",
"sub_path": "machine/BabyBelt Pro 0.4 nozzle.json"
}
]
}

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@@ -0,0 +1,70 @@
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<!-- Printcepts BabyBelt Pro bed texture: 95 x 500 mm belt plate. -->
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@@ -0,0 +1,113 @@
{
"type": "filament",
"name": "Generic PETG @BabyBelt Pro",
"inherits": "Generic PETG @System",
"from": "system",
"setting_id": "gCzHpDNgVwQR6tgk",
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],
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],
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],
"filament_settings_id": [
"Generic PETG @BabyBelt Pro"
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"filament_diameter": [
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"nozzle_temperature_range_high": [
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],
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],
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"textured_plate_temp": [
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"textured_plate_temp_initial_layer": [
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"filament_retraction_speed": [
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"filament_deretraction_speed": [
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],
"filament_z_hop": [
"0.4"
],
"filament_start_gcode": [
"; Generic PETG @BabyBelt Pro — belt PETG, bed 80C"
]
}

View File

@@ -0,0 +1,113 @@
{
"type": "filament",
"name": "Generic PLA @BabyBelt Pro",
"inherits": "Generic PLA @System",
"from": "system",
"setting_id": "24PpcnhVx9v5f4fD",
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],
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],
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],
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"0.4"
],
"filament_start_gcode": [
"; Generic PLA @BabyBelt Pro — belt PLA, bed 75C"
]
}

View File

@@ -0,0 +1,35 @@
{
"type": "filament",
"name": "eSUN PLA @BabyBelt Pro",
"inherits": "Generic PLA @BabyBelt Pro",
"from": "system",
"setting_id": "EH3X7oE0DU5tSpjW",
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],
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],
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"nozzle_temperature_initial_layer": [
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"enable_pressure_advance": [
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],
"pressure_advance": [
"0.12"
],
"filament_max_volumetric_speed": [
"20"
]
}

View File

@@ -0,0 +1,87 @@
{
"type": "machine",
"name": "BabyBelt Pro 0.4 nozzle",
"inherits": "fdm_belt_common",
"from": "system",
"setting_id": "34OWINlJpJgA9DwQ",
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}

View File

@@ -0,0 +1,12 @@
{
"type": "machine_model",
"name": "BabyBelt Pro",
"model_id": "Printcepts_BabyBelt_Pro",
"nozzle_diameter": "0.4",
"machine_tech": "FFF",
"family": "Printcepts",
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"bed_texture": "BabyBelt Pro_bed_texture.svg",
"hotend_model": "",
"default_materials": "Generic PLA @BabyBelt Pro;Generic PETG @BabyBelt Pro"
}

View File

@@ -0,0 +1,99 @@
{
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],
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"gcode_remap_z": "pos_y",
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"scan_first_layer": "0",
"auxiliary_fan": "0"
}

View File

@@ -0,0 +1,141 @@
{
"type": "machine",
"name": "fdm_klipper_common",
"inherits": "fdm_machine_common",
"from": "system",
"instantiation": "false",
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"5000"
],
"machine_max_acceleration_extruding": [
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"20000"
],
"machine_max_acceleration_retracting": [
"5000",
"5000"
],
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"20000",
"20000"
],
"machine_max_acceleration_x": [
"20000",
"20000"
],
"machine_max_acceleration_y": [
"20000",
"20000"
],
"machine_max_acceleration_z": [
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"200"
],
"machine_max_speed_e": [
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"25"
],
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],
"machine_max_speed_y": [
"500",
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],
"machine_max_speed_z": [
"12",
"12"
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"2.5",
"2.5"
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"machine_max_jerk_x": [
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"9"
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"machine_max_jerk_z": [
"0.2",
"0.4"
],
"machine_min_extruding_rate": [
"0",
"0"
],
"machine_min_travel_rate": [
"0",
"0"
],
"max_layer_height": [
"0.32"
],
"min_layer_height": [
"0.08"
],
"printable_height": "250",
"extruder_clearance_radius": "65",
"extruder_clearance_height_to_rod": "36",
"extruder_clearance_height_to_lid": "140",
"printer_settings_id": "",
"printer_technology": "FFF",
"printer_variant": "0.4",
"retraction_minimum_travel": [
"1"
],
"retract_before_wipe": [
"70%"
],
"retract_when_changing_layer": [
"1"
],
"retraction_length": [
"0.8"
],
"retract_length_toolchange": [
"2"
],
"z_hop": [
"0.4"
],
"retract_restart_extra": [
"0"
],
"retract_restart_extra_toolchange": [
"0"
],
"retraction_speed": [
"30"
],
"deretraction_speed": [
"30"
],
"z_hop_types": "Normal Lift",
"silent_mode": "0",
"single_extruder_multi_material": "1",
"change_filament_gcode": "",
"wipe": [
"1"
],
"default_filament_profile": [
"Generic PLA @System"
],
"default_print_profile": "0.20mm Standard @MyKlipper",
"bed_exclude_area": [
"0x0"
],
"machine_start_gcode": "M190 S[bed_temperature_initial_layer_single]\nM109 S[nozzle_temperature_initial_layer]\nPRINT_START EXTRUDER=[nozzle_temperature_initial_layer] BED=[bed_temperature_initial_layer_single]\n",
"machine_end_gcode": "PRINT_END",
"layer_change_gcode": ";AFTER_LAYER_CHANGE\n;[layer_z]",
"before_layer_change_gcode": ";BEFORE_LAYER_CHANGE\n;[layer_z]\nG92 E0\n",
"machine_pause_gcode": "PAUSE",
"scan_first_layer": "0",
"nozzle_type": "undefine",
"auxiliary_fan": "0"
}

View File

@@ -0,0 +1,119 @@
{
"type": "machine",
"name": "fdm_machine_common",
"from": "system",
"instantiation": "false",
"printer_technology": "FFF",
"deretraction_speed": [
"40"
],
"extruder_colour": [
"#FCE94F"
],
"extruder_offset": [
"0x0"
],
"gcode_flavor": "marlin",
"silent_mode": "0",
"machine_max_acceleration_e": [
"5000"
],
"machine_max_acceleration_extruding": [
"10000"
],
"machine_max_acceleration_retracting": [
"1000"
],
"machine_max_acceleration_x": [
"10000"
],
"machine_max_acceleration_y": [
"10000"
],
"machine_max_acceleration_z": [
"500"
],
"machine_max_speed_e": [
"60"
],
"machine_max_speed_x": [
"500"
],
"machine_max_speed_y": [
"500"
],
"machine_max_speed_z": [
"10"
],
"machine_max_jerk_e": [
"5"
],
"machine_max_jerk_x": [
"8"
],
"machine_max_jerk_y": [
"8"
],
"machine_max_jerk_z": [
"0.4"
],
"machine_min_extruding_rate": [
"0"
],
"machine_min_travel_rate": [
"0"
],
"max_layer_height": [
"0.32"
],
"min_layer_height": [
"0.08"
],
"printable_height": "250",
"extruder_clearance_radius": "65",
"extruder_clearance_height_to_rod": "36",
"extruder_clearance_height_to_lid": "140",
"nozzle_diameter": [
"0.4"
],
"printer_settings_id": "",
"printer_variant": "0.4",
"retraction_minimum_travel": [
"2"
],
"retract_before_wipe": [
"70%"
],
"retract_when_changing_layer": [
"1"
],
"retraction_length": [
"1"
],
"retract_length_toolchange": [
"1"
],
"z_hop": [
"0"
],
"retract_restart_extra": [
"0"
],
"retract_restart_extra_toolchange": [
"0"
],
"retraction_speed": [
"60"
],
"single_extruder_multi_material": "1",
"change_filament_gcode": "",
"wipe": [
"1"
],
"default_print_profile": "",
"machine_start_gcode": "G0 Z20 F9000\nG92 E0; G1 E-10 F1200\nG28\nM970 Q1 A10 B10 C130 K0\nM970 Q1 A10 B131 C250 K1\nM974 Q1 S1 P0\nM970 Q0 A10 B10 C130 H20 K0\nM970 Q0 A10 B131 C250 K1\nM974 Q0 S1 P0\nM220 S100 ;Reset Feedrate\nM221 S100 ;Reset Flowrate\nG29 ;Home\nG90;\nG92 E0 ;Reset Extruder \nG1 Z2.0 F3000 ;Move Z Axis up \nG1 X10.1 Y20 Z0.28 F5000.0 ;Move to start position\nM109 S205;\nG1 X10.1 Y200.0 Z0.28 F1500.0 E15 ;Draw the first line\nG1 X10.4 Y200.0 Z0.28 F5000.0 ;Move to side a little\nG1 X10.4 Y20 Z0.28 F1500.0 E30 ;Draw the second line\nG92 E0 ;Reset Extruder \nG1 X110 Y110 Z2.0 F3000 ;Move Z Axis up",
"machine_end_gcode": "M400 ; wait for buffer to clear\nG92 E0 ; zero the extruder\nG1 E-4.0 F3600; retract \nG91\nG1 Z3;\nM104 S0 ; turn off hotend\nM140 S0 ; turn off bed\nM106 S0 ; turn off fan\nG90 \nG0 X110 Y200 F3600 \nprint_end",
"layer_change_gcode": ";AFTER_LAYER_CHANGE\n;[layer_z]",
"before_layer_change_gcode": ";BEFORE_LAYER_CHANGE\n;[layer_z]\nG92 E0\n",
"machine_pause_gcode": "M601"
}

View File

@@ -0,0 +1,23 @@
{
"type": "process",
"name": "0.20mm Standard @BabyBelt Pro",
"inherits": "fdm_process_common",
"from": "system",
"setting_id": "JGfGtqX6CWjCt437",
"instantiation": "true",
"layer_height": "0.2",
"initial_layer_print_height": "0.2",
"initial_layer_line_width": "0.42",
"wall_loops": "2",
"reduce_infill_retraction": "1",
"detect_overhang_wall": "1",
"skirt_loops": "0",
"skirt_distance": "0",
"sparse_infill_pattern": "grid",
"sparse_infill_speed": "200",
"support_base_pattern": "rectilinear",
"support_interface_pattern": "rectilinear",
"compatible_printers": [
"BabyBelt Pro 0.4 nozzle"
]
}

View File

@@ -0,0 +1,108 @@
{
"type": "process",
"name": "fdm_process_common",
"from": "system",
"instantiation": "false",
"adaptive_layer_height": "0",
"reduce_crossing_wall": "0",
"max_travel_detour_distance": "0",
"bottom_surface_pattern": "monotonic",
"bottom_shell_thickness": "0",
"bridge_speed": "50",
"brim_width": "5",
"brim_object_gap": "0.1",
"compatible_printers": [],
"compatible_printers_condition": "",
"print_sequence": "by layer",
"default_acceleration": "1000",
"initial_layer_acceleration": "500",
"top_surface_acceleration": "1000",
"travel_acceleration": "1000",
"inner_wall_acceleration": "1000",
"outer_wall_acceleration": "700",
"bridge_no_support": "0",
"draft_shield": "disabled",
"elefant_foot_compensation": "0",
"enable_arc_fitting": "0",
"wall_infill_order": "inner wall/outer wall/infill",
"infill_direction": "45",
"sparse_infill_density": "15%",
"sparse_infill_pattern": "crosshatch",
"initial_layer_print_height": "0.2",
"infill_combination": "0",
"infill_wall_overlap": "25%",
"interface_shells": "0",
"ironing_flow": "10%",
"ironing_spacing": "0.15",
"ironing_speed": "30",
"ironing_type": "no ironing",
"reduce_infill_retraction": "1",
"filename_format": "{input_filename_base}_{layer_height}mm_{filament_type[initial_tool]}_{printer_model}_{print_time}.gcode",
"detect_overhang_wall": "1",
"slowdown_for_curled_perimeters": "1",
"overhang_1_4_speed": "0",
"overhang_2_4_speed": "50",
"overhang_3_4_speed": "30",
"overhang_4_4_speed": "10",
"line_width": "110%",
"inner_wall_line_width": "110%",
"outer_wall_line_width": "100%",
"top_surface_line_width": "93.75%",
"sparse_infill_line_width": "110%",
"initial_layer_line_width": "120%",
"internal_solid_infill_line_width": "120%",
"support_line_width": "96%",
"wall_loops": "3",
"print_settings_id": "",
"raft_layers": "0",
"seam_position": "aligned",
"skirt_distance": "2",
"skirt_height": "3",
"min_skirt_length": "4",
"skirt_loops": "0",
"minimum_sparse_infill_area": "15",
"spiral_mode": "0",
"standby_temperature_delta": "-5",
"enable_support": "0",
"resolution": "0.012",
"support_type": "normal(auto)",
"support_on_build_plate_only": "0",
"support_top_z_distance": "0.2",
"support_bottom_z_distance": "0.2",
"support_filament": "0",
"support_interface_loop_pattern": "0",
"support_interface_filament": "0",
"support_interface_top_layers": "2",
"support_interface_bottom_layers": "2",
"support_interface_spacing": "0.5",
"support_interface_speed": "80",
"support_base_pattern": "default",
"support_base_pattern_spacing": "2.5",
"support_speed": "150",
"support_threshold_angle": "30",
"support_object_xy_distance": "0.35",
"tree_support_branch_angle": "30",
"tree_support_wall_count": "0",
"tree_support_with_infill": "0",
"detect_thin_wall": "0",
"top_surface_pattern": "monotonicline",
"top_shell_thickness": "0.8",
"enable_prime_tower": "1",
"wipe_tower_no_sparse_layers": "0",
"prime_tower_width": "60",
"xy_hole_compensation": "0",
"xy_contour_compensation": "0",
"layer_height": "0.2",
"bottom_shell_layers": "3",
"top_shell_layers": "4",
"bridge_flow": "1",
"initial_layer_speed": "45",
"initial_layer_infill_speed": "45",
"outer_wall_speed": "45",
"inner_wall_speed": "80",
"sparse_infill_speed": "150",
"internal_solid_infill_speed": "150",
"top_surface_speed": "50",
"gap_infill_speed": "30",
"travel_speed": "200"
}

