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@@ -15,6 +15,11 @@ cmake --build build --config RelWithDebInfo --target all --
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cmake --build . --config %build_type% --target ALL_BUILD -- -m
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||||
```
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||||
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||||
### 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.
|
||||
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||||
## Testing
|
||||
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||||
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 @@
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||||
# Texture Displacement - Technical Notes
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||||
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Branch: `feature/texture_displacement`. Reference for the feature as it stands: what it does, how the
|
||||
algorithms work, and where the code lives.
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|
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## What it does
|
||||
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||||
A paint-style gizmo (`GLGizmoTextureDisplacement`) that lets you:
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||||
- 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).
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||||
- 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.
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||||
- 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.
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||||
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||||
**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:
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||||
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||||
1. `plan_remesh()` + `replace_mesh_keep_all_paint()` - isotropic remesh to 1 mm, sharp edges above 40
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||||
degrees protected. Gives the subdivider an even starting density whatever the input looked like.
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2. `plan_adaptive_subdivision()` + `apply_adaptive_subdivision()` - feature-adaptive refinement, max
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edge 20 mm, detail 0.02 mm, min edge 0.02 mm.
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3. `bake()` - the ordinary background displacement job.
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Both preparation stages are *planned* before the undo snapshot and *applied* after it, so a stage with
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nothing to do is skipped without leaving an empty undo step. The standalone Pro buttons share the same
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plan/apply split.
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**All three stages sit under one undo step.** `Plater::take_snapshot()` records the state *before* the
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change, so a single snapshot taken at the top of `bake_standard()` means one Undo returns the mesh to
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exactly what was imported. `TextureDisplacementBakeInput::take_snapshot` lets the caller say who owns
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the undo step - true for the Pro-mode button, false for the pipeline, whose background job commits long
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after that snapshot's scope has closed.
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The presets live in one place (`STD_*` constants) and `apply_standard_mode_presets()` pins the hidden
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||||
controls to them every frame while Standard is active, so the live preview cannot disagree with what
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Bake will do. Switching to Standard also closes the subdivision preview, whose controls have just gone.
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One control survives into Standard: **"Added triangles (k)"**, the subdivision budget. It is deliberately
|
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*not* pinned - pinning would fight the user's own slider every frame - because unlike the rest of the
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recipe its right value depends on the part rather than on the method (a big model, or a fine texture,
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simply needs more triangles). Default 1500. The widget is one lambda shared by both layouts.
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Standard remeshes *after* painting, so the remesh has to preserve paint: `ModelVolume::restore_painting()`
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only remaps the four standard channels, so `replace_mesh_keep_all_paint()` additionally runs
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`TriangleSelector::remap_painting()` over the eight texture-displacement masks. The Pro Remesh button
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goes through the same helper. If the remap comes back empty the pipeline stops with a message rather
|
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than baking a flat mesh.
|
||||
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||||
## 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).
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||||
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||||
Whole-stack settings (border handling, post-process smoothing) live beside the layers in
|
||||
`texture_displacement_options` (`TextureDisplacementOptions`), since they belong to no single layer.
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||||
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||||
### 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:
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||||
- `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)`
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and `get_facets_strict(NONE)` share identical vertex indexing, which is what lets boundary
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detection be a plain index check instead of a position-hash lookup.
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- The selector's vertex array *starts with* the mesh's own vertices (extra ones created where a
|
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brush stroke split a triangle are appended after them), and `get_facets_strict()` emits the
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referenced ones in order. Combined with step 1, **selector vertex index `i` is our vertex `i`**.
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Split vertices live past the end of our array and are simply skipped - they sit on the paint
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boundary anyway (splitting only happens at partial coverage).
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4. A vertex used by at least one **unpainted** triangle is a border vertex. Whether it moves is
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`TextureDisplacementOptions::displace_border`, and it does by default. Nothing can tear: the bake is
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topology-preserving, so a border vertex is *one* vertex shared by both regions and moving it simply
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tilts the unpainted triangles that use it. Pinning it instead clamps the outermost ring of relief to
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zero, which on a fully painted face collapses the pattern into a ring of steep ramps at the edge; it
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is kept as an option for when the relief must not spill past the paint at all. Either way the border
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drives the `edge_smoothing` falloff.
