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15 Commits

Author SHA1 Message Date
Jack Li
1a60ca28b4 Fix an issue: was not able to switch language 2022-07-18 18:45:31 +08:00
SoftFever
2b59b6e974 Update README.md 2022-07-18 13:03:21 +08:00
Jack Li
8f594471c0 update readme 2022-07-18 12:56:14 +08:00
Jack Li
0977e3077f Add Voron 0.1 and Prusa MK3S support 2022-07-18 12:34:25 +08:00
Jack Li
f087cd0db9 fix voron image ratio issue 2022-07-18 11:05:34 +08:00
Jack Li
5e615feef5 reduce image size 2022-07-18 10:02:55 +08:00
Jack Li
5f1725246f Change name so that it can co-exist with official build 2022-07-18 10:02:36 +08:00
Jack Li
829fc90e6f Add missing process file 2022-07-18 10:01:57 +08:00
SoftFever
cc94674e39 Update README.md 2022-07-17 20:45:21 +08:00
SoftFever
f16521adf6 update build script 2022-07-17 19:30:48 +08:00
SoftFever
fc9d18faff Add Voron process settings 2022-07-17 19:24:44 +08:00
Jack Li
ff768a6f68 WIP: add voron process setting 2022-07-17 12:53:41 +08:00
Jack Li
9c0f6f1c72 Add Voron machine support 2022-07-17 12:53:06 +08:00
Jack Li
7a7369c9ce Allow users to export .gcode files 2022-07-17 10:33:57 +08:00
Jack Li
687593f8d2 add build scripts 2022-07-17 10:27:18 +08:00
1534 changed files with 50564 additions and 147599 deletions

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@@ -1,31 +0,0 @@
---
name: Bug report
about: Create a report to help us improve
title: ''
labels: bug
assignees: ''
---
**Describe the bug**
A clear and concise description of what the bug is.
**3mf File for This Bug**
If it is related to slicing, please append the 3mf file. It could be extremely helpful to solve the issue.
**To Reproduce**
Steps to reproduce the behavior:
1. Go to '...'
2. Click on '....'
3. Scroll down to '....'
4. See error
**Expected behavior**
A clear and concise description of what you expected to happen.
**Screenshots**
If applicable, add screenshots to help explain your problem.
**Desktop (please complete the following information):**
- OS: [e.g. iOS, Windows]
- Version [e.g. 22]

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@@ -1,10 +0,0 @@
---
name: Custom issue template
about: For generic ideas such as enhancement of a feature, some questions, and etc.
title: ''
labels: ''
assignees: ''
---

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@@ -1,20 +0,0 @@
---
name: Feature request
about: Suggest an idea for this project
title: ''
labels: feature
assignees: ''
---
**Is your feature request related to a problem? Please describe.**
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
**Describe the solution you'd like**
A clear and concise description of what you want to happen.
**Describe alternatives you've considered**
A clear and concise description of any alternative solutions or features you've considered.
**Additional context**
Add any other context or screenshots about the feature request here.

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@@ -1,32 +0,0 @@
name: BambuStudio-SoftFever
on: [push, pull_request]
jobs:
appimage-builder:
name: Linux AppImage Build
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
- name: Install dependencies
run: |
sudo apt-get update
sudo apt-get install cmake libgl1-mesa-dev libgtk-3-dev libxkbcommon-dev libunwind-dev libfuse2 -y
- name: Install dependencies from BuildLinux.sh
shell: bash
run: sudo ./BuildLinux.sh -ur
- name: Fix permissions
shell: bash
run: sudo chown $USER -R ./
- name: Build Bambu Studio dependencies using BuildLinux.sh
shell: bash
run: ./BuildLinux.sh -dsr
- name: Build Bambu Studio AppImage using BuildLinux.sh
shell: bash
run: ./BuildLinux.sh -ir
- uses: actions/upload-artifact@v3
with:
name: AppImage
path: './build/BambuStudio_ubu64.AppImage'