View File

@@ -26,6 +26,7 @@ struct SlopeDetection
bool actived;
float normal_z;
mat3 volume_world_normal_matrix;
vec3 up_direction;
};
uniform vec4 uniform_color;

View File

@@ -23,6 +23,7 @@ struct SlopeDetection
bool actived;
float normal_z;
mat3 volume_world_normal_matrix;
vec3 up_direction;
};
uniform mat4 view_model_matrix;
@@ -73,8 +74,8 @@ void main()
// Point in homogenous coordinates.
world_pos = volume_world_matrix * vec4(v_position, 1.0);
// z component of normal vector in world coordinate used for slope shading
world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * v_normal)).z : 0.0;
// dot product of world normal with up direction, used for slope shading
world_normal_z = slope.actived ? dot(normalize(slope.volume_world_normal_matrix * v_normal), slope.up_direction) : 0.0;
gl_Position = projection_matrix * position;
if (is_outline) {

View File

@@ -37,6 +37,7 @@ struct SlopeDetection
bool actived;
float normal_z;
mat3 volume_world_normal_matrix;
vec3 up_direction;
};
uniform SlopeDetection slope;
@@ -85,7 +86,7 @@ void main()
color = LightBlue;
alpha = 1.0;
}
else if( transformed_normal.z < slope.normal_z - EPSILON)
else if( dot(transformed_normal, slope.up_direction) < slope.normal_z - EPSILON)
{
color = color * 0.5 + LightRed * 0.5;
alpha = 1.0;

View File

@@ -24,6 +24,7 @@ struct SlopeDetection
bool actived;
float normal_z;
mat3 volume_world_normal_matrix;
vec3 up_direction;
};
uniform SlopeDetection slope;
void main()

View File

@@ -1,254 +0,0 @@
#version 110
// See resources/shaders/140/texture_displacement_bump.fs for full documentation; this is the
// GLSL 1.10 compatibility variant (same logic, older syntax).
#define INTENSITY_CORRECTION 0.6
#define PARALLAX_STEPS 24
#define H_AT(uv) texture2D(height_tex, uv).r
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
#define INTENSITY_AMBIENT 0.3
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
uniform vec4 uniform_color;
// The printable palette, in **CIELAB** as well as RGB, and how many entries are real. Lab because the
// match has to be perceptual - the same reason the CPU side uses CIEDE2000 - and converting the
// palette once on the CPU is what lets the fragment shader match with a plain squared distance.
// Count 0 means nothing is colouring, and every fragment falls back to uniform_color as before.
uniform vec3 palette_lab[64];
uniform vec3 palette_rgb[64];
uniform int palette_count;
uniform sampler2D color_tex; // the layer's colour image, sampled at the same uv as the height
uniform bool has_color_tex;
uniform bool volume_mirrored;
uniform mat4 view_model_matrix;
uniform mat3 view_normal_matrix;
uniform sampler2D height_tex;
uniform vec2 height_tex_texel;
uniform float depth_mm;
uniform float tiling_scale;
// Height map width / height. Scales the v axis so a non-square image keeps its proportions
// instead of being squeezed into a square tile - mirrors libslic3r's apply_uv_transform().
uniform float tex_aspect;
uniform float rotation_rad;
uniform vec2 uv_offset;
uniform bool invert;
uniform float midlevel; // the height that means "don't move"; needed by the parallax step
uniform vec3 eye_model_pos; // camera position in this volume's local space, for the view ray
uniform bool use_vertex_uv;
// 2x3 affine (lin = (m00, m01, m10, m11), tr = (m02, m12)) applied to the dragged island's uv; see the
// 140 variant. Identity when nothing is dragged.
uniform vec4 island_delta_lin;
uniform vec2 island_delta_tr;
varying vec3 clipping_planes_dots;
varying vec4 model_pos;
varying vec4 world_pos;
varying float weight;
varying float island_active;
varying vec2 vertex_uv;
void projection_axes(vec3 n, out vec3 t, out vec3 b)
{
vec3 an = abs(n);
if (an.x >= an.y && an.x >= an.z) { // planar = p.yz
t = vec3(0.0, 1.0, 0.0);
b = vec3(0.0, 0.0, 1.0);
} else if (an.y >= an.x && an.y >= an.z) { // planar = p.xz
t = vec3(1.0, 0.0, 0.0);
b = vec3(0.0, 0.0, 1.0);
} else { // planar = p.xy
t = vec3(1.0, 0.0, 0.0);
b = vec3(0.0, 1.0, 0.0);
}
}
vec2 project_uv(vec3 p, vec3 n)
{
vec3 an = abs(n);
vec2 planar = (an.x >= an.y && an.x >= an.z) ? p.yz : ((an.y >= an.x && an.y >= an.z) ? p.xz : p.xy);
planar *= (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float cs = cos(rotation_rad);
float sn = sin(rotation_rad);
vec2 r = vec2(planar.x * cs - planar.y * sn, planar.x * sn + planar.y * cs);
// After the rotation, so the rotation stays a rotation rather than becoming a shear.
r.y *= tex_aspect;
return r + uv_offset;
}
// sRGB -> CIELAB, matching slic3r/Utils/ColorSpaceConvert's RGB2Lab so this picks the same entry the
// bake does.
vec3 srgb_to_lab(vec3 c)
{
vec3 v = vec3(c.r > 0.04045 ? pow((c.r + 0.055) / 1.055, 2.4) : c.r / 12.92,
c.g > 0.04045 ? pow((c.g + 0.055) / 1.055, 2.4) : c.g / 12.92,
c.b > 0.04045 ? pow((c.b + 0.055) / 1.055, 2.4) : c.b / 12.92);
vec3 xyz = vec3(dot(v, vec3(0.4124, 0.3576, 0.1805)) / 0.95047,
dot(v, vec3(0.2126, 0.7152, 0.0722)),
dot(v, vec3(0.0193, 0.1192, 0.9505)) / 1.08883);
vec3 f = vec3(xyz.x > 0.008856 ? pow(xyz.x, 1.0 / 3.0) : (7.787 * xyz.x) + 16.0 / 116.0,
xyz.y > 0.008856 ? pow(xyz.y, 1.0 / 3.0) : (7.787 * xyz.y) + 16.0 / 116.0,
xyz.z > 0.008856 ? pow(xyz.z, 1.0 / 3.0) : (7.787 * xyz.z) + 16.0 / 116.0);
return vec3(116.0 * f.y - 16.0, 500.0 * (f.x - f.y), 200.0 * (f.y - f.z));
}
// Nearest printable colour to a sampled one. Quantizing per *fragment* rather than per facet is the
// whole point of this path: it shows the image at the texture's resolution instead of the mesh's,
// which is what you need while choosing a texture and placing it. The Normal view is where the
// facet-resolution truth - what actually bakes - is shown.
//
// Squared distance in Lab (CIE76) rather than the CPU's CIEDE2000: the two agree except on near-ties,
// and CIEDE2000 per fragment across 64 entries is not worth its cost in a preview.
vec3 quantize_to_palette(vec3 rgb)
{
vec3 lab = srgb_to_lab(rgb);
int best = 0;
float bd = 1.0e20;
for (int i = 0; i < 64; ++i) {
if (i >= palette_count)
break;
vec3 d = lab - palette_lab[i];
float d2 = dot(d, d);
if (d2 < bd) {
bd = d2;
best = i;
}
}
return palette_rgb[best];
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
if (volume_mirrored)
triangle_normal = -triangle_normal;
// Where the colour is read from. Both branches below already compute the uv this fragment's
// *height* came from - including the parallax-marched one on the triplanar path - and the colour
// has to follow it exactly, or the colour would slide off the relief as the camera orbits.
vec2 color_uv = vec2(0.0);
bool have_uv = false;
if (use_vertex_uv) {
// Mikkelsen surface-gradient bump; see the 140 variant for the full rationale. Scale-exact
// for a conformal LSCM map (no global 1/tiling assumption), and gated by the paint weight
// via a multiply so the branch stays uniform (use_vertex_uv is a uniform).
vec2 uv = (island_active > 0.5)
? vec2(dot(island_delta_lin.xy, vertex_uv), dot(island_delta_lin.zw, vertex_uv)) + island_delta_tr
: vertex_uv;
color_uv = uv;
have_uv = true;
float h = texture2D(height_tex, uv).r;
float k = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0);
vec3 sigmaS = dFdx(model_pos.xyz);
vec3 sigmaT = dFdy(model_pos.xyz);
vec3 R1 = cross(sigmaT, triangle_normal);
vec3 R2 = cross(triangle_normal, sigmaS);
float det = dot(sigmaS, R1);
float dHdx = k * dFdx(h);
float dHdy = k * dFdy(h);
if (abs(det) > 1e-12)
triangle_normal = normalize(triangle_normal - (dHdx * R1 + dHdy * R2) / det);
} else if (weight > 0.0) {
vec3 t, b;
projection_axes(triangle_normal, t, b);
// Parallax occlusion mapping: march the view ray through the height shell and shade at the
// first point where it drops below the displaced surface (see header).
float amp = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0);
vec3 view_dir = normalize(eye_model_pos - model_pos.xyz);
float v_dot_n = dot(view_dir, triangle_normal);
vec2 uv = project_uv(model_pos.xyz, triangle_normal);
// The shell the displaced surface lives inside, as signed heights along the normal. Taken from
// both ends of h in [0, 1] so it stays correct for an inverted layer or a raised midlevel,
// where the surface sits *below* the undisplaced one.
float h_end_a = amp * (0.0 - midlevel);
float h_end_b = amp * (1.0 - midlevel);
float h_hi = max(h_end_a, h_end_b);
float h_lo = min(h_end_a, h_end_b);
// How far, in mm, sweeping the ray across the shell slides the sample point sideways. Below half
// a texel there is no parallax to find and the march would be pure cost - which is the common
// case of looking straight down at a surface.
float sweep = length(view_dir - triangle_normal * v_dot_n) * (h_hi - h_lo) / max(v_dot_n, 1e-4);
if (v_dot_n > 0.05 && sweep > 0.5 * tiling_scale * height_tex_texel.x) {
// A point at ray parameter s (model_pos + view_dir * s) sits at height s * v_dot_n above the
// undisplaced surface. Start at the top of the shell, where the ray is outside the surface
// by construction, and step inward; the crossing is what this pixel actually sees.
float s = h_hi / v_dot_n;
float ds = (h_hi - h_lo) / (v_dot_n * float(PARALLAX_STEPS));
vec2 prev_uv = project_uv(model_pos.xyz + view_dir * s, triangle_normal);
float prev_gap = h_hi - amp * (H_AT(prev_uv) - midlevel); // >= 0 by construction
for (int i = 0; i < PARALLAX_STEPS; ++i) {
s -= ds;
vec2 cur_uv = project_uv(model_pos.xyz + view_dir * s, triangle_normal);
float gap = s * v_dot_n - amp * (H_AT(cur_uv) - midlevel);
if (gap <= 0.0) {
// Crossed between the last two samples - interpolating the hit is what stops it
// quantising to the step size, and so what keeps the step count affordable.
uv = mix(prev_uv, cur_uv, clamp(prev_gap / max(prev_gap - gap, 1e-6), 0.0, 1.0));
break;
}
prev_uv = cur_uv;
prev_gap = gap;
}
}
color_uv = uv; // after the parallax march, so colour and relief stay registered
have_uv = true;
float hL = texture2D(height_tex, uv - vec2(height_tex_texel.x, 0.0)).r;
float hR = texture2D(height_tex, uv + vec2(height_tex_texel.x, 0.0)).r;
float hD = texture2D(height_tex, uv - vec2(0.0, height_tex_texel.y)).r;
float hU = texture2D(height_tex, uv + vec2(0.0, height_tex_texel.y)).r;
vec2 dh_duv = vec2((hR - hL) / (2.0 * height_tex_texel.x), (hU - hD) / (2.0 * height_tex_texel.y));
float inv_tiling = (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float amplitude = (invert ? -1.0 : 1.0) * depth_mm * inv_tiling * clamp(weight, 0.0, 1.0);
float cs = cos(rotation_rad);
float sn = sin(rotation_rad);
// One uv unit is tiling_scale mm along u but tiling_scale / tex_aspect mm along v, so the v
// component of the gradient carries the extra factor before being rotated back into t/b.
vec2 g = vec2(dh_duv.x, dh_duv.y * tex_aspect);
vec2 slope = amplitude * vec2(g.x * cs + g.y * sn, -g.x * sn + g.y * cs);
vec3 gradient = slope.x * t + slope.y * b;
gradient -= triangle_normal * dot(triangle_normal, gradient);
triangle_normal = normalize(triangle_normal - gradient);
}
vec3 eye_normal = normalize(view_normal_matrix * triangle_normal);
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
vec2 intensity = vec2(0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec3 position = (view_model_matrix * model_pos).xyz;
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
// Diffuse albedo: the image's colour at this fragment, snapped to the nearest printable colour.
// Only the albedo - the specular term (intensity.y) stays white - so a coloured fragment reads as
// the same material under the same light, and the relief this preview exists to show is unaffected.
vec3 albedo = uniform_color.rgb;
if (palette_count > 0 && has_color_tex && have_uv && weight > 0.0)
albedo = quantize_to_palette(texture2D(color_tex, color_uv).rgb);
gl_FragColor = vec4(vec3(intensity.y) + albedo * intensity.x, uniform_color.a);
}