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5. Per interior vertex: sample the height texture (`sample_layer_height()`, see Projection methods)
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and fold `height * depth_mm * (invert ? -1 : 1)` into that vertex's running total via the layer's
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`TextureBlendMode` (see Blend modes). A `visited` set makes each layer fold in exactly **once**
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per vertex, no matter how many of the patch's triangles share it - otherwise a Multiply/Subtract
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layer would apply two or three times over depending on local triangle fan-out.
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6. Move each touched vertex along its (step 2) normal by its accumulated total.
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7. Optionally (`TextureDisplacementOptions::smooth_*`) relax the result - see Post-process smoothing.
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### Post-process smoothing
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`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
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`strength` fraction of the way to the average of its one-ring, read from a **snapshot** of the previous
|
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pass so the result does not depend on vertex order (a Gauss-Seidel sweep would smooth several times as
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hard at the end of the array as at the start). Neighbours come from a CSR-style adjacency built once per
|
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call. Topology-preserving, like the bake.
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Its job is to round off the hard steps a bitmap height map leaves behind - a different knob from
|
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`TextureDisplacementLayer::smoothing`, which blurs the *height map* before it is ever sampled.
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Two ways in, sharing one set of settings on the volume:
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- The **"Smooth result"** checkbox + "Smoothing (%)" / "Passes" ride along with Preview and Bake.
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`movable` is exactly the set of vertices the displacement moved, so the untouched part of the model
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keeps its exact geometry and the ring just outside the displaced set anchors the relaxation (the
|
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relief cannot creep outward).
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- **"Smooth baked mesh now"** (`GLGizmoTextureDisplacement::smooth_model()`) applies the same settings to
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the volume's *committed* geometry, for relief that is already baked in. `movable` there is the painted
|
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triangles' vertices. Because smoothing never touches the triangle list, this is the one geometry
|
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operation in the gizmo that keeps **every** paint channel verbatim - it saves and restores the eight
|
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texture-displacement masks around `set_mesh()` rather than remapping or dropping them.
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**"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
|
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rim of the relief down toward the flat surface and the pattern comes out half-melted where it meets the
|
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edge. Held out, the border keeps the full depth the texture asked for and only the interior relaxes.
|
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Turning it off softens the outer edge deliberately (a blunter version of the per-layer edge-smoothing
|
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falloff). This is the *smoothing* rim, independent of whether that rim is displaced at all
|
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(`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.
|
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||||
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
|
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surfaced in the UI, which labels that layer "Base layer" instead of offering a control that does nothing.
|
||||
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||||
### 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
|
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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)`)
|
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and blends the three by the vertex's own normal raised to `TRIPLANAR_BLEND_SHARPNESS` (4). Hard-picking
|
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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
|
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edge `u` jumps. A weighted blend is continuous across the transition by construction, since the weight
|
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of the axis being left behind falls smoothly to zero. This removes the hard *seam*; some cross-fade
|
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blurring in the band right at a 90° edge is inherent to triplanar mapping. A genuinely seam-free wrap
|
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around a box needs a real unwrap - that is what the LSCM mode is for.
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- **Cylindrical** - wraps around an axis through the patch centroid, axis auto-picked as the world
|
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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 (**0–5**, 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
|
||||
@@ -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)** | 0.01–10 (log) | Maximum displacement along the surface normal. |
|
||||
| **Tile size (mm)** | 0.2–200 (log) | Physical size of one texture tile on the surface. |
|
||||
| **Rotation** | 0–360° | Rotates the texture on the surface. |
|
||||
| **Midlevel** | 0–10 | 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** | 0–1 | Blurs the height texture before it displaces — rounds hard edges and removes speckle without needing a softer source image. |
|
||||
| **Edge smoothing** | checkbox + **Edge amount** 0–1 | 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** (5–90°) — 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, **1–5 times** (each step roughly quadruples the triangle count).
|
||||
|
||||
- **Subdivide steps** (1–5) — 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.