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@@ -1,260 +0,0 @@
#!/bin/bash
set -e # exit on first error
export ROOT=`pwd`
export NCORES=`nproc --all`
export CMAKE_BUILD_PARALLEL_LEVEL=${NCORES}
FOUND_GTK2=$(dpkg -l libgtk* | grep gtk2)
FOUND_GTK3=$(dpkg -l libgtk* | grep gtk-3)
function check_available_memory_and_disk() {
FREE_MEM_GB=$(free -g -t | grep 'Mem:' | rev | cut -d" " -f1 | rev)
MIN_MEM_GB=10
FREE_DISK_KB=$(df -k . | tail -1 | awk '{print $4}')
MIN_DISK_KB=$((10 * 1024 * 1024))
if [ ${FREE_MEM_GB} -le ${MIN_MEM_GB} ]; then
echo -e "\nERROR: Bambu Studio Builder requires at least ${MIN_MEM_GB}G of 'available' mem (systen has only ${FREE_MEM_GB}G available)"
echo && free -h && echo
exit 2
fi
if [[ ${FREE_DISK_KB} -le ${MIN_DISK_KB} ]]; then
echo -e "\nERROR: Bambu Studio Builder requires at least $(echo $MIN_DISK_KB |awk '{ printf "%.1fG\n", $1/1024/1024; }') (systen has only $(echo ${FREE_DISK_KB} | awk '{ printf "%.1fG\n", $1/1024/1024; }') disk free)"
echo && df -h . && echo
exit 1
fi
}
unset name
while getopts ":dsiuhgbr" opt; do
case ${opt} in
u )
UPDATE_LIB="1"
;;
i )
BUILD_IMAGE="1"
;;
d )
BUILD_DEPS="1"
;;
s )
BUILD_BAMBU_STUDIO="1"
;;
b )
BUILD_DEBUG="1"
;;
g )
FOUND_GTK3=""
;;
r )
SKIP_RAM_CHECK="1"
;;
h ) echo "Usage: ./BuildLinux.sh [-i][-u][-d][-s][-b][-g]"
echo " -i: Generate appimage (optional)"
echo " -g: force gtk2 build"
echo " -b: build in debug mode"
echo " -d: build deps (optional)"
echo " -s: build bambu-studio (optional)"
echo " -u: only update clock & dependency packets (optional and need sudo)"
echo " -r: skip free ram check (low ram compiling)"
echo "For a first use, you want to 'sudo ./BuildLinux.sh -u'"
echo " and then './BuildLinux.sh -dsi'"
exit 0
;;
esac
done
if [ $OPTIND -eq 1 ]
then
echo "Usage: ./BuildLinux.sh [-i][-u][-d][-s][-b][-g]"
echo " -i: Generate appimage (optional)"
echo " -g: force gtk2 build"
echo " -b: build in debug mode"
echo " -d: build deps (optional)"
echo " -s: build bambu-studio (optional)"
echo " -u: only update clock & dependency packets (optional and need sudo)"
echo " -r: skip free ram check (low ram compiling)"
echo "For a first use, you want to 'sudo ./BuildLinux.sh -u'"
echo " and then './BuildLinux.sh -dsi'"
exit 0
fi
# mkdir build
if [ ! -d "build" ]
then
mkdir build
fi
# Addtional Dev packages for BambuStudio
export REQUIRED_DEV_PACKAGES="libmspack-dev libgstreamerd-3-dev libsecret-1-dev libwebkit2gtk-4.0-dev libosmesa6-dev libssl-dev libcurl4-openssl-dev eglexternalplatform-dev libudev-dev libdbus-1-dev extra-cmake-modules"
# libwebkit2gtk-4.1-dev ??
export DEV_PACKAGES_COUNT=$(echo ${REQUIRED_DEV_PACKAGES} | wc -w)
if [ $(dpkg --get-selections | grep -E "$(echo ${REQUIRED_DEV_PACKAGES} | tr ' ' '|')" | wc -l) -lt ${DEV_PACKAGES_COUNT} ]; then
sudo apt install -y ${REQUIRED_DEV_PACKAGES} git cmake wget file
fi
#FIXME: require root for -u option
if [[ -n "$UPDATE_LIB" ]]
then
echo -n -e "Updating linux ...\n"
# hwclock -s # DeftDawg: Why does SuperSlicer want to do this?
apt update
if [[ -z "$FOUND_GTK3" ]]
then
echo -e "\nInstalling: libgtk2.0-dev libglew-dev libudev-dev libdbus-1-dev cmake git\n"
apt install -y libgtk2.0-dev libglew-dev libudev-dev libdbus-1-dev cmake git
else
echo -e "\nFind libgtk-3, installing: libgtk-3-dev libglew-dev libudev-dev libdbus-1-dev cmake git\n"
apt install -y libgtk-3-dev libglew-dev libudev-dev libdbus-1-dev cmake git
fi
# for ubuntu 22.04:
ubu_version="$(cat /etc/issue)"
if [[ $ubu_version == "Ubuntu 22.04"* ]]
then
apt install -y curl libssl-dev libcurl4-openssl-dev m4
fi
if [[ -n "$BUILD_DEBUG" ]]
then
echo -e "\nInstalling: libssl-dev libcurl4-openssl-dev\n"
apt install -y libssl-dev libcurl4-openssl-dev
fi
echo -e "done\n"
exit 0
fi
FOUND_GTK2_DEV=$(dpkg -l libgtk* | grep gtk2.0-dev || echo '')
FOUND_GTK3_DEV=$(dpkg -l libgtk* | grep gtk-3-dev || echo '')
echo "FOUND_GTK2=$FOUND_GTK2)"
if [[ -z "$FOUND_GTK2_DEV" ]]
then
if [[ -z "$FOUND_GTK3_DEV" ]]
then
echo "Error, you must install the dependencies before."
echo "Use option -u with sudo"
exit 0
fi
fi
echo "[1/9] Updating submodules..."
{
# update submodule profiles
pushd resources/profiles
git submodule update --init
popd
}
echo "[2/9] Changing date in version..."
{
# change date in version
sed -i "s/+UNKNOWN/_$(date '+%F')/" version.inc
}
echo "done"
# mkdir in deps
if [ ! -d "deps/build" ]
then
mkdir deps/build
fi
if ! [[ -n "$SKIP_RAM_CHECK" ]]
then
check_available_memory_and_disk
fi
if [[ -n "$BUILD_DEPS" ]]
then
echo "[3/9] Configuring dependencies..."
BUILD_ARGS=""
if [[ -n "$FOUND_GTK3_DEV" ]]
then
BUILD_ARGS="-DDEP_WX_GTK3=ON"
fi
if [[ -n "$BUILD_DEBUG" ]]
then
# have to build deps with debug & release or the cmake won't find evrything it needs
mkdir deps/build/release
pushd deps/build/release
cmake ../.. -DDESTDIR="../destdir" $BUILD_ARGS
make -j$NCORES
popd
BUILD_ARGS="${BUILD_ARGS} -DCMAKE_BUILD_TYPE=Debug"
fi
# cmake deps
pushd deps/build
cmake .. $BUILD_ARGS
echo "done"
# make deps
echo "[4/9] Building dependencies..."
make -j$NCORES
echo "done"
# rename wxscintilla # TODO: DeftDawg: Does BambuStudio need this?
# echo "[5/9] Renaming wxscintilla library..."
# pushd destdir/usr/local/lib
# if [[ -z "$FOUND_GTK3_DEV" ]]
# then
# cp libwxscintilla-3.1.a libwx_gtk2u_scintilla-3.1.a
# else
# cp libwxscintilla-3.1.a libwx_gtk3u_scintilla-3.1.a
# fi
# popd
# echo "done"
# FIXME: only clean deps if compiling succeeds; otherwise reruns waste tonnes of time!
# clean deps
# echo "[6/9] Cleaning dependencies..."
# rm -rf dep_*
popd
echo "done"
fi
if [[ -n "$BUILD_BAMBU_STUDIO" ]]
then
echo "[7/9] Configuring Slic3r..."
BUILD_ARGS=""
if [[ -n "$FOUND_GTK3_DEV" ]]
then
BUILD_ARGS="-DSLIC3R_GTK=3"
fi
if [[ -n "$BUILD_DEBUG" ]]
then
BUILD_ARGS="${BUILD_ARGS} -DCMAKE_BUILD_TYPE=Debug"
else
BUILD_ARGS="${BUILD_ARGS} -DBBL_RELEASE_TO_PUBLIC=1"
fi
# cmake
pushd build
cmake .. -DCMAKE_PREFIX_PATH="$PWD/../deps/build/destdir/usr/local" -DSLIC3R_STATIC=1 ${BUILD_ARGS}
echo "done"
# make Slic3r
echo "[8/9] Building Slic3r..."
make -j$NCORES BambuStudio # Slic3r
# make .mo
# make gettext_po_to_mo # FIXME: DeftDawg: complains about msgfmt not existing even in SuperSlicer, did this ever work?
popd
echo "done"
fi
if [[ -e $ROOT/build/src/BuildLinuxImage.sh ]]; then
# Give proper permissions to script
chmod 755 $ROOT/build/src/BuildLinuxImage.sh
echo "[9/9] Generating Linux app..."
pushd build
if [[ -n "$BUILD_IMAGE" ]]
then
$ROOT/build/src/BuildLinuxImage.sh -i
else
$ROOT/build/src/BuildLinuxImage.sh
fi
popd
echo "done"
fi