View File

@@ -1,34 +0,0 @@
#version 110
// See resources/shaders/140/texture_displacement_bump.vs for full documentation; this is the
// GLSL 1.10 compatibility variant.
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat4 volume_world_matrix;
uniform vec2 z_range;
uniform vec4 clipping_plane;
attribute vec3 v_position;
attribute vec3 v_normal; // .x = paint weight (0/1); .y = 1 for the dragged island's vertices
attribute vec2 v_tex_coord; // precomputed texture uv, used only when use_vertex_uv is set
varying vec3 clipping_planes_dots;
varying vec4 model_pos;
varying vec4 world_pos;
varying float weight;
varying float island_active;
varying vec2 vertex_uv;
void main()
{
model_pos = vec4(v_position, 1.0);
world_pos = volume_world_matrix * model_pos;
gl_Position = projection_matrix * view_model_matrix * model_pos;
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
weight = v_normal.x;
island_active = v_normal.y;
vertex_uv = v_tex_coord;
}

View File

@@ -1,70 +0,0 @@
#version 110
// See resources/shaders/140/texture_displacement_uvcheck.fs; GLSL 1.10 compatibility variant.
#define INTENSITY_CORRECTION 0.6
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
#define INTENSITY_AMBIENT 0.3
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
uniform mat3 view_normal_matrix;
uniform bool volume_mirrored;
uniform int mode;
uniform float checker_freq;
uniform float tiling_scale;
uniform float rotation_rad;
uniform vec2 uv_offset;
uniform bool use_vertex_uv;
varying vec3 clipping_planes_dots;
varying vec4 model_pos;
varying vec4 world_pos;
varying float distortion;
varying vec2 vertex_uv;
vec2 project_uv(vec3 p, vec3 n)
{
vec3 an = abs(n);
vec2 planar = (an.x >= an.y && an.x >= an.z) ? p.yz : ((an.y >= an.x && an.y >= an.z) ? p.xz : p.xy);
planar *= (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float cs = cos(rotation_rad);
float sn = sin(rotation_rad);
return vec2(planar.x * cs - planar.y * sn, planar.x * sn + planar.y * cs) + uv_offset;
}
vec3 heatmap(float t)
{
t = clamp(t, 0.0, 1.0);
return clamp(vec3(1.5 - abs(4.0 * t - 3.0),
1.5 - abs(4.0 * t - 2.0),
1.5 - abs(4.0 * t - 1.0)), 0.0, 1.0);
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
if (volume_mirrored)
triangle_normal = -triangle_normal;
vec3 base;
if (mode == 1) {
base = heatmap(distortion);
} else {
vec2 uv = use_vertex_uv ? vertex_uv : project_uv(model_pos.xyz, triangle_normal);
vec2 c = floor(uv * checker_freq);
float check = mod(c.x + c.y, 2.0);
base = (check < 0.5) ? vec3(0.22, 0.23, 0.26) : vec3(0.82, 0.83, 0.86);
}
vec3 eye_normal = normalize(view_normal_matrix * triangle_normal);
float intensity = INTENSITY_AMBIENT + max(dot(eye_normal, LIGHT_TOP_DIR), 0.0) * LIGHT_TOP_DIFFUSE
+ max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0) * LIGHT_FRONT_DIFFUSE;
gl_FragColor = vec4(base * intensity, 1.0);
}

View File

@@ -1,31 +0,0 @@
#version 110
// See resources/shaders/140/texture_displacement_uvcheck.vs; GLSL 1.10 compatibility variant.
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat4 volume_world_matrix;
uniform vec2 z_range;
uniform vec4 clipping_plane;
attribute vec3 v_position;
attribute vec3 v_normal; // .x = per-vertex uv distortion
attribute vec2 v_tex_coord; // precomputed texture uv, used only when use_vertex_uv is set
varying vec3 clipping_planes_dots;
varying vec4 model_pos;
varying vec4 world_pos;
varying float distortion;
varying vec2 vertex_uv;
void main()
{
model_pos = vec4(v_position, 1.0);
world_pos = volume_world_matrix * model_pos;
gl_Position = projection_matrix * view_model_matrix * model_pos;
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
distortion = v_normal.x;
vertex_uv = v_tex_coord;
}

View File

@@ -29,6 +29,7 @@ struct SlopeDetection
bool actived;
float normal_z;
mat3 volume_world_normal_matrix;
vec3 up_direction;
};
uniform vec4 uniform_color;

View File

@@ -23,6 +23,7 @@ struct SlopeDetection
bool actived;
float normal_z;
mat3 volume_world_normal_matrix;
vec3 up_direction;
};
uniform mat4 view_model_matrix;
@@ -73,8 +74,8 @@ void main()
// Point in homogenous coordinates.
world_pos = volume_world_matrix * vec4(v_position, 1.0);
// z component of normal vector in world coordinate used for slope shading
world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * v_normal)).z : 0.0;
// dot product of world normal with up direction, used for slope shading
world_normal_z = slope.actived ? dot(normalize(slope.volume_world_normal_matrix * v_normal), slope.up_direction) : 0.0;
gl_Position = projection_matrix * position;
if (is_outline) {

View File

@@ -37,6 +37,7 @@ struct SlopeDetection
bool actived;
float normal_z;
mat3 volume_world_normal_matrix;
vec3 up_direction;
};
uniform SlopeDetection slope;
@@ -87,7 +88,7 @@ void main()
color = LightBlue;
alpha = 1.0;
}
else if( transformed_normal.z < slope.normal_z - EPSILON)
else if( dot(transformed_normal, slope.up_direction) < slope.normal_z - EPSILON)
{
color = color * 0.5 + LightRed * 0.5;
alpha = 1.0;

View File

@@ -24,6 +24,7 @@ struct SlopeDetection
bool actived;
float normal_z;
mat3 volume_world_normal_matrix;
vec3 up_direction;
};
uniform SlopeDetection slope;
void main()