|
||||
BIN
resources/calib/temperature_tower/belt_temp_provino_unit.stl
Normal file
BIN
resources/calib/temperature_tower/belt_temp_tower_230_190.stl
Normal file
BIN
resources/calib/temperature_tower/belt_temp_tower_240_210.stl
Normal file
BIN
resources/calib/temperature_tower/belt_temp_tower_250_230.stl
Normal file
BIN
resources/calib/temperature_tower/belt_temp_tower_270_230.stl
Normal file
BIN
resources/calib/temperature_tower/belt_temp_tower_280_240.stl
Normal file
BIN
resources/calib/temperature_tower/belt_temp_tower_320_280.stl
Normal file
79
resources/calib/temperature_tower/gen_belt_temp_tower.py
Normal file
@@ -0,0 +1,79 @@
|
||||
#!/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)}")
|
||||
@@ -1,120 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
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sodipodi:docname="texture_displacement_add.svg"
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inkscape:version="1.4.2 (f4327f4, 2025-05-13)"
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xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
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xmlns="http://www.w3.org/2000/svg"
|
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xmlns:svg="http://www.w3.org/2000/svg">
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<defs
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|
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nodesatellites_param="F,0,0,1,0,0.49883385,0,1 @ F,0,0,1,0,0.48672135,0,1 @ F,0,0,1,0,0.5261776,0,1 @ F,0,0,1,0,0.50001454,0,1"
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apply_no_radius="true"
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BIN
resources/profiles/Custom/Generic Belt Printer_cover.png
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"name": "MyBeltPrinter 0.2 nozzle",
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"inherits": "fdm_belt_common",
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"from": "system",
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|
||||
"name": "MyBeltPrinter 0.4 nozzle",
|
||||
"inherits": "fdm_belt_common",
|
||||
"from": "system",
|
||||
"setting_id": "6nRHUtvJOUffocbu",
|
||||
"instantiation": "true",
|
||||
"printer_model": "Generic Belt Printer",
|
||||
"nozzle_diameter": [
|
||||
"0.4"
|
||||
],
|
||||
"printer_variant": "0.4",
|
||||
"printable_area": [
|
||||
"0x0",
|
||||
"350x0",
|
||||
"350x350",
|
||||
"0x350"
|
||||
],
|
||||
"printable_height": "300"
|
||||
}
|
||||
@@ -0,0 +1,26 @@
|
||||
{
|
||||
"type": "machine",
|
||||
"name": "MyBeltPrinter 0.6 nozzle",
|
||||
"inherits": "fdm_belt_common",
|
||||
"from": "system",
|
||||
"setting_id": "K0m9HbUNwKT4UCJV",
|
||||
"instantiation": "true",
|
||||
"printer_model": "Generic Belt Printer",
|
||||
"nozzle_diameter": [
|
||||
"0.6"
|
||||
],
|
||||
"max_layer_height": [
|
||||
"0.4"
|
||||
],
|
||||
"min_layer_height": [
|
||||
"0.12"
|
||||
],
|
||||
"printer_variant": "0.6",
|
||||
"printable_area": [
|
||||
"0x0",
|
||||
"350x0",
|
||||
"350x350",
|
||||
"0x350"
|
||||
],
|
||||
"printable_height": "300"
|
||||
}
|
||||
@@ -0,0 +1,26 @@
|
||||
{
|
||||
"type": "machine",
|
||||
"name": "MyBeltPrinter 0.8 nozzle",
|
||||
"inherits": "fdm_belt_common",
|
||||
"from": "system",
|
||||
"setting_id": "rHAweDz4eNwttPNA",
|
||||
"instantiation": "true",
|
||||
"printer_model": "Generic Belt Printer",
|
||||
"nozzle_diameter": [
|
||||
"0.8"
|
||||
],
|
||||
"max_layer_height": [
|
||||
"0.6"
|
||||
],
|
||||
"min_layer_height": [
|
||||
"0.2"
|
||||
],
|
||||
"printer_variant": "0.8",
|
||||
"printable_area": [
|
||||
"0x0",
|
||||
"350x0",
|
||||
"350x350",
|
||||
"0x350"
|
||||
],
|
||||
"printable_height": "300"
|
||||
}
|
||||
12
resources/profiles/Custom/machine/MyBeltPrinter.json
Normal file
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"type": "machine_model",
|
||||
"name": "Generic Belt Printer",
|
||||
"model_id": "my_belt_01",
|
||||
"nozzle_diameter": "0.4;0.2;0.6;0.8",
|
||||
"machine_tech": "FFF",
|
||||