View File

@@ -53,7 +53,6 @@ if (APPLE)
if (CMAKE_MACOSX_BUNDLE)
set(CMAKE_INSTALL_RPATH @executable_path/../Frameworks)
endif()
set(CMAKE_OSX_DEPLOYMENT_TARGET "11.3" CACHE STRING "Minimum OS X deployment version" FORCE)
endif ()
# Proposal for C++ unit tests and sandboxes
@@ -507,7 +506,6 @@ add_custom_target(gettext_make_pot
COMMAND xgettext --keyword=L --keyword=_L --keyword=_u8L --keyword=L_CONTEXT:1,2c --keyword=_L_PLURAL:1,2 --add-comments=TRN --from-code=UTF-8 --no-location --debug --boost
-f "${BBL_L18N_DIR}/list.txt"
-o "${BBL_L18N_DIR}/BambuStudio.pot"
COMMAND hintsToPot ${SLIC3R_RESOURCES_DIR} ${BBL_L18N_DIR}
WORKING_DIRECTORY ${PROJECT_SOURCE_DIR}
COMMENT "Generate pot file from strings in the source tree"
)
@@ -614,7 +612,6 @@ function(bambustudio_copy_dlls target config postfix output_dlls)
${CMAKE_PREFIX_PATH}/bin/occt/TKXCAF.dll
${CMAKE_PREFIX_PATH}/bin/occt/TKXDESTEP.dll
${CMAKE_PREFIX_PATH}/bin/occt/TKXSBase.dll
${CMAKE_PREFIX_PATH}/bin/freetype.dll
DESTINATION ${_out_dir})
set(${output_dlls}
@@ -649,8 +646,6 @@ function(bambustudio_copy_dlls target config postfix output_dlls)
${_out_dir}/TKXDESTEP.dll
${_out_dir}/TKXSBase.dll
${_out_dir}/freetype.dll
PARENT_SCOPE
)
@@ -661,8 +656,6 @@ endfunction()
add_subdirectory(src)
set_property(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT BambuStudio_app_gui)
add_dependencies(gettext_make_pot hintsToPot)
# Perl bindings, currently only used for the unit / integration tests of libslic3r.
# Also runs the unit / integration tests.
#FIXME Port the tests into C++ to finally get rid of the Perl!
@@ -678,11 +671,6 @@ if(SLIC3R_BUILD_TESTS)
add_subdirectory(tests)
endif()
if (NOT WIN32 AND NOT APPLE)
set(SLIC3R_APP_CMD "bambu-studio")
configure_file(${LIBDIR}/platform/unix/build_appimage.sh.in ${CMAKE_CURRENT_BINARY_DIR}/build_appimage.sh @ONLY)
endif()
option(BUILD_BBS_TEST_TOOLS "Build bbs test tools" OFF)
if(BUILD_BBS_TEST_TOOLS)
add_subdirectory(bbs_test_tools)
@@ -704,6 +692,7 @@ elseif (SLIC3R_FHS)
DESTINATION ${CMAKE_INSTALL_DATAROOTDIR}/icons/hicolor/${SIZE}x${SIZE}/apps RENAME BambuStudio.png
)
endforeach()
install(DIRECTORY ${SLIC3R_RESOURCES_DIR}/udev/ DESTINATION lib/udev/rules.d)
elseif (CMAKE_MACOSX_BUNDLE)
install(DIRECTORY "${SLIC3R_RESOURCES_DIR}/" DESTINATION "${CMAKE_INSTALL_PREFIX}/BambuStudio.app/Contents/resources")
else ()

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@@ -1,71 +0,0 @@
# Build Bambu Slicer in a container
#
# Build an AppImage using rootless Podman (refer to https://github.com/containers/podman/blob/main/docs/tutorials/rootless_tutorial.md):
# rm -rf build; podman build . -t bambu-studio-builder && podman run --rm localhost/bambu-studio-builder /bin/bash -c 'tar -c $(find build | grep ubu64.AppImage | head -1)' | tar -xv
#
# Troubleshooting the build container:
# podman run -it --name bambu-studio-builder localhost/bambu-studio-builder /bin/bash
#
# Debugging the resulting AppImage:
# 1) Install `gdb`
# 2) In a terminal in the same directory as the AppImage, start it with following:
# echo -e "run\nbt\nquit" | gdb ./BambuStudio_ubu64.AppImage
# 3) Find related issue using backtrace output for clues and add backtrace to it on github
#
# Docker alternative AppImage build syntax (use this if you can't install podman):
# rm -rf build; docker build . --file Containerfile -t bambu-studio-builder; docker run --rm bambu-studio-builder /bin/bash -c 'tar -c $(find build | grep ubu64.AppImage | head -1)' | tar -xv
#
#
# TODO: bind mount BambuStudio to inside the container instead of COPY to enable faster rebuilds during dev work.
FROM docker.io/ubuntu:20.04
LABEL maintainer "DeftDawg <DeftDawg@gmail.com>"
# Disable interactive package configuration
RUN apt-get update && \
echo 'debconf debconf/frontend select Noninteractive' | debconf-set-selections
# Add a deb-src
RUN echo deb-src http://archive.ubuntu.com/ubuntu \
$(cat /etc/*release | grep VERSION_CODENAME | cut -d= -f2) main universe>> /etc/apt/sources.list
RUN apt-get update && apt-get install -y \
git \
build-essential \
autoconf pkgconf m4 \
cmake extra-cmake-modules \
libglu1-mesa-dev libglu1-mesa-dev \
libwayland-dev libxkbcommon-dev wayland-protocols \
eglexternalplatform-dev libglew-dev \
libgtk-3-dev \
libdbus-1-dev \
libcairo2-dev \
libgtk-3-dev libwebkit2gtk-4.0-dev \
libsoup2.4-dev \
libgstreamer1.0-dev libgstreamer-plugins-good1.0-dev libgstreamer-plugins-base1.0-dev libgstreamerd-3-dev \
libmspack-dev \
libosmesa6-dev \
libssl-dev libcurl4-openssl-dev libsecret-1-dev \
libudev-dev \
curl \
wget \
file \
sudo
COPY ./ BambuStudio
WORKDIR BambuStudio
# These can run together, but we run them seperate for podman caching
# Update System dependencies
RUN ./BuildLinux.sh -u
# Build dependencies in ./deps
RUN ./BuildLinux.sh -d
# Build slic3r
RUN ./BuildLinux.sh -s
# Build AppImage
ENV container podman
RUN ./BuildLinux.sh -i