View File

@@ -1,338 +0,0 @@
#version 140
// Fast, geometry-free preview of texture displacement: perturbs the *shading* normal from the
// height texture's local gradient (a bump map), faded out by the per-vertex paint weight. The
// true, exact result is what "Bake" produces via libslic3r/TextureDisplacement.cpp on the CPU.
//
// The bake displaces each surface point along its normal by H = +/- depth_mm * (h(uv) - midlevel),
// with uv from the layer's projection. The perturbed normal is the analytic
//
// N' = normalize(N - (dH/da) * T - (dH/db) * B)
//
// over any orthonormal surface tangent pair (T, B), where the two slopes are real mm-per-mm
// derivatives. Two things have to be right for the preview's apparent depth to match the bake's:
// the tangent frame the gradient is expressed in, and the uv->mm scale that turns a texel
// difference into a slope. Getting the scale wrong is a uniform flattening (a raw texel difference
// is dh over one texel step, not over one mm); getting the frame wrong tilts the bump along the
// wrong axes.
//
// Two projection paths:
// * Triplanar (use_vertex_uv = 0): uv and the tangent axes are derived in-shader from the dominant
// normal axis, mirroring libslic3r's project_planar()/apply_uv_transform(), and the slope is
// formed analytically (there is a closed-form uv, so 1 uv unit is exactly tiling_scale mm). This
// path also runs a parallax step before shading, see below.
//
// Parallax. A pure bump map perturbs shading only, so the pattern is welded to the base surface: it
// does not shift as the camera orbits and it does not get any deeper as depth_mm grows, which is
// exactly when the preview stops reading as real geometry. The triplanar path therefore shades at the
// point the *displaced* surface would show at this pixel rather than at the pixel's own base position.
//
// Two cheaper formulations were tried first and both are wrong here, which is worth recording:
// * Solving Q = P + V * (H(Q) / dot(V, n)) by fixed-point iteration. Geometrically exact, but the
// divisor goes to zero edge-on, and an unbounded step is not a small error - the sample lands a
// large fraction of a tile away and the iteration oscillates instead of converging. It reads as a
// *second, flat copy* of the pattern ghosted over the real one. Clamping the step to one tile does
// not help either: a tile-sized shift lands on the neighbouring tile, which is the same pattern.
// * Offset limiting (Welsh): step along the tangential part of V, whose length caps the shift at one
// depth. Stable and cheap, but it understates parallax by exactly the factor that matters - the
// relief still flattens as soon as the camera tilts, which is the complaint it was meant to fix.
//
// So this ray-marches instead (parallax occlusion mapping). A point at ray parameter s, i.e. P + V * s,
// sits at height s * dot(V, n) above the undisplaced surface. The displaced surface lives in a shell
// between the extreme values of amp * (h - midlevel); the march starts at the top of that shell, where
// the ray is outside the surface by construction, and steps inward until the ray height falls below the
// sampled height. That crossing *is* the visible point - no divergence, no ghosting, and parallax stays
// correct at any angle. The hit is interpolated between the last two samples, which is what keeps
// PARALLAX_STEPS low enough to afford. The march is skipped when sweeping the shell would move the
// sample point less than half a texel (the head-on case), so the common view pays almost nothing.
//
// The gradient/shading below is evaluated at the resulting uv, so the relief both slides correctly
// under camera motion and visibly deepens with depth_mm. What it still cannot do is change the
// model's silhouette or cast shadows; for that, switch the View row to Normal.
// * Precomputed uv (use_vertex_uv = 1, used for LSCM): uv comes per-vertex from the CPU (the LSCM
// unwrap with island placement + tiling/rotation/offset already folded in), and the perturbed
// normal is built with Mikkelsen's method -- the surface gradient taken straight from the
// screen-space derivatives of the sampled height and position. This makes no uv->mm scale
// assumption, which matters because an LSCM map is conformal, not isometric: the local mm-per-uv
// varies across the chart, so a single global 1/tiling factor (what an earlier version used) got
// the apparent depth wrong. This path is also what makes the fast preview follow the UV editor:
// move an island and its uv -- hence its bump -- moves with it.
#define INTENSITY_CORRECTION 0.6
#define PARALLAX_STEPS 24
// Explicit LOD: the march samples inside non-uniform control flow, where implicit
// derivatives are undefined.
#define H_AT(uv) textureLod(height_tex, uv, 0.0).r
// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
#define INTENSITY_AMBIENT 0.3
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
uniform vec4 uniform_color;
// The printable palette, in **CIELAB** as well as RGB, and how many entries are real. Lab because the
// match has to be perceptual - the same reason the CPU side uses CIEDE2000 - and converting the
// palette once on the CPU is what lets the fragment shader match with a plain squared distance.
// Count 0 means nothing is colouring, and every fragment falls back to uniform_color as before.
uniform vec3 palette_lab[64];
uniform vec3 palette_rgb[64];
uniform int palette_count;
uniform sampler2D color_tex; // the layer's colour image, sampled at the same uv as the height
uniform bool has_color_tex;
uniform bool volume_mirrored;
uniform mat4 view_model_matrix;
uniform mat3 view_normal_matrix;
uniform sampler2D height_tex;
uniform vec2 height_tex_texel; // (1/width, 1/height) of height_tex
uniform float depth_mm;
uniform float tiling_scale;
// Height map width / height. Scales the v axis so a non-square image keeps its proportions
// instead of being squeezed into a square tile - mirrors libslic3r's apply_uv_transform().
uniform float tex_aspect;
uniform float rotation_rad;
uniform vec2 uv_offset;
uniform bool invert;
uniform float midlevel; // the height that means "don't move"; needed by the parallax step
uniform vec3 eye_model_pos; // camera position in this volume's local space, for the view ray
uniform bool use_vertex_uv; // true: sample at vertex_uv with a derived tangent frame (LSCM)
// A 2x3 affine (columns packed as lin = (m00, m01, m10, m11), tr = (m02, m12)) applied to the uv of
// the island currently being dragged in the UV editor (island_active > 0.5). Identity when nothing is
// dragged, so this whole path is a no-op then. Lets a UV island drag move the bump on the model with
// only a uniform update
uniform vec4 island_delta_lin;
uniform vec2 island_delta_tr;
in vec3 clipping_planes_dots;
in vec4 model_pos;
in vec4 world_pos;
in float weight;
in float island_active;
in vec2 vertex_uv;
out vec4 out_color;
// The two model-space axes the triplanar planar coordinate is read off, per dominant normal
// component - same choice libslic3r's project_planar() makes, so planar.x runs along t, planar.y
// along b.
void projection_axes(vec3 n, out vec3 t, out vec3 b)
{
vec3 an = abs(n);
if (an.x >= an.y && an.x >= an.z) { // planar = p.yz
t = vec3(0.0, 1.0, 0.0);
b = vec3(0.0, 0.0, 1.0);
} else if (an.y >= an.x && an.y >= an.z) { // planar = p.xz
t = vec3(1.0, 0.0, 0.0);
b = vec3(0.0, 0.0, 1.0);
} else { // planar = p.xy
t = vec3(1.0, 0.0, 0.0);
b = vec3(0.0, 1.0, 0.0);
}
}
vec2 project_uv(vec3 p, vec3 n)
{
vec3 an = abs(n);
vec2 planar = (an.x >= an.y && an.x >= an.z) ? p.yz : ((an.y >= an.x && an.y >= an.z) ? p.xz : p.xy);
planar *= (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float cs = cos(rotation_rad);
float sn = sin(rotation_rad);
vec2 r = vec2(planar.x * cs - planar.y * sn, planar.x * sn + planar.y * cs);
// After the rotation, so the rotation stays a rotation rather than becoming a shear.
r.y *= tex_aspect;
return r + uv_offset;
}
// sRGB -> CIELAB, matching slic3r/Utils/ColorSpaceConvert's RGB2Lab so this picks the same entry the
// bake does.
vec3 srgb_to_lab(vec3 c)
{
vec3 v = vec3(c.r > 0.04045 ? pow((c.r + 0.055) / 1.055, 2.4) : c.r / 12.92,
c.g > 0.04045 ? pow((c.g + 0.055) / 1.055, 2.4) : c.g / 12.92,
c.b > 0.04045 ? pow((c.b + 0.055) / 1.055, 2.4) : c.b / 12.92);
vec3 xyz = vec3(dot(v, vec3(0.4124, 0.3576, 0.1805)) / 0.95047,
dot(v, vec3(0.2126, 0.7152, 0.0722)),
dot(v, vec3(0.0193, 0.1192, 0.9505)) / 1.08883);
vec3 f = vec3(xyz.x > 0.008856 ? pow(xyz.x, 1.0 / 3.0) : (7.787 * xyz.x) + 16.0 / 116.0,
xyz.y > 0.008856 ? pow(xyz.y, 1.0 / 3.0) : (7.787 * xyz.y) + 16.0 / 116.0,
xyz.z > 0.008856 ? pow(xyz.z, 1.0 / 3.0) : (7.787 * xyz.z) + 16.0 / 116.0);
return vec3(116.0 * f.y - 16.0, 500.0 * (f.x - f.y), 200.0 * (f.y - f.z));
}
// Nearest printable colour to a sampled one. Quantizing per *fragment* rather than per facet is the
// whole point of this path: it shows the image at the texture's resolution instead of the mesh's,
// which is what you need while choosing a texture and placing it. The Normal view is where the
// facet-resolution truth - what actually bakes - is shown.
//
// Squared distance in Lab (CIE76) rather than the CPU's CIEDE2000: the two agree except on near-ties,
// and CIEDE2000 per fragment across 64 entries is not worth its cost in a preview.
vec3 quantize_to_palette(vec3 rgb)
{
vec3 lab = srgb_to_lab(rgb);
int best = 0;
float bd = 1.0e20;
for (int i = 0; i < 64; ++i) {
if (i >= palette_count)
break;
vec3 d = lab - palette_lab[i];
float d2 = dot(d, d);
if (d2 < bd) {
bd = d2;
best = i;
}
}
return palette_rgb[best];
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
if (volume_mirrored)
triangle_normal = -triangle_normal;
// Where the colour is read from. Both branches below already compute the uv this fragment's
// *height* came from - including the parallax-marched one on the triplanar path - and the colour
// has to follow it exactly, or the colour would slide off the relief as the camera orbits.
vec2 color_uv = vec2(0.0);
bool have_uv = false;
if (use_vertex_uv) {
// Precomputed-uv (LSCM) path - Mikkelsen's surface-gradient bump ("Bump Mapping
// Unparametrized Surfaces on the GPU"). The perturbed normal is derived straight from the
// screen-space derivatives of the *sampled height* and the position, so it is scale-exact
// with no uv->mm assumption at all - which is the whole point here: an LSCM map is conformal,
// not isometric, so the local mm-per-uv varies across the chart and the earlier "one global
// 1/tiling factor" got the depth visibly wrong. dFdx(h) captures the true on-screen rate of
// change however the chart is stretched or however fine the tiling is.
//
// use_vertex_uv is a uniform, so this whole branch is uniform control flow and the texture
// derivatives are well defined; the paint weight gates the result by a plain multiply (k)
// rather than a per-fragment branch, keeping it that way.
// The dragged island's uv rides a uniform affine so its bump moves without a rebuild; every
// other vertex (island_active == 0) samples its baked uv unchanged.
vec2 uv = (island_active > 0.5)
? vec2(dot(island_delta_lin.xy, vertex_uv), dot(island_delta_lin.zw, vertex_uv)) + island_delta_tr
: vertex_uv;
color_uv = uv;
have_uv = true;
float h = texture(height_tex, uv).r;
float k = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0);
vec3 sigmaS = dFdx(model_pos.xyz);
vec3 sigmaT = dFdy(model_pos.xyz);
vec3 R1 = cross(sigmaT, triangle_normal);
vec3 R2 = cross(triangle_normal, sigmaS);
float det = dot(sigmaS, R1);
float dHdx = k * dFdx(h);
float dHdy = k * dFdy(h);
if (abs(det) > 1e-12)
triangle_normal = normalize(triangle_normal - (dHdx * R1 + dHdy * R2) / det);
} else if (weight > 0.0) {
// Triplanar path: uv and the tangent axes are reconstructed in-shader from the dominant
// normal component (see header). The gradient is expressed analytically because there is a
// closed-form uv here, unlike the LSCM case.
vec3 t, b;
projection_axes(triangle_normal, t, b);
// Parallax occlusion mapping: march the view ray through the height shell and shade at the
// first point where it drops below the displaced surface (see header).
float amp = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0);
vec3 view_dir = normalize(eye_model_pos - model_pos.xyz);
float v_dot_n = dot(view_dir, triangle_normal);
vec2 uv = project_uv(model_pos.xyz, triangle_normal);
// The shell the displaced surface lives inside, as signed heights along the normal. Taken from
// both ends of h in [0, 1] so it stays correct for an inverted layer or a raised midlevel,
// where the surface sits *below* the undisplaced one.
float h_end_a = amp * (0.0 - midlevel);
float h_end_b = amp * (1.0 - midlevel);
float h_hi = max(h_end_a, h_end_b);
float h_lo = min(h_end_a, h_end_b);
// How far, in mm, sweeping the ray across the shell slides the sample point sideways. Below half
// a texel there is no parallax to find and the march would be pure cost - which is the common
// case of looking straight down at a surface.
float sweep = length(view_dir - triangle_normal * v_dot_n) * (h_hi - h_lo) / max(v_dot_n, 1e-4);
if (v_dot_n > 0.05 && sweep > 0.5 * tiling_scale * height_tex_texel.x) {
// A point at ray parameter s (model_pos + view_dir * s) sits at height s * v_dot_n above the
// undisplaced surface. Start at the top of the shell, where the ray is outside the surface
// by construction, and step inward; the crossing is what this pixel actually sees.
float s = h_hi / v_dot_n;
float ds = (h_hi - h_lo) / (v_dot_n * float(PARALLAX_STEPS));
vec2 prev_uv = project_uv(model_pos.xyz + view_dir * s, triangle_normal);
float prev_gap = h_hi - amp * (H_AT(prev_uv) - midlevel); // >= 0 by construction
for (int i = 0; i < PARALLAX_STEPS; ++i) {
s -= ds;
vec2 cur_uv = project_uv(model_pos.xyz + view_dir * s, triangle_normal);
float gap = s * v_dot_n - amp * (H_AT(cur_uv) - midlevel);
if (gap <= 0.0) {
// Crossed between the last two samples - interpolating the hit is what stops it
// quantising to the step size, and so what keeps the step count affordable.
uv = mix(prev_uv, cur_uv, clamp(prev_gap / max(prev_gap - gap, 1e-6), 0.0, 1.0));
break;
}
prev_uv = cur_uv;
prev_gap = gap;
}
}
color_uv = uv; // after the parallax march, so colour and relief stay registered
have_uv = true;
float hL = texture(height_tex, uv - vec2(height_tex_texel.x, 0.0)).r;
float hR = texture(height_tex, uv + vec2(height_tex_texel.x, 0.0)).r;
float hD = texture(height_tex, uv - vec2(0.0, height_tex_texel.y)).r;
float hU = texture(height_tex, uv + vec2(0.0, height_tex_texel.y)).r;
// Central difference, per uv unit (not per texel).
vec2 dh_duv = vec2((hR - hL) / (2.0 * height_tex_texel.x), (hU - hD) / (2.0 * height_tex_texel.y));
// uv -> mm is 1/tiling_scale for the triplanar projection, so this turns the uv-space
// gradient into a real surface slope.
float inv_tiling = (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float amplitude = (invert ? -1.0 : 1.0) * depth_mm * inv_tiling * clamp(weight, 0.0, 1.0);
// uv was rotated by project_uv() while t/b are the unrotated model axes, so rotate the
// gradient back into the axes' frame.
float cs = cos(rotation_rad);
float sn = sin(rotation_rad);
// One uv unit is tiling_scale mm along u but tiling_scale / tex_aspect mm along v, so the v
// component of the gradient carries the extra factor before being rotated back into t/b.
vec2 g = vec2(dh_duv.x, dh_duv.y * tex_aspect);
vec2 slope = amplitude * vec2(g.x * cs + g.y * sn, -g.x * sn + g.y * cs);
vec3 gradient = slope.x * t + slope.y * b;
gradient -= triangle_normal * dot(triangle_normal, gradient);
triangle_normal = normalize(triangle_normal - gradient);
}
vec3 eye_normal = normalize(view_normal_matrix * triangle_normal);
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
vec2 intensity = vec2(0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec3 position = (view_model_matrix * model_pos).xyz;
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
// Diffuse albedo: the image's colour at this fragment, snapped to the nearest printable colour.
// Only the albedo - the specular term (intensity.y) stays white - so a coloured fragment reads as
// the same material under the same light, and the relief this preview exists to show is unaffected.
vec3 albedo = uniform_color.rgb;
if (palette_count > 0 && has_color_tex && have_uv && weight > 0.0)
albedo = quantize_to_palette(texture(color_tex, color_uv).rgb);
out_color = vec4(vec3(intensity.y) + albedo * intensity.x, uniform_color.a);
}

View File

@@ -1,44 +0,0 @@
#version 140
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat4 volume_world_matrix;
// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
uniform vec2 z_range;
// Clipping plane - general orientation. Used by the SLA gizmo.
uniform vec4 clipping_plane;
in vec3 v_position;
// GLModel's P3N3T2 layout (position + normal + texcoord), reused so this mesh builds and renders
// like any other GLModel rather than needing a bespoke vertex buffer. The two spare channels carry
// what the bump preview actually needs per vertex:
// v_normal.x -- the active layer's paint weight, 0 (untouched) or 1 (painted).
// v_normal.y -- 1 for a vertex of the island currently being dragged in the UV editor, else 0.
// The fragment shader applies island_delta to those vertices' uv, so a UV drag is a
// single uniform update rather than a whole-mesh rebuild (like Adjust placement).
// v_tex_coord -- the precomputed texture uv for this vertex, valid only when use_vertex_uv is set
// (i.e. the LSCM projection, where uv can't be reconstructed in the shader). The
// triplanar path ignores it and projects in the fragment shader instead.
in vec3 v_normal;
in vec2 v_tex_coord;
out vec3 clipping_planes_dots;
out vec4 model_pos;
out vec4 world_pos;
out float weight;
out float island_active;
out vec2 vertex_uv;
void main()
{
model_pos = vec4(v_position, 1.0);
world_pos = volume_world_matrix * model_pos;
gl_Position = projection_matrix * view_model_matrix * model_pos;
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
weight = v_normal.x;
island_active = v_normal.y;
vertex_uv = v_tex_coord;
}