"family": "MyPrinter",
|
||||
"bed_model": "Custom_350_bed.stl",
|
||||
"bed_texture": "orcaslicer_bed_texture.svg",
|
||||
"hotend_model": "",
|
||||
"default_materials": "Generic PLA @System;Generic PLA-CF @System;Generic PETG @System;Generic TPU @System;Generic PC @System;Generic PVA @System;Generic PA @System;Generic PA-CF @System"
|
||||
}
|
||||
99
resources/profiles/Custom/machine/fdm_belt_common.json
Normal file
@@ -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 @MyBeltPrinter",
|
||||
"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"
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
{
|
||||
"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"
|
||||
]
|
||||
}
|
||||
@@ -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"
|
||||
]
|
||||
}
|
||||
54
resources/profiles/IdeaFormer.json
Normal file
@@ -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"
|
||||
}
|
||||
]
|
||||
}
|
||||
BIN
resources/profiles/IdeaFormer/IdeaFormer IR3 V2_cover.png
Normal file
|
After Width: | Height: | Size: 183 KiB |
@@ -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"
|
||||
]
|
||||
}
|
||||
@@ -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"
|
||||
]
|
||||
}
|
||||
@@ -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"
|
||||
]
|
||||
}
|
||||
@@ -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)"
|
||||
}
|
||||
12
resources/profiles/IdeaFormer/machine/IdeaFormer IR3 V2.json
Normal file
@@ -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"
|
||||
}
|
||||
99
resources/profiles/IdeaFormer/machine/fdm_belt_common.json
Normal file
@@ -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"
|
||||
}
|
||||
141
resources/profiles/IdeaFormer/machine/fdm_klipper_common.json
Normal 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"
|
||||
}
|
||||
119
resources/profiles/IdeaFormer/machine/fdm_machine_common.json
Normal 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"
|
||||
}
|
||||
@@ -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"
|
||||
]
|
||||
}
|
||||
108
resources/profiles/IdeaFormer/process/fdm_process_common.json
Normal 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"
|
||||
}
|
||||
54
resources/profiles/Printcepts.json
Normal 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": [
|
||||
{
|
||||
"name": "fdm_process_common",
|
||||
"sub_path": "process/fdm_process_common.json"
|
||||
},
|
||||
{
|
||||
"name": "0.20mm Standard @BabyBelt Pro",
|
||||
"sub_path": "process/0.20mm Standard @BabyBelt Pro.json"
|
||||
}
|
||||
],
|
||||
"filament_list": [
|
||||
{
|
||||
"name": "Generic PLA @BabyBelt Pro",
|
||||
"sub_path": "filament/Generic PLA @BabyBelt Pro.json"
|
||||
},
|
||||
{
|
||||
"name": "eSUN PLA @BabyBelt Pro",
|
||||
"sub_path": "filament/eSUN PLA @BabyBelt Pro.json"
|
||||
},
|
||||
{
|
||||
"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"
|
||||
}
|
||||
]
|
||||
}
|
||||
70
resources/profiles/Printcepts/BabyBelt Pro_bed_texture.svg
Normal file
@@ -0,0 +1,70 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" width="95.0mm" height="500.0mm" viewBox="0 0 95.0 500.0" preserveAspectRatio="xMidYMid meet">
|
||||
<!-- Printcepts BabyBelt Pro bed texture: 95 x 500 mm belt plate. -->
|
||||
<!-- Transparent plate; green (#195F30) BabyBelt Pro logo centered along X, near the bottom edge. -->
|
||||
<rect x="0" y="0" width="95.0" height="500.0" fill="none"/>
|
||||
<g transform="translate(14.2500,436.3488) scale(0.067538)">
|
||||
<g transform="translate(-11.000000,692.938562) scale(0.100000,-0.100000)"
|
||||
fill="#195F30" stroke="none">
|
||||
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|
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|
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||||
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|
||||
<path d="M3464 5979 c-142 -132 -263 -245 -268 -250 -6 -5 69 -9 190 -9 l199
|
||||
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|
||||
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|
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|