202
README.md
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@@ -1,192 +1,26 @@
# Bambu Studio - SoftFever
A modified version of Bambu Studio with many handy features.
It's fully compatible with Bambulab X1/X1-C/P1P printers.
It also supports Anycubic, Anker, Creality, Prusa MK3S, RatRig and Voron printers.
You can download it here: https://github.com/SoftFever/BambuStudio-SoftFever/releases
A modified version of Bambu Studio.
It has following changes:
## BambuStudio SoftFever change notes:
- Support third-party machines:
- Voron 2.4
- Voron Trident
- Voron 0.1
- Prusa MK3S
- Export to to .gcode file.
### [V1.4.1 changes](https://github.com/SoftFever/BambuStudio-SoftFever/releases/tag/v1.4.1):
- Added a feature for checking and displaying a notification for a new version
- Added RatRig printer profiles, thanks @erebus04 for working this
- Added support for the Creality CR-10 Max and Anker M5 printers.
- Fixed the issue with profile cloud syncing for third-party printers.
- set inner_wall_acceleration to 5000 for Bambu printers
- Added support for the first_layer_bed_temperature and first_layer_temperature variables for better compatibility."
- Fixed a crashing bug when adding text Mac Intel machine
- QoL improvements for naming logic:
1. The filename format is now supported when exporting 3mf files.
2. If the project is not defined, the model name will be used as the output name.
3. The "Untitled" string will no longer be added if the project name is set.
4. The "_plate_0" string has been removed from the file name if there is only one plate.
### [V1.4.0 changes](https://github.com/SoftFever/BambuStudio-SoftFever/releases/tag/v1.4.0):
- Add Layer Time/Layer time(Log) display (NOTE: need more tweaking work for BBL printers as the layer time is skewed by the preparing time)
- Add `sandwich`(inner-outer-inner-infill) mode support for Arachne engine.
- Change default `wall loop` from 2 to 3
- Fix an issue that the last used printer was not remembered after application restart. (Thanks Bambulab engineers, for the quick response and fixing)
- Optimized layer height sanity check logic. It will check against `max_layer_height` in the printer settings now. (I can use CHT 1.8 nozzle to print 1.0 mm thick layers now ;) )
- Add Prusa MINI+ profile
- expose `bed_exclude_area` parameter to 3rd printers
- Fix some 3rd party printer related issues introduced in [BambuStudio v01.04.00.17](https://github.com/bambulab/BambuStudio/releases/tag/v01.04.00.17)
1. Can't send sliced files to printers
2. AMS filaments were added to non-Bambulab printers
3. Wrong bed setting was applied
### [V1.3.4 changes](https://github.com/SoftFever/BambuStudio-SoftFever/releases/tag/v1.3.4):
1. Add a new printer order - sandwich mode:
This new order is similar to the outer-wall-first mode in achieving the best dimensional accuracy. This new approach however avoids printing outer walls right after a long travel, which may cause artifacts on the surface in many cases.
sandwich-mode1
sandwich-mode2
2. Support RRF firmware(experimental)
3. Fix a compatibility issue for gcode-preview
4. Merge upstream changes
### [V1.3.3 changes](https://github.com/SoftFever/BambuStudio-SoftFever/releases/tag/v1.3.3):
1. Improve top surface quality.
Fix a bug that internal solid infills didn't use monotonic when top surface is using monotonic lines
2. New feature: filter out tiny gaps.
Note: for aesthetic considerations, this setting won't affect top/bottom layers. In other words, gap fills that can be seen from outside won't be filtered out
3. PA(pressure advance) now support multi-color printing. A new PA value from the selected filament profile will be applied whenever there is
a filament/extruder change action. This change only affects multi-color printing.
5. Users can now set float values of layer time in Filament->Cooling tab.
6. Allow to set target bed temp to 0
7. Fix a bug that layer number is not displayed correctly in klipper UIs
8. Force using linear PA model when manual PA override is enabled for Bambu machines
9. Remember the last used filament
10. Skip checking BL network plugin for third-party printers.
### [V1.3.2 changes](https://github.com/SoftFever/BambuStudio-SoftFever/releases/tag/v1.3.2-sf):
1. Support device control view for 3rd party printers
2. Port `Small perimeters` feature from PrusaSlicer. I also add an extra option to adjust the small perimeter threshold
You might want to reduce speed for small perimeter parts to prevent failures like bellow:
3. Add fan speed preview mode
4. Fix an issue that print time estimation is inaccurate when `Klipper` g-code style is used.
### [V1.3.1 changes](https://github.com/SoftFever/BambuStudio-SoftFever/releases/tag/v1.3.1-sf):
1. Support change bed size and nozzle diameter
2. Allow users to specify the bridge infill direction
3. bridge_infill_direction1
4. bridge_infill_direction2
5. Change to ISO view angle for preview image
6. Add an option to change Z Hop action: NormalLift/SpiralLift
7. Optimise g-code generation for both Bambu printers and 3rd party printers
8. Support Klipper Exclude Objects
9. Better support for Moonraker's metadata.
### [V1.2.5.3 changes](https://github.com/SoftFever/BambuStudio-SoftFever/releases/tag/v1.2.5.3-sf):
1. Label objects to support Klipper Exclude Objects feature
2. Allow users to change output file name format
3. Fix a bug that pressure advance value was not saved in the profile
4. Optimize non-Bambu printer profiles
5. Remove M900 S0 which is not necessary.
### [V1.2.5 changes](https://github.com/SoftFever/BambuStudio-SoftFever/releases/tag/v1.2.5-sf):
1. Add options to adjust jerk for different line types