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@@ -1,83 +0,0 @@
#version 140
// UV-check overlay for the texture-displacement gizmo, drawn over the painted patch so the LSCM
// unwrap can be sanity-checked on the real 3D surface (mode set by the `mode` uniform):
// mode 0 - Checker: a procedural checkerboard sampled at the layer's uv. Even squares that stay
// square everywhere on the model mean the unwrap is low-distortion; squares that smear or
// shear reveal exactly where it stretches. Same uv the bake samples, so what you see is
// where the texture actually lands.
// mode 1 - Distortion heatmap: the per-vertex area-distortion carried in `distortion`, blue
// (compressed) -> green (ideal) -> red (stretched).
// Both are lit with the same cheap two-light diffuse the bump preview uses, so the surface still
// reads as 3D.
#define INTENSITY_CORRECTION 0.6
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
#define INTENSITY_AMBIENT 0.3
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
uniform mat3 view_normal_matrix;
uniform bool volume_mirrored;
uniform int mode; // 0 checker, 1 distortion
uniform float checker_freq; // checker squares per uv unit (one uv unit == one texture tile)
uniform float tiling_scale;
uniform float rotation_rad;
uniform vec2 uv_offset;
uniform bool use_vertex_uv;
in vec3 clipping_planes_dots;
in vec4 model_pos;
in vec4 world_pos;
in float distortion;
in vec2 vertex_uv;
out vec4 out_color;
vec2 project_uv(vec3 p, vec3 n)
{
vec3 an = abs(n);
vec2 planar = (an.x >= an.y && an.x >= an.z) ? p.yz : ((an.y >= an.x && an.y >= an.z) ? p.xz : p.xy);
planar *= (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float cs = cos(rotation_rad);
float sn = sin(rotation_rad);
return vec2(planar.x * cs - planar.y * sn, planar.x * sn + planar.y * cs) + uv_offset;
}
// Blue -> cyan -> green -> yellow -> red over t in [0,1].
vec3 heatmap(float t)
{
t = clamp(t, 0.0, 1.0);
return clamp(vec3(1.5 - abs(4.0 * t - 3.0),
1.5 - abs(4.0 * t - 2.0),
1.5 - abs(4.0 * t - 1.0)), 0.0, 1.0);
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
if (volume_mirrored)
triangle_normal = -triangle_normal;
vec3 base;
if (mode == 1) {
base = heatmap(distortion);
} else {
vec2 uv = use_vertex_uv ? vertex_uv : project_uv(model_pos.xyz, triangle_normal);
vec2 c = floor(uv * checker_freq);
float check = mod(c.x + c.y, 2.0);
// Two distinct greys, plus a faint tint on one set so orientation is readable at a glance.
base = (check < 0.5) ? vec3(0.22, 0.23, 0.26) : vec3(0.82, 0.83, 0.86);
}
vec3 eye_normal = normalize(view_normal_matrix * triangle_normal);
float intensity = INTENSITY_AMBIENT + max(dot(eye_normal, LIGHT_TOP_DIR), 0.0) * LIGHT_TOP_DIFFUSE
+ max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0) * LIGHT_FRONT_DIFFUSE;
out_color = vec4(base * intensity, 1.0);
}

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@@ -1,36 +0,0 @@
#version 140
// Vertex stage for the UV-check overlay (checker / distortion heatmap) drawn over the painted patch
// by GLGizmoTextureDisplacement. Reuses GLModel's P3N3T2 layout so it needs no bespoke buffer:
// v_normal.x - per-vertex UV distortion (uv-area / surface-area ratio, remapped so 0.5 = ideal);
// only the distortion mode reads it.
// v_tex_coord - precomputed texture uv, valid only when use_vertex_uv is set (LSCM); the checker
// mode reconstructs uv in the fragment shader otherwise.
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat4 volume_world_matrix;
uniform vec2 z_range;
uniform vec4 clipping_plane;
in vec3 v_position;
in vec3 v_normal;
in vec2 v_tex_coord;
out vec3 clipping_planes_dots;
out vec4 model_pos;
out vec4 world_pos;
out float distortion;
out vec2 vertex_uv;
void main()
{
model_pos = vec4(v_position, 1.0);
world_pos = volume_world_matrix * model_pos;
gl_Position = projection_matrix * view_model_matrix * model_pos;
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
distortion = v_normal.x;
vertex_uv = v_tex_coord;
}

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@@ -90,6 +90,12 @@ if (SLIC3R_GUI)
# list(REMOVE_ITEM wxWidgets_LIBRARIES oleacc)
find_package(wxInspector REQUIRED)
# wxInspector 1.0.0 installs its headers but accidentally declares the
# INSTALL_INTERFACE include directory PRIVATE, so its imported target does
# not expose them to consumers. Restore the package prefix include path until
# the upstream export is fixed.
get_filename_component(WXINSPECTOR_PREFIX "${wxInspector_DIR}/../../.." ABSOLUTE)
target_include_directories(wxInspector::wxInspector INTERFACE "${WXINSPECTOR_PREFIX}/include")
list(APPEND wxWidgets_LIBRARIES "wxInspector::wxInspector")
message(STATUS "wx libs: ${wxWidgets_LIBRARIES}")
@@ -175,7 +181,7 @@ endif ()
# Add the Slic3r GUI library, libcurl, OpenGL and GLU libraries.
if (SLIC3R_GUI)
# target_link_libraries(OrcaSlicer ws2_32 uxtheme setupapi libslic3r_gui ${wxWidgets_LIBRARIES})
target_link_libraries(OrcaSlicer libslic3r_gui)
target_link_libraries(OrcaSlicer libslic3r_gui wxInspector::wxInspector)
if (MSVC)
# Generate debug symbols even in release mode.
target_link_options(OrcaSlicer PUBLIC "$<$<CONFIG:RELEASE>:/DEBUG>")