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||||
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|
||||
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|
||||
</g>
|
||||
</g>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 4.5 KiB |
BIN
resources/profiles/Printcepts/BabyBelt Pro_cover.png
Normal file
|
After Width: | Height: | Size: 55 KiB |
@@ -0,0 +1,113 @@
|
||||
{
|
||||
"type": "filament",
|
||||
"name": "Generic PETG @BabyBelt Pro",
|
||||
"inherits": "Generic PETG @System",
|
||||
"from": "system",
|
||||
"setting_id": "gCzHpDNgVwQR6tgk",
|
||||
"instantiation": "true",
|
||||
"compatible_printers": [
|
||||
"BabyBelt Pro 0.4 nozzle"
|
||||
],
|
||||
"filament_type": [
|
||||
"PETG"
|
||||
],
|
||||
"filament_vendor": [
|
||||
"Generic"
|
||||
],
|
||||
"filament_settings_id": [
|
||||
"Generic PETG @BabyBelt Pro"
|
||||
],
|
||||
"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 @BabyBelt Pro — belt PETG, bed 80C"
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,113 @@
|
||||
{
|
||||
"type": "filament",
|
||||
"name": "Generic PLA @BabyBelt Pro",
|
||||
"inherits": "Generic PLA @System",
|
||||
"from": "system",
|
||||
"setting_id": "24PpcnhVx9v5f4fD",
|
||||
"instantiation": "true",
|
||||
"compatible_printers": [
|
||||
"BabyBelt Pro 0.4 nozzle"
|
||||
],
|
||||
"filament_type": [
|
||||
"PLA"
|
||||
],
|
||||
"filament_vendor": [
|
||||
"Generic"
|
||||
],
|
||||
"filament_settings_id": [
|
||||
"Generic PLA @BabyBelt Pro"
|
||||
],
|
||||
"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 @BabyBelt Pro — belt PLA, bed 75C"
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,35 @@
|
||||
{
|
||||
"type": "filament",
|
||||
"name": "eSUN PLA @BabyBelt Pro",
|
||||
"inherits": "Generic PLA @BabyBelt Pro",
|
||||
"from": "system",
|
||||
"setting_id": "EH3X7oE0DU5tSpjW",
|
||||
"instantiation": "true",
|
||||
"compatible_printers": [
|
||||
"BabyBelt Pro 0.4 nozzle"
|
||||
],
|
||||
"filament_type": [
|
||||
"PLA"
|
||||
],
|
||||
"filament_vendor": [
|
||||
"eSUN"
|
||||
],
|
||||
"filament_settings_id": [
|
||||
"eSUN PLA @BabyBelt Pro"
|
||||
],
|
||||
"nozzle_temperature_initial_layer": [
|
||||
"200"
|
||||
],
|
||||
"nozzle_temperature": [
|
||||
"200"
|
||||
],
|
||||
"enable_pressure_advance": [
|
||||
"1"
|
||||
],
|
||||
"pressure_advance": [
|
||||
"0.12"
|
||||
],
|
||||
"filament_max_volumetric_speed": [
|
||||
"20"
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,87 @@
|
||||
{
|
||||
"type": "machine",
|
||||
"name": "BabyBelt Pro 0.4 nozzle",
|
||||
"inherits": "fdm_belt_common",
|
||||
"from": "system",
|
||||
"setting_id": "34OWINlJpJgA9DwQ",
|
||||
"instantiation": "true",
|
||||
"printer_model": "BabyBelt Pro",
|
||||
"printer_variant": "0.4",
|
||||
"nozzle_diameter": [
|
||||
"0.4"
|
||||
],
|
||||
"default_filament_profile": [
|
||||
"Generic PLA @BabyBelt Pro"
|
||||
],
|
||||
"default_print_profile": "0.20mm Standard @BabyBelt Pro",
|
||||
"printable_area": [
|
||||
"0x0",
|
||||
"95x0",
|
||||
"95x500",
|
||||
"0x500"
|
||||
],
|
||||
"printable_height": "100",
|
||||
"best_object_pos": "0.5,0.05",
|
||||
"nozzle_type": [
|
||||
"hardened_steel"
|
||||
],
|
||||
"printer_extruder_id": [
|
||||
"1"
|
||||
],
|
||||
"printer_extruder_variant": [
|
||||
"Direct Drive Standard"
|
||||
],
|
||||
"thumbnails": [
|
||||
"48x48/PNG",
|
||||
"300x300/PNG"
|
||||
],
|
||||
"machine_max_acceleration_e": [
|
||||
"500",
|
||||
"5000"
|
||||
],
|
||||
"machine_max_acceleration_extruding": [
|
||||
"500",
|
||||
"20000"
|
||||
],
|
||||
"machine_max_acceleration_retracting": [
|
||||
"500",
|
||||
"5000"
|
||||
],
|
||||
"machine_max_acceleration_x": [
|
||||
"500",
|
||||
"20000"
|
||||
],
|
||||
"machine_max_acceleration_y": [
|
||||
"500",
|
||||
"20000"
|
||||
],
|
||||
"machine_max_junction_deviation": [
|
||||
"0.01"
|
||||
],
|
||||
"machine_max_speed_x": [
|
||||
"50",
|
||||
"200"
|
||||
],
|
||||
"machine_max_speed_y": [
|
||||
"50",
|
||||
"200"
|
||||
],
|
||||