2. Add an option to adjust acceleration for travel. Higher acceleration for travel and lower acceleration for the outer wall makes it possible to print faster and nicer.
3. Add an option to manually override the Pressure Advance / Linear Advance for each filament.
### [V1.2.4 changes](https://github.com/SoftFever/BambuStudio-SoftFever/releases/tag/v1.2.4-sf):
1. Allow users to adjust accelerations for inner/outer walls separately.
2. Allow users to adjust the bottom surface flow-rate
3. Fix an issue that bed temperature for other layers is not set properly. This bug exists in the upstream as well. My PR here(bambulab#319)
### [V1.2 changes](https://github.com/SoftFever/BambuStudio-SoftFever/releases/tag/v1.2-sf):
1. Allow user to change machine limits
2. Allow users to adjust the top surface flow-rate.
3. Unlock some cool hidden features in BambuStudio.
4. Fix an issue that the software connected to Bambulab's staging server by default. (Only Bambulab machines were affected)
### [V1.1 changes](https://github.com/SoftFever/BambuStudio-SoftFever/releases/tag/v1.1):
1. Support third-party printers:
- Voron 2.4
- Voron Trident
- Voron 0.1
- Prusa MK3S
2. Export to to .gcode file.
3. Send gcode file to printer
4. Support single wall mode on first layer
5. Support Chamber temperature. This setting can be use in machine start G-Gcode
6. Support thumbview for third-party printers
Demo video: https://youtu.be/vSNE9iGj2II
Video: https://youtu.be/zCc7mVwu2xQ
## NOTE:
## 1. For Apple M1 users, please take a look at this [article](https://www.howtogeek.com/803598/app-is-damaged-and-cant-be-opened/ ) about how to run unsigned applications on your machine. Or better, you can build it from the source codes if you want:)
Apple requires a subscription(costs 99$ yearly) for developers to sign their app. I don't do a lot of dev work on Mac, and this is a nonprofit open-source project, so I decided not to pay the money ;)
## 2. If you have troubles to run the build, you might need to install following runtimes:
- [MicrosoftEdgeWebView2RuntimeInstallerX64](https://github.com/SoftFever/BambuStudio-SoftFever/releases/download/v1.0.10-sf2/MicrosoftEdgeWebView2RuntimeInstallerX64.exe)
- [vcredist2019_x64](https://github.com/SoftFever/BambuStudio-SoftFever/releases/download/v1.0.10-sf2/vcredist2019_x64.exe)
## 3. BambuStudio use G2/G3 commands by default. You need to turn on ARC support in your printer's firmware use with this slicer.
- For Voron and any Klipper based printers:
You can enable gcode_arcs(G2/G3) support by adding following section into you printer.cfg file:
```
[gcode_arcs]
resolution: 0.1
[gcode_macro m201]
gcode:
{% if 'X' in params or 'Y' in params %}
{% set accel = (params.X|default(params.Y)|float,
params.Y|default(params.X)|float)|min %}
SET_VELOCITY_LIMIT ACCEL={accel} ACCEL_TO_DECEL={accel * 0.5}
{% else %}
SET_VELOCITY_LIMIT
{% endif %}
[gcode_macro m203]
gcode:
{% if 'X' in params or 'Y' in params %}
{% set speed = (params.X|default(params.Y)|float,
params.Y|default(params.X)|float)|min %}
SET_VELOCITY_LIMIT VELOCITY={speed}
{% else %}
SET_VELOCITY_LIMIT
{% endif %}
[gcode_macro M205]
gcode:
{% if 'X' in params or 'Y' in params %}
{% set corner_speed = (params.X|default(params.Y)|float,
params.Y|default(params.X)|float)|min %}
SET_VELOCITY_LIMIT SQUARE_CORNER_VELOCITY={corner_speed}
{% else %}
SET_VELOCITY_LIMIT
{% endif %}
[gcode_macro M900]
gcode:
SET_PRESSURE_ADVANCE ADVANCE={params.K}
```
~~ It's also recommended to add followinging dummy macros to make Klipper happy ~~
Update: latest Klipper has supported G17 command. Don't add following macro if you are running on latest Klipper.
```
# Make BambuStudio happy
[gcode_macro G17]
gcode:
```
- For Prusa MK3S:
ARC movement are supported by default.
# Gallery
![image](./SoftFever_doc/accelerations.png)
![image](./SoftFever_doc/BambuLab.png)
![image](./SoftFever_doc/Anker.png)
![image](./SoftFever_doc/Anycubic.png)
![image](./SoftFever_doc/Creality.png)
![image](./SoftFever_doc/Prusa.png)
![image](./SoftFever_doc/RatRig.png)
![image](./SoftFever_doc/Voron_1.png)
![image](./SoftFever_doc/Voron_2.png)
![image](https://user-images.githubusercontent.com/103989404/179447873-b7b2a200-7a00-409d-b9d5-b0522f5f2ec8.png)
![image](https://user-images.githubusercontent.com/103989404/179447890-a124bd43-dab2-46b7-b0da-ef6c67783d9c.png)
![image](https://user-images.githubusercontent.com/103989404/179396355-fc07135a-fd08-430c-aa8d-dc1060ae94d1.png)
![image](https://user-images.githubusercontent.com/103989404/179447933-7752235a-a6eb-468c-a304-6eb0875c4c95.png)
![image](https://user-images.githubusercontent.com/103989404/179396363-d9868dfc-f8d5-4227-ad19-a439dfc31ce5.png)
![image](https://user-images.githubusercontent.com/103989404/179398283-f71ea1bd-18a8-4526-9678-a3c63bc36964.png)
Image credits:
1. Voron 2.4 and Trident: vorondesign.com
1. Voron 2.4: vorondesign.com
2. Voron bed texture: VoronUsers/bryansj
3. Voron 0.1: myself
4. Prusa MK3S: Prusa3d
@@ -242,5 +76,5 @@ Slic3r is licensed under the GNU Affero General Public License, version 3. Slic3
The GNU Affero General Public License, version 3 ensures that if you use any part of this software in any way (even behind a web server), your software must be released under the same license.
The bambu networking plugin is based on non-free libraries. It is optional to the Bambu Studio and provides extended functionalities for users.
The BambuNetworking and BambuTunnel plugins are based on non-free libraries. They are optional to the Bambu Studio and provides extended functionalities for users.