516
src/libslic3r/BeltBrim.cpp Normal file
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@@ -0,0 +1,516 @@
#include "BeltBrim.hpp"
#include "ClipperUtils.hpp"
#include "Flow.hpp"
#include "Layer.hpp"
#include "Polygon.hpp"
#include "Print.hpp"
#include "ShortestPath.hpp"
#include "Support/BeltFloorContext.hpp"
#include <algorithm>
namespace Slic3r {
// ---------------------------------------------------------------- scaling
static inline Point scale_u_point(const Point &p, int from_axis, double factor)
{
// llround, not a cast: casting truncates toward zero, so a round trip would
// walk every vertex toward the origin by up to one unit per pass.
return from_axis == 0 ?
Point(coord_t(std::llround(double(p.x()) * factor)), p.y()) :
Point(p.x(), coord_t(std::llround(double(p.y()) * factor)));
}
static inline void scale_u_polygon(Polygon &poly, int from_axis, double factor)
{
for (Point &p : poly.points)
p = scale_u_point(p, from_axis, factor);
}
ExPolygons belt_scale_u(const ExPolygons &src, const BeltBrimFrame &frame, double factor)
{
ExPolygons out = src;
for (ExPolygon &ex : out) {
scale_u_polygon(ex.contour, frame.from_axis, factor);
for (Polygon &hole : ex.holes)
scale_u_polygon(hole, frame.from_axis, factor);
}
return out;
}
Polylines belt_scale_u(const Polylines &src, const BeltBrimFrame &frame, double factor)
{
Polylines out = src;
for (Polyline &pl : out)
for (Point &p : pl.points)
p = scale_u_point(p, frame.from_axis, factor);
return out;
}
// ---------------------------------------------------------------- sweep
ExPolygons sweep_ex(const ExPolygons &src, const Point &t)
{
if (src.empty())
return {};
if (t == Point(0, 0))
return src;
// One parallelogram per boundary edge. Together with P and P + t these
// cover the Minkowski sum exactly: for any q = p + s*t with p in P and
// s in [0, 1], let s* be the smallest lambda >= 0 with q - lambda*t in P.
// Either s* == 0 (so q is in P) or q - s* * t lies on some boundary edge e,
// putting q in that edge's parallelogram. Hole edges must be included, or
// holes narrower than t along t would wrongly survive the sweep.
Polygons quads;
for (const ExPolygon &ex : src)
for (size_t c = 0; c < ex.num_contours(); ++ c)
for (const Line &e : ex.contour_or_hole(c).lines()) {
if (e.a == e.b)
continue;
Polygon q;
q.points = { e.a, e.b, e.b + t, e.a + t };
// The non-zero fill rule counts a clockwise ring as -1, which
// would punch a hole instead of adding material. Edges parallel
// to t give a zero-area quad; Clipper discards those harmlessly.
if (q.is_clockwise())
q.reverse();
quads.emplace_back(std::move(q));
}
ExPolygons shifted = src;
for (ExPolygon &ex : shifted)
ex.translate(t);
// union_ex(ExPolygons, Polygons) uses pftNonZero, which is the fill rule the
// argument above relies on.
return union_ex(union_ex(src, shifted), quads);
}
// ---------------------------------------------------------------- brim region
ExPolygons belt_brim_region(const ExPolygons &footprint_flat,
bool has_outer,
bool has_inner,
coord_t brim_width,
coord_t object_gap,
coord_t leading,
coord_t lateral,
const BeltBrimFrame &frame)
{
if (footprint_flat.empty() || (! has_outer && ! has_inner))
return {};
ExPolygons out;
if (has_outer) {
// Offset the outer ring from the contours only, so a hole cannot punch
// through it. Same reasoning as the plate brim in Brim.cpp.
Polygons contours;
contours.reserve(footprint_flat.size());
for (const ExPolygon &ex : footprint_flat)
contours.emplace_back(ex.contour);
// Inner and outer boundary offset from the same polygon, to avoid
// round-off mismatch between them.
ExPolygons inner = offset_ex(contours, float(object_gap), jtRound, SCALED_RESOLUTION);
// Close the interior before offsetting outwards. A belt contact patch is often a
// narrow, broken-up strip, and the offset rings of two islands less than
// 2 x brim_width apart merge and fill the space between them - space that lies
// UNDER the part, which is not what "outer brim" means. Closing also swallows
// holes in the patch for the same reason. Concavity-filling only, so an apron or
// any other outward protrusion is untouched.
ExPolygons envelope = brim_width > 0 ? closing_ex(inner, float(brim_width)) : inner;
ExPolygons base = envelope;
if (leading > 0) {
// Sweep downhill from the gapped keep-out, so the apron is contiguous with
// the ring instead of starting inside the gap.
const Point t = frame.from_axis == 0 ?
Point(frame.downhill_sign() * leading, 0) :
Point(0, frame.downhill_sign() * leading);
base = union_ex(base, sweep_ex(envelope, t));
}
if (lateral > 0) {
// Across the belt, both ways. Swept from `base` so the apron is widened
// too, and in the flattened frame the cross-belt axis is unscaled, so this
// distance is already a true on-belt distance.
const Point t = frame.from_axis == 0 ? Point(0, lateral) : Point(lateral, 0);
ExPolygons widened = union_ex(sweep_ex(base, t), sweep_ex(base, Point(-t.x(), -t.y())));
base = union_ex(base, to_polygons(widened));
}
ExPolygons outer = offset_ex(base, float(brim_width), jtRound, SCALED_RESOLUTION);
expolygons_append(out, diff_ex(outer, envelope));
}
if (has_inner) {
// Holes reversed so a negative offset grows inward, mirroring Brim.cpp.
// No apron here: an apron growing into a hole interior is never useful.
Polygons holes;
for (const ExPolygon &ex : footprint_flat)
polygons_append(holes, ex.holes);
polygons_reverse(holes);
if (! holes.empty()) {
ExPolygons hole_inner = offset_ex(holes, - float(brim_width + object_gap));
ExPolygons hole_outer = offset_ex(holes, - float(object_gap));
expolygons_append(out, intersection_ex(diff_ex(hole_outer, hole_inner), holes));
}
}
return union_ex(out);
}
// ---------------------------------------------------------------- line lattice
std::vector<coord_t> belt_brim_line_positions(coord_t u_lo,
coord_t u_hi,
coord_t pitch_u,
coord_t u_anchor)
{
std::vector<coord_t> out;
if (pitch_u <= 0 || u_hi <= u_lo)
return out;
// Walk the lattice from just below u_lo. Integer arithmetic throughout, so
// the half-open interval needs no epsilon: a point landing exactly on u_hi
// belongs to the next band.
int64_t k = int64_t(std::floor(double(u_lo - u_anchor) / double(pitch_u))) - 1;
while (u_anchor + coord_t(k) * pitch_u < u_lo)
++ k;
for (;; ++ k) {
const coord_t u = u_anchor + coord_t(k) * pitch_u;
if (u >= u_hi)
break;
out.emplace_back(u);
}
return out;
}
// ---------------------------------------------------------------- pipeline
// A band of the belt surface as an explicit box, clamped to `bounds` along the
// shear axis. Deliberately not BeltFloorContext::surface_polygon(): those
// half-planes span +-1000 mm, which is wasteful to clip against and dangerous to
// feed through the flattening scale.
static Polygon band_box(const BoundingBox &bounds, int from_axis, coordf_t u_lo, coordf_t u_hi)
{
coord_t lo = scale_(u_lo);
coord_t hi = scale_(u_hi);
const coord_t bmin = from_axis == 0 ? bounds.min.x() : bounds.min.y();
const coord_t bmax = from_axis == 0 ? bounds.max.x() : bounds.max.y();
lo = std::max(lo, bmin);
hi = std::min(hi, bmax);
Polygon poly;
if (hi <= lo)
return poly;
if (from_axis == 0)
poly.points = { Point(lo, bounds.min.y()), Point(hi, bounds.min.y()),
Point(hi, bounds.max.y()), Point(lo, bounds.max.y()) };
else
poly.points = { Point(bounds.min.x(), lo), Point(bounds.max.x(), lo),
Point(bounds.max.x(), hi), Point(bounds.min.x(), hi) };
return poly;
}
// Everything the per-band line generator needs, gathered once per object.
struct BeltBrimContext
{
BeltFloorContext ctx;
BeltBrimFrame frame;
ExPolygons region; // brim region, object-local slicing XY
BoundingBox region_bbox;
Flow brim_flow;
coord_t pitch_u = 0;
coord_t u_anchor = 0;
double in_plane_pitch = 0.; // mm
};
// Emit the cross-belt brim lines that belong to the band [print_z - height, print_z].
static void belt_brim_band_paths(const BeltBrimContext &bc,
coordf_t print_z,
coordf_t height,
const Polygons &obstacles,
ExtrusionEntityCollection &out,
ExPolygons &areas_out)
{
coordf_t u_lo = bc.ctx.cutoff_u(print_z - height);
coordf_t u_hi = bc.ctx.cutoff_u(print_z);
if (u_lo > u_hi)
std::swap(u_lo, u_hi);
// How wide this band is measured ON the belt, versus one nominal bead.
const double band_in_plane = (u_hi - u_lo) * bc.frame.u_stretch();
// Fraction of the layer height at which a line sits above the belt. Toward the
// downhill edge, so the sheet is reasonably thick while the nozzle stays clear of
// the belt itself.
static constexpr double BAND_CLEARANCE_FRACTION = 0.75;
std::vector<coord_t> us;
double uniform_clearance = 0.; // 0 => derive per line from its own position
double line_pitch = bc.in_plane_pitch;
if (band_in_plane <= bc.in_plane_pitch + EPSILON) {
// Steep belt, which is the normal case: the band is narrower than one bead, so
// exactly one line fits. Place it at a FIXED fraction of the band rather than
// on a nominal-spacing lattice. On a lattice each line lands at an arbitrary
// point in its band, the clearance sweeps [0, height] from band to band, and the
// bead width therefore varies by 2x - visible as ragged, uneven brim lines.
// Anchoring to the band makes the clearance identical everywhere, so every bead
// is the same width.
//
// The spacing is then whatever the bands give (height / sin(tilt) on the belt)
// rather than the nominal bead spacing, so the flow below is matched to THAT
// pitch. Matched flow at the real pitch is what keeps the sheet uniform and
// gap-free; using nominal flow at band spacing would over-feed it.
us.push_back(scale_(bc.ctx.cutoff_u(print_z - BAND_CLEARANCE_FRACTION * height)));
uniform_clearance = BAND_CLEARANCE_FRACTION * height;
line_pitch = band_in_plane;
} else {
// Shallow belt: the band is wider than a bead, so it takes several lines and they
// have to sit on the nominal lattice. Their clearances then differ, and so do
// their widths - unavoidable here, but shallow belts are the rare case.
us = belt_brim_line_positions(scale_(u_lo), scale_(u_hi), bc.pitch_u, bc.u_anchor);
}
if (us.empty())
return;
const Polygons region_polys = to_polygons(bc.region);
// One lattice line at a time: the clearance - and therefore the extrusion
// volume - is a property of the line's u, so the pieces of different lines
// must not be pooled before the flow is resolved.
// Overshoot the region so the clip, not the line's ends, decides the extent.
const coord_t margin = coord_t(SCALED_EPSILON) + 1;
for (const coord_t u : us) {
Polyline line;
if (bc.frame.from_axis == 0)
line.points = { Point(u, coord_t(bc.region_bbox.min.y() - margin)),
Point(u, coord_t(bc.region_bbox.max.y() + margin)) };
else
line.points = { Point(coord_t(bc.region_bbox.min.x() - margin), u),
Point(coord_t(bc.region_bbox.max.x() + margin), u) };
Polylines pieces = intersection_pl(Polylines{ line }, region_polys);
if (! obstacles.empty())
pieces = diff_pl(pieces, obstacles);
if (pieces.empty())
continue;
// Nozzle-to-belt clearance for this line. Constant along the line, because the
// belt height depends only on the shear-axis coordinate. Band-anchored lines
// share one clearance by construction; lattice lines (shallow belts) each get
// their own, clamped so neither end of a band yields an unprintable bead.
double clearance = uniform_clearance;
if (clearance <= 0.) {
const Point probe = bc.frame.from_axis == 0 ? Point(u, 0) : Point(0, u);
clearance = print_z - bc.ctx.floor_print_z(probe);
clearance = std::min(std::max(clearance, 0.5 * height), height);
}
// with_cross_section, not with_height: it reaches the prescribed volume while
// KEEPING the extrusion spacing, so the bead is sized to fill exactly one
// pitch x clearance cell of the sheet.
const Flow f = bc.brim_flow.with_cross_section(float(line_pitch * clearance));
// Footprint of these beads, for the first-layer convex hull and bbox.
for (const Polygon &p : offset(pieces, 0.5f * float(f.scaled_width())))
areas_out.emplace_back(ExPolygon(p));
extrusion_entities_append_paths(out.entities, chain_polylines(std::move(pieces)),
erBrim, f.mm3_per_mm(), f.width(), float(clearance));
}
}
// Union of everything extruded at `print_z` that the brim must keep clear of, expressed
// in `self`'s local slicing frame. Includes `self` itself: its slice at this Z can
// overhang outside the belt footprint and land in the brim ring, which the flattened
// brim_object_gap - a belt-plane separation - does not cover.
//
// THREADING: this runs inside posSupportMaterial, which Print::process() executes for all
// objects in a tbb::parallel_for (Print.cpp). Object slices are finished by then and safe
// to read across objects, but SUPPORT layers are not: another object's thread may be
// inside clear_support_layers() - which deletes the SupportLayer pointers - right now, so
// touching a foreign object's support_layers() here is a use-after-free. Only this
// object's own supports are consulted; they are complete, because make_belt_brim() runs at
// the tail of this object's own generate_support_material(). The cost is that the brim
// does not dodge a *different* object's support at the same Z, which needs the objects to
// overlap in the belt direction in the first place.
// `region_bbox` bounds the brim; anything outside it cannot clip a brim line, so whole
// objects are skipped without materialising their polygons. On a typical plate the
// objects do not overlap and every foreign object drops out here, which matters because
// this runs once per band - hundreds of times per object.
static Polygons belt_brim_obstacles(const Print &print, const PrintObject &self,
const BoundingBox &region_bbox, coordf_t print_z, coordf_t tol)
{
const Point shift_self = self.instances().empty() ? Point(0, 0)
: self.instances().front().shift_without_plate_offset();
Polygons out;
for (const PrintObject *o : print.objects()) {
const bool is_self = (o == &self);
for (const PrintInstance &inst : o->instances()) {
const Point delta = inst.shift_without_plate_offset() - shift_self;
if (const Layer *l = o->get_layer_at_printz(print_z, tol)) {
BoundingBox lb = get_extents(l->lslices);
lb.translate(delta.x(), delta.y());
if (lb.overlap(region_bbox)) {
Polygons ps = to_polygons(l->lslices);
for (Polygon &p : ps)
p.translate(delta);
polygons_append(out, std::move(ps));
}
}
if (! is_self)
continue;
if (const SupportLayer *sl = o->get_support_layer_at_printz(print_z, tol)) {
Polygons ps = sl->support_fills.polygons_covered_by_spacing();
for (Polygon &p : ps)
p.translate(delta);
polygons_append(out, std::move(ps));
}
}
}
if (out.size() < 2)
return out; // union_() of 0 or 1 polygons is pure overhead
return union_(out);
}
void make_belt_brim(PrintObject &object)
{
object.clear_belt_brim();
if (! object.has_belt_brim())
return;
const Print &print = *object.print();
BeltBrimContext bc;
if (! bc.ctx.init(object.slicing_parameters(), print.config()))
return;
bc.frame = BeltBrimFrame{ bc.ctx.shear_factor(), bc.ctx.from_axis() };
const size_t nlayers = object.layers().size();
if (nlayers == 0)
return;
// 1. Belt footprint: the union of each layer's slice clipped to that layer's
// own contact band. This is the object's bottom face, which on a belt is
// spread over every layer instead of sitting in layer 0.
ExPolygons footprint_acc;
for (size_t i = 0; i < nlayers; ++ i) {
const Layer &layer = *object.layers()[i];
if (layer.lslices.empty())
continue;
// print_z - height, not the previous layer's print_z: variable layer
// heights make the latter wrong.
coordf_t u_lo = bc.ctx.cutoff_u(layer.print_z - layer.height);
coordf_t u_hi = bc.ctx.cutoff_u(layer.print_z);
if (u_lo > u_hi)
std::swap(u_lo, u_hi);
BoundingBox bb = get_extents(layer.lslices);
bb.offset(scale_(1.));
const Polygon band = band_box(bb, bc.frame.from_axis, u_lo, u_hi);
if (band.empty())
continue;
expolygons_append(footprint_acc, intersection_ex(layer.lslices, Polygons{ band }));
}
const ExPolygons footprint = union_ex(footprint_acc);
if (footprint.empty())
return;
// 2. Brim region, offset in the flattened (true on-belt) metric.
const PrintObjectConfig &cfg = object.config();
bc.brim_flow = print.brim_flow();
const double flow_w = bc.brim_flow.scaled_spacing() * SCALING_FACTOR;
// Quantize to an even number of lines, as the plate brim does.
const coord_t width = scale_(std::floor(cfg.brim_width.value / flow_w / 2) * flow_w * 2);
const coord_t leading = scale_(cfg.leading_brim_length.value);
const coord_t lateral = scale_(cfg.extra_brim_width.value);
const coord_t gap = scale_(cfg.brim_object_gap.value);
// Belt printers collapse Auto / Mouse ear / Painted to outer-only: the auto width
// heuristic and flat ear discs have no meaning on a tilted plane. Leading-edge-only
// is an outer brim too; it is narrowed down to the first contact below.
const BrimType bt = cfg.brim_type.value;
const bool has_outer = bt == btOuterOnly || bt == btOuterAndInner
|| bt == btAutoBrim || bt == btEar || bt == btPainted
|| bt == btLeadingEdgeOnly;
const bool has_inner = bt == btInnerOnly || bt == btOuterAndInner;
bc.region = belt_unflatten(
belt_brim_region(belt_flatten(footprint, bc.frame), has_outer, has_inner,
width, gap, leading, lateral, bc.frame),
bc.frame);
if (bt == btLeadingEdgeOnly && ! bc.region.empty()) {
// Keep only what lies at or downhill of the object's FIRST contact with the
// belt, so the part is supported as it lands and nothing is printed alongside
// it afterwards. The cut is the uphill edge of the first layer's contact band:
// everything past it belongs to later contacts.
const coordf_t u_cut = bc.ctx.cutoff_u(object.layers().front()->print_z);
BoundingBox keep_bb = get_extents(bc.region);
keep_bb.offset(scale_(1.));
const bool low_side = bc.frame.shear > 0.; // downhill is -u
const Polygon keep = band_box(keep_bb, bc.frame.from_axis,
low_side ? unscale<double>(bc.frame.from_axis == 0 ? keep_bb.min.x() : keep_bb.min.y()) : u_cut,
low_side ? u_cut : unscale<double>(bc.frame.from_axis == 0 ? keep_bb.max.x() : keep_bb.max.y()));
bc.region = keep.empty() ? ExPolygons{} : intersection_ex(bc.region, Polygons{ keep });
}
if (bc.region.empty())
return;
bc.region_bbox = get_extents(bc.region);
// 3. Line lattice. Fixed pitch in the flattened metric, anchored at the
// footprint's leading-most edge so lines stay collinear across
// disconnected islands and across the apron prologue.
bc.pitch_u = std::max<coord_t>(1, coord_t(bc.brim_flow.scaled_spacing() * bc.frame.cos_tilt()));
bc.in_plane_pitch = unscale<double>(bc.pitch_u) * bc.frame.u_stretch();
{
const BoundingBox fbb = get_extents(footprint);
const bool low_side = bc.frame.shear > 0.;
bc.u_anchor = bc.frame.from_axis == 0 ? (low_side ? fbb.min.x() : fbb.max.x())
: (low_side ? fbb.min.y() : fbb.max.y());
}
// 4. Bands coincident with an object layer.
std::vector<ExtrusionEntityCollection> by_layer(nlayers);
std::vector<ExPolygons> areas_by_layer(nlayers);
for (size_t i = 0; i < nlayers; ++ i) {
const Layer &layer = *object.layers()[i];
const Polygons obstacles = belt_brim_obstacles(print, object, bc.region_bbox, layer.print_z, 0.5 * layer.height);
belt_brim_band_paths(bc, layer.print_z, layer.height, obstacles, by_layer[i], areas_by_layer[i]);
}
// 5. Apron prologue: the part of the region downhill of the object's first
// layer, which has no object layer to ride on.
std::vector<BeltBrimBand> prologue;
{
const Layer &first = *object.layers().front();
const coordf_t h = first.height;
const bool low_side = bc.frame.shear > 0.;
const coord_t u_lead_s = bc.frame.from_axis == 0
? (low_side ? bc.region_bbox.min.x() : bc.region_bbox.max.x())
: (low_side ? bc.region_bbox.min.y() : bc.region_bbox.max.y());
const coordf_t u_lead = unscale<double>(u_lead_s);
// print_z at which the belt surface crosses the region's leading edge.
const coordf_t z_lead = bc.ctx.shear_factor() * u_lead
+ bc.ctx.floor_offset() + bc.ctx.z_shift();
if (h > EPSILON)
for (coordf_t z = first.print_z - h; z > z_lead - h; z -= h) {
const Polygons obstacles = belt_brim_obstacles(print, object, bc.region_bbox, z, 0.5 * h);
BeltBrimBand band;
band.print_z = z;
band.height = h;
belt_brim_band_paths(bc, z, h, obstacles, band.fills, band.areas);
if (! band.fills.empty())
prologue.emplace_back(std::move(band));
}
// Lowest Z first, so collect_layers_to_print sees them in print order.
std::reverse(prologue.begin(), prologue.end());
}
object.set_belt_brim(std::move(by_layer), std::move(areas_by_layer), std::move(prologue));
}
} // namespace Slic3r