"machine_max_speed_z": [
|
||||
"5",
|
||||
"12"
|
||||
],
|
||||
"retraction_length": [
|
||||
"1.5"
|
||||
],
|
||||
"retraction_speed": [
|
||||
"20"
|
||||
],
|
||||
"deretraction_speed": [
|
||||
"25"
|
||||
],
|
||||
"retract_lift_enforce": [
|
||||
"Top and Bottom"
|
||||
],
|
||||
"support_chamber_temp_control": "0",
|
||||
"machine_start_gcode": ";Start GCode\nPRINT_START ANGLE=[belt_slice_rotation_angle] EXTRUDER=[nozzle_temperature_initial_layer] BED=[hot_plate_temp_initial_layer] MATERIAL=[filament_type]\n"
|
||||
}
|
||||
12
resources/profiles/Printcepts/machine/BabyBelt Pro.json
Normal 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",
|
||||
"bed_model": "",
|
||||
"bed_texture": "BabyBelt Pro_bed_texture.svg",
|
||||
"hotend_model": "",
|
||||
"default_materials": "Generic PLA @BabyBelt Pro;Generic PETG @BabyBelt Pro"
|
||||
}
|
||||
99
resources/profiles/Printcepts/machine/fdm_belt_common.json
Normal file
@@ -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 @BabyBelt Pro",
|
||||
"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"
|
||||
}
|
||||
141
resources/profiles/Printcepts/machine/fdm_klipper_common.json
Normal 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"
|
||||
}
|
||||
119
resources/profiles/Printcepts/machine/fdm_machine_common.json
Normal 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"
|
||||
}
|
||||
@@ -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"
|
||||
]
|
||||
}
|
||||
108
resources/profiles/Printcepts/process/fdm_process_common.json
Normal 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"
|
||||
}
|
||||
@@ -26,6 +26,7 @@ struct SlopeDetection
|
||||
bool actived;
|
||||
float normal_z;
|
||||
mat3 volume_world_normal_matrix;
|
||||
vec3 up_direction;
|
||||
};
|
||||
|
||||
uniform vec4 uniform_color;
|
||||
|
||||
@@ -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) {
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -24,6 +24,7 @@ struct SlopeDetection
|
||||
bool actived;
|
||||
float normal_z;
|
||||
mat3 volume_world_normal_matrix;
|
||||
vec3 up_direction;
|
||||
};
|
||||
uniform SlopeDetection slope;
|
||||
void main()
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
@@ -29,6 +29,7 @@ struct SlopeDetection
|
||||
bool actived;
|
||||
float normal_z;
|
||||
mat3 volume_world_normal_matrix;
|
||||
vec3 up_direction;
|
||||
};
|
||||
|
||||
uniform vec4 uniform_color;
|
||||
|
||||
@@ -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) {
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -24,6 +24,7 @@ struct SlopeDetection
|
||||
bool actived;
|
||||
float normal_z;
|
||||
mat3 volume_world_normal_matrix;
|
||||
vec3 up_direction;
|
||||
};
|
||||
uniform SlopeDetection slope;
|
||||
void main()
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
|
Before Width: | Height: | Size: 1.6 KiB |
|
Before Width: | Height: | Size: 1.6 KiB |
|
Before Width: | Height: | Size: 6.9 KiB |
|
Before Width: | Height: | Size: 2.5 KiB |
|
Before Width: | Height: | Size: 147 KiB |
|
Before Width: | Height: | Size: 3.6 KiB |
|
Before Width: | Height: | Size: 2.5 KiB |
|
Before Width: | Height: | Size: 10 KiB |
|
Before Width: | Height: | Size: 2.5 KiB |
|
Before Width: | Height: | Size: 102 KiB |
@@ -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
@@ -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 ®ion_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
|
||||
169
src/libslic3r/BeltBrim.hpp
Normal file
@@ -0,0 +1,169 @@
|
||||
#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_
|
||||
76
src/libslic3r/BeltGCode.cpp
Normal file
@@ -0,0 +1,76 @@
|
||||
#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
|
||||
23
src/libslic3r/BeltGCode.hpp
Normal file
@@ -0,0 +1,23 @@
|
||||
#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
|
||||
277
src/libslic3r/BeltGCodeWriter.cpp
Normal file
@@ -0,0 +1,277 @@
|
||||
#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
|
||||
64
src/libslic3r/BeltGCodeWriter.hpp
Normal file
@@ -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
|
||||