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@@ -10,10 +10,7 @@ src/slic3r/GUI/Gizmos/GizmoObjectManipulation.cpp
src/slic3r/GUI/Gizmos/GLGizmoAdvancedCut.cpp
src/slic3r/GUI/Gizmos/GLGizmoSimplify.cpp
src/slic3r/GUI/Gizmos/GLGizmoFaceDetector.cpp
src/slic3r/GUI/Gizmos/GLGizmoSeam.cpp
src/slic3r/GUI/Gizmos/GLGizmoSeam.hpp
src/slic3r/GUI/Gizmos/GLGizmoText.cpp
src/slic3r/GUI/Gizmos/GLGizmoText.hpp
src/slic3r/GUI/Gizmos/GLGizmoModifier.cpp
src/slic3r/GUI/GUI.cpp
src/slic3r/GUI/GUI_App.cpp
src/slic3r/GUI/GUI_Init.cpp
@@ -25,8 +22,6 @@ src/slic3r/GUI/GUI_ObjectTable.hpp
src/slic3r/GUI/GUI_ObjectTableSettings.cpp
src/slic3r/GUI/GUI_ObjectTableSettings.hpp
src/slic3r/GUI/GUI_Preview.cpp
src/slic3r/GUI/HintNotification.cpp
src/slic3r/GUI/IMSlider.cpp
src/slic3r/GUI/Widgets/SideTools.cpp
src/slic3r/GUI/Widgets/AMSControl.cpp
src/slic3r/GUI/ImGuiWrapper.cpp
@@ -38,15 +33,10 @@ src/slic3r/GUI/Jobs/PlaterJob.cpp
src/slic3r/GUI/Jobs/RotoptimizeJob.cpp
src/slic3r/GUI/Jobs/BindJob.cpp
src/slic3r/GUI/Jobs/PrintJob.cpp
src/slic3r/GUI/Jobs/SendJob.cpp
src/slic3r/GUI/Jobs/UpgradeNetworkJob.cpp
src/slic3r/GUI/AboutDialog.cpp
src/slic3r/GUI/AMSMaterialsSetting.cpp
src/slic3r/GUI/AMSMappingPopup.cpp
src/slic3r/GUI/AMSSetting.cpp
src/slic3r/GUI/BBLTopbar.cpp
src/slic3r/GUI/DownloadProgressDialog.cpp
src/slic3r/GUI/RecenterDialog.cpp
src/slic3r/GUI/BackgroundSlicingProcess.cpp
src/slic3r/GUI/BedShapeDialog.cpp
src/slic3r/GUI/BedShapeDialog.hpp
@@ -59,12 +49,10 @@ src/slic3r/GUI/GLCanvas3D.cpp
src/slic3r/GUI/Calibration.cpp
src/slic3r/GUI/CameraPopup.cpp
src/slic3r/GUI/ConnectPrinter.cpp
src/slic3r/GUI/DebugToolDialog.cpp
src/slic3r/GUI/HMSPanel.cpp
src/slic3r/GUI/MainFrame.cpp
src/slic3r/GUI/MediaPlayCtrl.cpp
src/slic3r/GUI/MediaFilePanel.cpp
src/slic3r/GUI/ImageGrid.cpp
src/slic3r/GUI/Printer/PrinterFileSystem.cpp
src/slic3r/GUI/Mouse3DController.cpp
src/slic3r/GUI/StatusPanel.cpp
src/slic3r/GUI/Monitor.cpp
@@ -74,7 +62,6 @@ src/slic3r/GUI/NotificationManager.cpp
src/slic3r/GUI/ObjectDataViewModel.cpp
src/slic3r/GUI/OpenGLManager.cpp
src/slic3r/GUI/OptionsGroup.cpp
src/slic3r/GUI/PrintOptionsDialog.cpp
src/slic3r/GUI/ParamsPanel.cpp
src/slic3r/GUI/PartPlate.cpp
src/slic3r/GUI/Plater.cpp
@@ -88,8 +75,6 @@ src/slic3r/GUI/Search.cpp
src/slic3r/GUI/Selection.cpp
src/slic3r/GUI/SelectMachine.cpp
src/slic3r/GUI/SendSystemInfoDialog.cpp
src/slic3r/GUI/SendToPrinter.cpp
src/slic3r/GUI/SetBedTypeDialog.cpp
src/slic3r/GUI/BindDialog.cpp
src/slic3r/GUI/Tab.cpp
src/slic3r/GUI/Tab.hpp
@@ -102,9 +87,6 @@ src/slic3r/GUI/WebUserLoginDialog.cpp
src/slic3r/GUI/WebGuideDialog.cpp
src/slic3r/GUI/KBShortcutsDialog.hpp
src/slic3r/GUI/KBShortcutsDialog.cpp
src/slic3r/GUI/ReleaseNote.cpp
src/slic3r/GUI/ReleaseNote.hpp
src/slic3r/GUI/UpgradePanel.cpp
src/slic3r/Utils/FixModelByWin10.cpp
src/slic3r/Utils/PresetUpdater.cpp
src/slic3r/Utils/Http.cpp