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src/libslic3r/BeltBrim.hpp Normal file
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#ifndef slic3r_BeltBrim_hpp_
#define slic3r_BeltBrim_hpp_
#include "ExPolygon.hpp"
#include "ExtrusionEntityCollection.hpp"
#include "Point.hpp"
#include "Polyline.hpp"
#include <cmath>
#include <vector>
// Belt-printer brim geometry.
//
// A belt printer slices in a ROTATED frame, so the belt surface is not the
// Z=0 bed plane but a tilted plane in slicing space:
//
// z_slicing(u) = shear * u + floor_offset + z_shift, u = X or Y
//
// where `shear == tan(tilt)` (SlicingParameters::belt_floor_shear_factor) and
// the axis is selected by SlicingParameters::belt_floor_from_axis. See
// Support/BeltFloorContext.hpp for the canonical accessors.
//
// Consequences that drive everything in this file:
//
// * A horizontal slicing layer touches the belt only along a narrow strip at
// its leading edge, `layer_height / shear` wide (~0.2 mm at 45 degrees).
// The object's belt footprint - its bottom face - is therefore spread over
// every layer, not contained in layer 0.
// * Distances measured in slicing XY are NOT on-belt distances: moving `du`
// along the shear axis travels `du / cos(tilt)` across the belt. So brim
// offsets have to be taken in a "flattened" space where the shear axis is
// stretched by `1 / cos(tilt)`, then mapped back.
// * Brim ahead of the part (downhill) lies at slicing Z BELOW the object's
// first layer, because the object's layer 0 is precisely its leading
// contact with the belt.
//
// Everything here is pure geometry on ExPolygons/Polylines so it can be unit
// tested without a Print. Keep user-visible strings out of this file: it is
// not listed in localization/i18n/list.txt.
namespace Slic3r {
// Tilt window within which the BELT plane, not the bed plane, is the adhesion
// surface. Below ~1 degree a belt is a flat bed as far as adhesion goes, and the
// contact band would be layer_height/sin(tilt) - tens of millimetres - so the
// ordinary plate brim is both correct and cheaper. Above ~85 degrees the whole
// brim compresses into a sliver and is not worth generating.
inline constexpr double BELT_BRIM_MIN_TILT_DEG = 1.;
inline constexpr double BELT_BRIM_MAX_TILT_DEG = 85.;
// Description of the tilted belt plane, reduced to what the brim geometry needs.
struct BeltBrimFrame
{
// tan(tilt). Sign selects which way is downhill.
double shear = 0.;
// 0 = X, 1 = Y. Matches BeltFloorContext::from_axis().
int from_axis = 1;
// 1 / cos(tilt). Stretch factor that turns a projected distance along
// `from_axis` into the true distance travelled across the belt.
double u_stretch() const { return std::sqrt(1. + shear * shear); }
// cos(tilt). The inverse mapping.
double cos_tilt() const { return 1. / this->u_stretch(); }
// Downhill is where the belt surface is lower, i.e. printed earlier, i.e.
// the leading edge of the part. For shear > 0 that is -u.
int downhill_sign() const { return shear > 0. ? -1 : +1; }
};
// Scale only the `from_axis` component by `factor`, rounding to nearest.
//
// Deliberately not MultiPoint::scale(fx, fy) / ExPolygon::scale(fx, fy): those
// truncate toward zero, which is asymmetric about the origin and loses up to a
// full coordinate unit per vertex on every round trip.
ExPolygons belt_scale_u(const ExPolygons &src, const BeltBrimFrame &frame, double factor);
Polylines belt_scale_u(const Polylines &src, const BeltBrimFrame &frame, double factor);
// Into / out of the space where Euclidean offsets equal true on-belt distances.
inline ExPolygons belt_flatten(const ExPolygons &src, const BeltBrimFrame &frame)
{ return belt_scale_u(src, frame, frame.u_stretch()); }
inline ExPolygons belt_unflatten(const ExPolygons &src, const BeltBrimFrame &frame)
{ return belt_scale_u(src, frame, frame.cos_tilt()); }
// Minkowski sum of `src` with the segment [0, t]: the region swept by sliding
// `src` along t. Used to grow the brim downhill for "extra brim width".
//
// Implemented as union_(P, P + t, {parallelogram per boundary edge}) over ALL
// contours including holes, with every parallelogram forced counter-clockwise
// so the non-zero fill rule closes holes narrower than t along the sweep
// direction. A hole survives exactly when it is wider than |t| measured along
// t - not when it is wider in its narrowest Euclidean direction.
ExPolygons sweep_ex(const ExPolygons &src, const Point &t);
// Brim region for one already-flattened belt footprint. All lengths are scaled
// and measured in the flattened (true on-belt) metric.
//
// `has_outer` / `has_inner` are the resolved BrimType: belt printers collapse
// Auto / Mouse ear / Painted to outer-only, so the caller does that mapping and
// this function never needs PrintConfig.
//
// Two directional extras are applied to the footprint before the outer offset, so
// each one buys reach in one direction only:
//
// `leading` (leading_brim_length) sweeps the footprint DOWNHILL along the belt,
// so every leading-facing edge gains an apron ahead of it.
// `lateral` (extra_brim_width) sweeps it BOTH WAYS across the belt, widening
// the brim sideways without pushing it further ahead or behind.
//
// Neither is applied to the inner (hole) ring.
ExPolygons belt_brim_region(const ExPolygons &footprint_flat,
bool has_outer,
bool has_inner,
coord_t brim_width,
coord_t object_gap,
coord_t leading,
coord_t lateral,
const BeltBrimFrame &frame);
// Brim line positions for one layer band.
//
// Lines sit on a fixed lattice `u_anchor + k * pitch_u` so the on-belt spacing
// between neighbouring brim lines is constant regardless of how the lattice
// falls across layer bands. Snapping to band centres instead would quantise
// the spacing to whole bands and under-deposit by ~35% at 45 degrees.
//
// The band is half-open, [u_lo, u_hi), so every lattice point belongs to
// exactly one band: none duplicated at a boundary, none dropped. A band
// narrower than the pitch simply yields nothing; a band much wider (shallow
// tilt) yields several lines.
std::vector<coord_t> belt_brim_line_positions(coord_t u_lo,
coord_t u_hi,
coord_t pitch_u,
coord_t u_anchor);
// ---------------------------------------------------------------- pipeline
// One brim-only layer printed BEFORE the object's first layer, carrying the
// apron that has to be stuck to the belt ahead of the part.
//
// Deliberately not a Layer subclass. A synthetic Layer would inherit id()
// semantics that leak into initial-layer temperature selection, the spiral vase
// probe, gradual interpolation, avoid-crossing-perimeters and cooling, all of
// which key off Layer::id() == 0 or off a layer's regions. A plain record
// carries only what the emitter needs.
//
// `height` is the LAYER height, used for the Z move and ordering metadata only.
// Each extrusion path inside `fills` carries its own height, equal to that
// line's nozzle-to-belt clearance, which varies across the band.
struct BeltBrimBand
{
coordf_t print_z = 0.;
coordf_t height = 0.;
// erBrim paths in the object's local slicing frame, untranslated.
ExtrusionEntityCollection fills;
// Footprint of those paths, for the first-layer convex hull / bbox.
ExPolygons areas;
};
class PrintObject;
// Generate the belt brim for one object: fills its per-object-layer bands and
// its apron prologue. No-op unless PrintObject::has_belt_brim().
//
// Runs inside posSupportMaterial rather than the brim step, because the prologue
// print_z values must exist before ToolOrdering is built at psWipeTower.
void make_belt_brim(PrintObject &object);
} // namespace Slic3r
#endif // slic3r_BeltBrim_hpp_

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#include "BeltGCode.hpp"
#include "BeltGCodeWriter.hpp"
#include "BeltTransform.hpp"
#include "Print.hpp"
namespace Slic3r {
void BeltGCode::init_belt_writer(Print &print, bool is_bbl_printers)
{
if (!print.config().belt_printer.value)
return;
auto belt_writer = std::make_unique<BeltGCodeWriter>();
belt_writer->set_is_bbl_machine(is_bbl_printers);
// Axis remap and build volume max are set by base GCode after init_belt_writer returns.
belt_writer->set_belt_back_transform(print.config());
belt_writer->set_machine_frame_transform(print.config());
m_writer = std::move(belt_writer);
}
void BeltGCode::write_belt_header(GCodeOutputStream &file, const Print &print)
{
if (!print.config().belt_printer.value)
return;
const auto &full_cfg = print.full_print_config();
// Slicing rotation: the belt tilt (axis + angle) and the single source of truth
// for the physical tilt the G-code viewer uses to enable belt view.
file.write_format("; belt_slice_rotation = %s\n", full_cfg.opt_serialize("belt_slice_rotation").c_str());
file.write_format("; belt_slice_rotation_angle = %.1f\n", print.config().belt_slice_rotation_angle.value);
file.write_format("; belt_slice_rotation_global = %d\n", print.config().belt_slice_rotation_global.value ? 1 : 0);
// Pre-slice remap configs
file.write_format("; preslice_remap_x = %s\n", full_cfg.opt_serialize("preslice_remap_x").c_str());
file.write_format("; preslice_remap_y = %s\n", full_cfg.opt_serialize("preslice_remap_y").c_str());
file.write_format("; preslice_remap_z = %s\n", full_cfg.opt_serialize("preslice_remap_z").c_str());
file.write_format("; preslice_remap_global = %d\n", print.config().preslice_remap_global.value ? 1 : 0);
file.write_format("; belt_preslice_global = %d\n", print.config().belt_preslice_global.value ? 1 : 0);
// Machine-frame transform: shear (tan) + scale (1/cos) derived from the belt
// tilt angle (or belt_frame_tilt_angle when decoupled).
file.write_format("; belt_frame_tilt_decouple = %d\n", print.config().belt_frame_tilt_decouple.value ? 1 : 0);
file.write_format("; belt_frame_tilt_angle = %.1f\n", print.config().belt_frame_tilt_angle.value);
}
void BeltGCode::on_set_origin(const PrintObject * /*obj*/, const Point & /*inst_shift*/)
{
// Global pre-slice mode: adjust origin using computed correction.
// Transform the origin through the belt pipeline so that
// back_transform(T * origin) = origin (correct machine position).
//
// Flags that trigger this path:
// belt_preslice_global — full pipeline (rotation * remap) is global
// preslice_remap_global — only the pre-slice remap is global
// belt_slice_rotation_global — slicing rotation treated as global (matches
// the per-instance Z-offset added in PrintObjectSlice.cpp)
// The XY origin adjustment uses the FULL forward transform, because the
// back_transform applied during G-code emission is always the inverse of
// the full pipeline.
bool use_global = m_config.belt_preslice_global.value
|| (m_config.preslice_remap_global.value
&& BeltTransformPipeline::has_preslice_remap(m_config))
|| (m_config.belt_slice_rotation_global.value
&& m_config.belt_slice_rotation.value != BeltRotationAxis::None
&& std::abs(m_config.belt_slice_rotation_angle.value) > EPSILON);
if (!use_global || !m_config.belt_printer.value)
return;
// Adjust origin: transform through belt forward pipeline so that
// the back-transform correctly recovers model-space positions.
Transform3d T = BeltTransformPipeline::build_forward_transform(m_config);
Vec2d cur_origin = this->origin();
Vec3d origin3d(cur_origin.x(), cur_origin.y(), 0.);
Vec3d adjusted = T.linear() * origin3d;
this->set_origin(Vec2d(adjusted.x(), adjusted.y()));
}
} // namespace Slic3r

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#pragma once
#include "GCode.hpp"
namespace Slic3r {
// Belt-printer-specific GCode export.
//
// Inherits from GCode and overrides virtual hooks to:
// - Create a BeltGCodeWriter instead of a plain GCodeWriter
// - Write belt configuration to the G-code header
// - Adjust the origin for global pre-slice transforms when switching instances
// - Disable arc fitting (G2/G3 not supported on belt printers)
class BeltGCode : public GCode
{
protected:
void init_belt_writer(Print &print, bool is_bbl_printers) override;
void write_belt_header(GCodeOutputStream &file, const Print &print) override;
void on_set_origin(const PrintObject *obj, const Point &inst_shift) override;
bool should_disable_arc_fitting() const override { return true; }
};
} // namespace Slic3r

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#include "BeltGCodeWriter.hpp"
#include "FirstLayerPlane.hpp"
#include "Geometry.hpp"
#include <boost/log/trivial.hpp>
namespace Slic3r {
namespace {
// Decide whether a particular destination point gets first-layer treatment.
// When the plane evaluator is active, distance from the plane wins; otherwise
// fall back to the layer-coarse m_is_first_layer flag set by the caller.
inline bool belt_point_on_first_layer(
const FirstLayerPlane *plane,
double first_layer_thickness_mm,
bool layer_first_flag,
const Vec3d &point_slicing_mm)
{
if (plane && plane->is_active())
return plane->is_first_layer(point_slicing_mm, first_layer_thickness_mm);
return layer_first_flag;
}
} // namespace
// ---- Belt configuration ---------------------------------------------------
void BeltGCodeWriter::set_belt_back_transform(const PrintConfig &config)
{
m_belt_back_transform.init_from_config(config);
}
void BeltGCodeWriter::set_machine_frame_transform(const PrintConfig &config)
{
m_machine_frame_transform.init_from_config(config);
}
Vec3d BeltGCodeWriter::to_machine_coords(const Vec3d &pos) const
{
// Step 1+2: To Cartesian (back_transform + axis_remap).
// In world-coordinates mode (PA line / PA pattern calibration) the input
// already describes a point relative to the belt surface, so the
// slicer->world back-transform is skipped and only the machine kinematics
// (axis remap + frame shear/scale) are applied.
Vec3d after_back = m_world_coordinates ? pos : m_belt_back_transform.apply(pos);
Vec3d result = apply_axis_remap(after_back);
Vec3d after_remap = result;
// Step 3: Machine-frame transform (belt frame tilt) applied LAST so it acts
// as a global linear transform on the placed coords.
Vec3d final = m_machine_frame_transform.apply(result);
// [BELT-DEBUG] One-shot log per layer transition (i.e. when the input Z
// crosses an integer mm boundary) to keep the log volume manageable while
// still capturing one sample per ~5 layers. Shows the full pipeline so
// Case A vs Case B can be compared step-by-step.
static thread_local int s_last_logged_z = std::numeric_limits<int>::min();
int z_bucket = static_cast<int>(std::floor(pos.z() * 5.0)); // every 0.2mm
if (z_bucket != s_last_logged_z) {
s_last_logged_z = z_bucket;
BOOST_LOG_TRIVIAL(trace) << "[BELT-DEBUG] to_machine_coords"
<< " slicer_in=(" << pos.x() << "," << pos.y() << "," << pos.z() << ")"
<< " after_back=(" << after_back.x() << "," << after_back.y() << "," << after_back.z() << ")"
<< " after_remap=(" << after_remap.x() << "," << after_remap.y() << "," << after_remap.z() << ")"
<< " final=(" << final.x() << "," << final.y() << "," << final.z() << ")"
<< " mft_active=" << m_machine_frame_transform.is_active()
<< " back_active=" << m_belt_back_transform.is_active();
}
return final;
}
// ---- Overridden movement methods ------------------------------------------
std::string BeltGCodeWriter::travel_to_xy(const Vec2d &point, const std::string &comment)
{
m_pos(0) = point(0);
m_pos(1) = point(1);
this->set_current_position_clear(true);
Vec2d point_on_plate = { point(0) - m_x_offset, point(1) - m_y_offset };
// Belt printer: transform to machine coordinates (XY travel also needs Z due to YZ rotation)
Vec3d machine = to_machine_coords(Vec3d(point_on_plate.x(), point_on_plate.y(), m_pos.z()));
GCodeG1Formatter w;
w.emit_xyz(machine);
const bool first_layer_for_point = belt_point_on_first_layer(
m_first_layer_plane, m_first_layer_thickness_mm, m_is_first_layer,
Vec3d(point.x(), point.y(), m_pos.z()));
auto speed = first_layer_for_point
? this->config.get_abs_value_at("initial_layer_travel_speed", m_cached_extruder_idx)
: this->config.travel_speed.get_at(m_cached_extruder_idx);
w.emit_f(speed * 60.0);
w.emit_comment(GCodeWriter::full_gcode_comment, comment);
return w.string();
}
std::string BeltGCodeWriter::lazy_lift(LiftType lift_type, bool spiral_vase)
{
// Belt printer: force NormalLift since SpiralLift and SlopeLift compute
// slope angles that don't account for the YZ coordinate rotation.
return GCodeWriter::lazy_lift(LiftType::NormalLift, spiral_vase);
}
std::string BeltGCodeWriter::eager_lift(const LiftType type)
{
// Belt printer: force NormalLift (SpiralLift/SlopeLift don't account for YZ rotation).
return GCodeWriter::eager_lift(LiftType::NormalLift);
}
std::string BeltGCodeWriter::_travel_to_z(double z, const std::string &comment)
{
m_pos(2) = z;
double speed = this->config.travel_speed_z.get_at(m_cached_extruder_idx);
if (speed == 0.) {
const bool first_layer_for_point = belt_point_on_first_layer(
m_first_layer_plane, m_first_layer_thickness_mm, m_is_first_layer,
Vec3d(m_pos.x(), m_pos.y(), z));
speed = first_layer_for_point ? this->config.get_abs_value_at("initial_layer_travel_speed", m_cached_extruder_idx)
: this->config.travel_speed.get_at(m_cached_extruder_idx);
}
// Belt printer: a Z-only move in slicing frame needs to emit both Y and Z in machine coords.
Vec3d machine = to_machine_coords(Vec3d(m_pos.x() - m_x_offset, m_pos.y() - m_y_offset, z));
GCodeG1Formatter w;
w.emit_xyz(machine);
w.emit_f(speed * 60.0);
w.emit_comment(GCodeWriter::full_gcode_comment, comment);
return w.string();
}
std::string BeltGCodeWriter::extrude_to_xy(const Vec2d &point, double dE, const std::string &comment, bool force_no_extrusion)
{
m_pos(0) = point(0);
m_pos(1) = point(1);
if (std::abs(dE) <= std::numeric_limits<double>::epsilon())
force_no_extrusion = true;
if (!force_no_extrusion)
filament()->extrude(dE);
Vec2d point_on_plate = { point(0) - m_x_offset, point(1) - m_y_offset };
// Belt printer: transform and emit XYZ (Y and Z are coupled)
Vec3d machine = to_machine_coords(Vec3d(point_on_plate.x(), point_on_plate.y(), m_pos.z()));
GCodeG1Formatter w;
w.emit_xyz(machine);
if (!force_no_extrusion)
w.emit_e(filament()->E());
w.emit_comment(GCodeWriter::full_gcode_comment, comment);
return w.string();
}
std::string BeltGCodeWriter::extrude_to_xyz(const Vec3d &point, double dE, const std::string &comment, bool force_no_extrusion)
{
m_pos = point;
m_lifted = 0;
if (!force_no_extrusion)
filament()->extrude(dE);
Vec3d point_on_plate = { point(0) - m_x_offset, point(1) - m_y_offset, point(2) };
point_on_plate = to_machine_coords(point_on_plate);
GCodeG1Formatter w;
w.emit_xyz(point_on_plate);
if (!force_no_extrusion)
w.emit_e(filament()->E());
w.emit_comment(GCodeWriter::full_gcode_comment, comment);
return w.string();
}
std::string BeltGCodeWriter::travel_to_xyz(const Vec3d &point, const std::string &comment, bool force_z)
{
// Belt-specific override of travel_to_xyz.
// Key differences from base:
// 1. All coordinates go through to_machine_coords()
// 2. Always emit full XYZ (can't split XY and Z due to coupling)
// 3. Lift type forced to NormalLift (handled by lazy_lift/eager_lift overrides)
Vec3d dest_point = point;
const bool first_layer_for_point = belt_point_on_first_layer(
m_first_layer_plane, m_first_layer_thickness_mm, m_is_first_layer, point);
auto travel_speed =
first_layer_for_point ? this->config.get_abs_value_at("initial_layer_travel_speed", m_cached_extruder_idx)
: this->config.travel_speed.get_at(m_cached_extruder_idx);
// Handle pending z_hop
if (std::abs(m_to_lift) > EPSILON) {
assert(std::abs(m_lifted) < EPSILON);
if ((!this->is_current_position_clear() || m_pos != dest_point) &&
m_to_lift + m_pos(2) > point(2)) {
m_lifted = m_to_lift + m_pos(2) - point(2);
dest_point(2) = m_to_lift + m_pos(2);
}
m_to_lift = 0.;
std::string slop_move;
Vec3d source = { m_pos(0) - m_x_offset, m_pos(1) - m_y_offset, m_pos(2) };
Vec3d target = { dest_point(0) - m_x_offset, dest_point(1) - m_y_offset, dest_point(2) };
Vec3d delta = target - source;
Vec2d delta_no_z = { delta(0), delta(1) };
if (delta(2) > 0 && delta_no_z.norm() != 0.0f) {
// Belt: SpiralLift and SlopeLift are disabled (lazy_lift forces NormalLift),
// but handle NormalLift and fallthrough.
if (m_to_lift_type == LiftType::SlopeLift &&
this->is_current_position_clear() &&
atan2(delta(2), delta_no_z.norm()) < this->filament()->travel_slope()) {
Vec2d temp = delta_no_z.normalized() * delta(2) / tan(this->filament()->travel_slope());
Vec3d slope_top_point = Vec3d(temp(0), temp(1), delta(2)) + source;
slope_top_point = to_machine_coords(slope_top_point);
GCodeG1Formatter w0;
w0.emit_xyz(slope_top_point);
w0.emit_f(travel_speed * 60.0);
w0.emit_comment(GCodeWriter::full_gcode_comment, comment);
slop_move = w0.string();
}
else if (m_to_lift_type == LiftType::NormalLift && this->is_current_position_clear()) {
// Only lift-in-place when the current position is known. On a normal
// printer _travel_to_z emits a Z-only move, but in belt mode Z is coupled
// to Y/X, so _travel_to_z re-emits the current m_pos through the belt
// shear. At print start (and after custom gcode) m_pos.xy is still the
// uninitialised origin (0,0), which shears into a bogus machine point
// (e.g. X=bed_max, Y=layer_z) far up the gantry. Skipping the separate
// lift here is safe: there is nothing to lift over yet, and the
// xy_z_move below travels straight to the destination with full XYZ,
// establishing the correct position. This mirrors the SlopeLift branch
// above, which already guards on is_current_position_clear().
slop_move = _travel_to_z(target.z(), "normal lift Z");
}
}
std::string xy_z_move;
{
Vec3d emit_target = to_machine_coords(target);
GCodeG1Formatter w0;
// Belt mode: always emit full XYZ since Y and Z are coupled
w0.emit_xyz(emit_target);
w0.emit_f(travel_speed * 60.0);
w0.emit_comment(GCodeWriter::full_gcode_comment, comment);
xy_z_move = w0.string();
}
m_pos = dest_point;
this->set_current_position_clear(true);
return slop_move + xy_z_move;
}
else if (!force_z && !this->will_move_z(point(2))) {
double nominal_z = m_pos(2) - m_lifted;
m_lifted -= (point(2) - nominal_z);
if (std::abs(m_lifted) < EPSILON)
m_lifted = 0.;
this->set_current_position_clear(true);
return this->travel_to_xy(to_2d(point));
}
else {
m_lifted = 0;
}
Vec3d point_on_plate = { dest_point(0) - m_x_offset, dest_point(1) - m_y_offset, dest_point(2) };
point_on_plate = to_machine_coords(point_on_plate);
// Belt mode: always emit full XYZ
GCodeG1Formatter w;
w.emit_xyz(point_on_plate);
// Use the first-layer-aware travel_speed computed at the top of this function,
// not the raw config travel_speed, so initial-layer travels are correctly slowed.
w.emit_f(travel_speed * 60.0);
w.emit_comment(GCodeWriter::full_gcode_comment, comment);
m_pos = dest_point;
this->set_current_position_clear(true);
return w.string();
}
} // namespace Slic3r

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@@ -0,0 +1,64 @@
#pragma once
#include "GCodeWriter.hpp"
#include "GCode/BeltBackTransform.hpp"
#include "GCode/MachineFrameTransform.hpp"
namespace Slic3r {
class FirstLayerPlane;
// Belt-printer-specific GCode writer.
//
// Inherits from GCodeWriter and overrides movement methods to apply
// coordinate transformation (back-transform, axis remap, machine-frame
// transform) and emit coupled XYZ moves (Y and Z are coupled due to belt tilt).
class BeltGCodeWriter : public GCodeWriter
{
public:
BeltGCodeWriter() : GCodeWriter() {}
// Belt configuration (axis remap is inherited from GCodeWriter)
void set_belt_back_transform(const PrintConfig &config);
void set_machine_frame_transform(const PrintConfig &config);
Vec3d to_machine_coords(const Vec3d &pos) const;
// World-coordinates mode: incoming coordinates are treated as points
// relative to the physical belt surface (X across, Y along the belt,
// Z height above it) instead of slicing-frame coordinates — the
// slicer->world back-transform is skipped. Used by the PA line / PA
// pattern calibration generators, whose logical bed coordinates describe
// first-layer drawings on the build surface.
void set_world_coordinates(bool enable) { m_world_coordinates = enable; }
// First-layer plane: when set to a non-null active evaluator, travel
// speed selection consults the plane per-move and uses
// initial_layer_travel_speed for points within first_layer_height_mm
// of the plane (regardless of slicing layer index).
void set_first_layer_plane(const FirstLayerPlane *plane,
double first_layer_height_mm) {
m_first_layer_plane = plane;
m_first_layer_thickness_mm = first_layer_height_mm;
}
// Overridden movement methods
std::string travel_to_xy(const Vec2d &point, const std::string &comment = std::string()) override;
std::string travel_to_xyz(const Vec3d &point, const std::string &comment = std::string(), bool force_z = false) override;
std::string extrude_to_xy(const Vec2d &point, double dE, const std::string &comment = std::string(), bool force_no_extrusion = false) override;
std::string extrude_to_xyz(const Vec3d &point, double dE, const std::string &comment = std::string(), bool force_no_extrusion = false) override;
std::string lazy_lift(LiftType lift_type = LiftType::NormalLift, bool spiral_vase = false) override;
std::string eager_lift(const LiftType type) override;
protected:
std::string _travel_to_z(double z, const std::string &comment) override;
private:
BeltBackTransform m_belt_back_transform;
MachineFrameTransform m_machine_frame_transform;
bool m_world_coordinates = false;
// Borrowed pointer; lifetime owned by GCode. null = inactive.
const FirstLayerPlane *m_first_layer_plane = nullptr;
double m_first_layer_thickness_mm = 0.;
};
} // namespace Slic3r

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