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@@ -2,12 +2,12 @@
#include <fstream>
#include <math.h>
#include <map>
#include <string.h>
namespace BambuStudio {
//BBS: only check wodth when dE is longer than this value
const double CHECK_WIDTH_E_THRESHOLD = 0.0025;
const double WIDTH_THRESHOLD = 0.02;
const double WIDTH_THRESHOLD = 0.012;
const double RADIUS_THRESHOLD = 0.005;
const double filament_diameter = 1.75;
@@ -19,11 +19,6 @@ const std::string Wipe_Start_Tag = " WIPE_START";
const std::string Wipe_End_Tag = " WIPE_END";
const std::string Layer_Change_Tag = " CHANGE_LAYER";
const std::string Height_Tag = " LAYER_HEIGHT: ";
const std::string filament_flow_ratio_tag = " filament_flow_ratio";
const std::string nozzle_temperature_Tag = " nozzle_temperature =";
const std::string nozzle_temperature_initial_layer_Tag = " nozzle_temperature_initial_layer";
const std::string Z_HEIGHT_TAG = " Z_HEIGHT: ";
const std::string Initial_Layer_Ptint_Height_Tag = " initial_layer_print_height =";
GCodeCheckResult GCodeChecker::parse_file(const std::string& path)
{
@@ -110,19 +105,6 @@ GCodeCheckResult GCodeChecker::parse_comment(GCodeLine& line)
// extrusion role tag
if (starts_with(comment, Extrusion_Role_Tag)) {
m_role = string_to_role(comment.substr(Extrusion_Role_Tag.length()));
if (m_role == erExternalPerimeter) {
if (z_height == initial_layer_height && nozzle_temp != nozzle_temperature_initial_layer[filament_id]) {
std::cout << "invalid filament nozzle initial layer temperature comment with invalid value!" << std::endl;
return GCodeCheckResult::ParseFailed;
}
if (z_height != initial_layer_height && nozzle_temp != nozzle_temperature[filament_id]) {
std::cout << "invalid filament nozzle temperature comment with invalid value!" << std::endl;
return GCodeCheckResult::ParseFailed;
}
}
} else if (starts_with(comment, Wipe_Start_Tag)) {
m_wiping = true;
} else if (starts_with(comment, Wipe_End_Tag)) {
@@ -141,41 +123,7 @@ GCodeCheckResult GCodeChecker::parse_comment(GCodeLine& line)
}
} else if (starts_with(comment, Layer_Change_Tag)) {
m_layer_num++;
} else if (starts_with(comment, filament_flow_ratio_tag))
{
std::string str = comment.substr(filament_flow_ratio_tag.size()+3);
if (!parse_double_from_str(str, filament_flow_ratio))
{
std::cout << "invalid filament flow ratio comment with invalid value!" << std::endl;
return GCodeCheckResult::ParseFailed;
}
}
else if (starts_with(comment, nozzle_temperature_Tag)) {
std::string str = comment.substr(nozzle_temperature_Tag.size() + 1);
if (!parse_double_from_str(str, nozzle_temperature)) {
std::cout << "invalid nozzle temperature comment with invalid value!" << std::endl;
return GCodeCheckResult::ParseFailed;
}
}
else if (starts_with(comment, nozzle_temperature_initial_layer_Tag)) {
std::string str = comment.substr(nozzle_temperature_initial_layer_Tag.size() + 3);
if (!parse_double_from_str(str, nozzle_temperature_initial_layer)) {
std::cout << "invalid nozzle temperature initial layer comment with invalid value!" << std::endl;
return GCodeCheckResult::ParseFailed;
}
} else if (starts_with(comment, Z_HEIGHT_TAG)) {
std::string str = comment.substr(Z_HEIGHT_TAG.size());
if (!parse_double_from_str(str, z_height)) {
std::cout << "invalid z height comment with invalid value!" << std::endl;
return GCodeCheckResult::ParseFailed;
}
} else if (starts_with(comment, Initial_Layer_Ptint_Height_Tag)) {
std::string str = comment.substr(Initial_Layer_Ptint_Height_Tag.size());
if (!parse_double_from_str(str, initial_layer_height)) {
std::cout << "invalid initial layer height comment with invalid value!" << std::endl;
return GCodeCheckResult::ParseFailed;
}
}
return GCodeCheckResult::Success;
}
@@ -205,32 +153,11 @@ GCodeCheckResult GCodeChecker::parse_command(GCodeLine& gcode_line)
{
case 82: { ret = parse_M82(gcode_line); break; } // Set to Absolute extrusion
case 83: { ret = parse_M83(gcode_line); break; } // Set to Relative extrusion
case 104: {
ret = parse_M104_M109(gcode_line);
break;
} // Set to nozzle temperature
case 109: {
ret = parse_M104_M109(gcode_line);
break;
} // Set to nozzle temperature
default: { break; }
}
break;
}
case 'T':{
int pt = ::atoi(&cmd[1]);
if (pt == 1000 || pt == 1100 || pt == 255) {
break;
}
if (pt < 0 || pt > 254 || pt >= filament_flow_ratio.size()) {
std::cout << "Invalid T command"<<std::endl;
ret = GCodeCheckResult::ParseFailed;
break;
}
filament_id = pt;
flow_ratio = filament_flow_ratio[pt];
break;
}
default: {
@@ -262,7 +189,6 @@ GCodeCheckResult GCodeChecker::parse_axis(GCodeLine& gcode_line)
case 'F': axis = F; break;
case 'I': axis = I; break;
case 'J': axis = J; break;
case 'P': axis = P; break;
default:
//BBS: invalid command which has invalid axis
std::cout << "Invalid gcode because of invalid axis!" << std::endl;
@@ -340,7 +266,8 @@ GCodeCheckResult GCodeChecker::parse_G2_G3(GCodeLine& gcode_line)
return GCodeCheckResult::ParseFailed;
}
//BBS: invalid G2_G3 command which has no X and Y axis at same time
if (!gcode_line.has(X) && !gcode_line.has(Y) && !gcode_line.has(I) && !gcode_line.has(J)) {
if (!gcode_line.has(X) &&
!gcode_line.has(Y)) {
if (!gcode_line.has(X) || !gcode_line.has(P) || (int)gcode_line.get(P) != 1) {
std::cout << "Invalid G2_G3 gcode because of no X and Y axis at same time!" << std::endl;
return GCodeCheckResult::ParseFailed;
@@ -431,30 +358,11 @@ GCodeCheckResult GCodeChecker::parse_M83(const GCodeLine& gcode_line)
return GCodeCheckResult::Success;
}
GCodeCheckResult GCodeChecker::parse_M104_M109(const GCodeLine &gcode_line)
{
const char *c = gcode_line.m_raw.c_str();
const char *rs = strchr(c,'S');
std::string str=rs;
str = str.substr(1);
for (int i = 0; i < str.size(); i++) {
if (str[i] == ' ')
str=str.substr(0,i);
}
if (!parse_double_from_str(str, nozzle_temp)) {
std::cout << "invalid nozzle temperature comment with invalid value!" << std::endl;
return GCodeCheckResult::ParseFailed;
}
return GCodeCheckResult::Success;
}
double GCodeChecker::calculate_G1_width(const std::array<double, 3>& source,
const std::array<double, 3>& target,
double e, double height, bool is_bridge) const
{
double volume = (e / flow_ratio) * Pi * (filament_diameter / 2.0f) * (filament_diameter / 2.0f);
double volume = e * Pi * (filament_diameter/2.0f) * (filament_diameter/2.0f);
std::array<double, 3> delta = { target[0] - source[0],
target[1] - source[1],
target[2] - source[2] };
@@ -481,9 +389,8 @@ double GCodeChecker::calculate_G2_G3_width(const std::array<double, 2>& source,
(radian < 0 ? -radian : 2 * Pi - radian);
double radius = sqrt(v1[0] * v1[0] + v1[1] * v1[1]);
double length = radius * radian;
double volume = (e / flow_ratio) * Pi * (filament_diameter / 2) * (filament_diameter / 2);
double volume = e * Pi * (filament_diameter/2) * (filament_diameter/2);
double mm3_per_mm = volume / length;
return is_bridge? 2 * sqrt(mm3_per_mm/Pi) :
(mm3_per_mm / height) + height * (1 - 0.25 * Pi);
}
@@ -574,15 +481,12 @@ GCodeCheckResult GCodeChecker::check_G0_G1_width(const GCodeLine& line)
std::array<double, 3> target = { m_end_position[X], m_end_position[Y], m_end_position[Z] };
bool is_bridge = m_role == erOverhangPerimeter || m_role == erBridgeInfill;
if (!is_bridge) {
double width_real = calculate_G1_width(source, target, delta_pos[E], m_height, is_bridge);
if (fabs(width_real - m_width) > WIDTH_THRESHOLD) {
std::cout << "Invalid G0_G1 because has abnormal line width." << std::endl;
std::cout << "Width: " << m_width << " Width_real: " << width_real << std::endl;
return GCodeCheckResult::CheckFailed;
}
double width_real = calculate_G1_width(source, target, delta_pos[E], m_height, is_bridge);
if (fabs(width_real - m_width) > WIDTH_THRESHOLD) {
std::cout << "Invalid G0_G1 because has abnormal line width." << std::endl;
std::cout << "Width: " << m_width << " Width_real: " << width_real << std::endl;
return GCodeCheckResult::CheckFailed;
}
}
return GCodeCheckResult::Success;
@@ -652,16 +556,12 @@ GCodeCheckResult GCodeChecker::check_G2_G3_width(const GCodeLine& line)
m_role != erGapFill &&
delta_e > CHECK_WIDTH_E_THRESHOLD) {
bool is_bridge = m_role == erOverhangPerimeter || m_role == erBridgeInfill;
if (!is_bridge) {
double width_real = calculate_G2_G3_width(source, target, center, is_ccw, delta_e, m_height, is_bridge);
if (fabs(width_real - m_width) > WIDTH_THRESHOLD) {
std::cout << "Invalid G2_G3 because has abnormal line width." << std::endl;
std::cout << "Width: " << m_width << " Width_real: " << width_real << std::endl;
return GCodeCheckResult::CheckFailed;
}
double width_real = calculate_G2_G3_width(source, target, center, is_ccw, delta_e, m_height, is_bridge);
if (fabs(width_real - m_width) > WIDTH_THRESHOLD) {
std::cout << "Invalid G2_G3 because has abnormal line width." << std::endl;
std::cout << "Width: " << m_width << " Width_real: " << width_real << std::endl;
return GCodeCheckResult::CheckFailed;
}
}
return GCodeCheckResult::Success;

View File

@@ -108,7 +108,6 @@ private:
GCodeCheckResult parse_G92(GCodeLine& gcode_line);
GCodeCheckResult parse_M82(const GCodeLine& gcode_line);
GCodeCheckResult parse_M83(const GCodeLine& gcode_line);
GCodeCheckResult parse_M104_M109(const GCodeLine &gcode_line);
GCodeCheckResult parse_comment(GCodeLine& gcode_line);
@@ -161,38 +160,6 @@ public:
}
}
static bool parse_double_from_str(const std::string &input, std::vector<double> &out)
{
std::string cmd=input;
size_t read = 0;
while (cmd.size() >= 5)
{
int pt = 0;
for (pt = 0; pt < cmd.size(); pt++) {
char temp = cmd[pt];
if (temp == ',')
{
try {
double num = std::stod(cmd.substr(0, pt), &read);
out.push_back(num);
cmd = cmd.substr(pt+1);
break;
} catch (...) {
return false;
}
}
}
}
double num = std::stod(cmd, &read);
out.push_back(num);
return true;
}
private:
EPositioningType m_global_positioning_type = EPositioningType::Absolute;
EPositioningType m_e_local_positioning_type = EPositioningType::Absolute;
@@ -207,14 +174,6 @@ private:
int m_layer_num = 0;
double m_height = 0.0;
double m_width = 0.0;
double z_height=0.0f;
double initial_layer_height=0.0f;
int filament_id;
double flow_ratio = 0;
double nozzle_temp = 0.0f;
std::vector<double> filament_flow_ratio;
std::vector<double> nozzle_temperature;
std::vector<double> nozzle_temperature_initial_layer;
};
}

View File

@@ -3,12 +3,12 @@ cd deps
mkdir build
cd build
set DEPS=%CD%/BambuStudio_dep
@REM cmake ../ -G "Visual Studio 16 2019" -DDESTDIR="%CD%/BambuStudio_dep" -DCMAKE_BUILD_TYPE=Release
@REM cmake --build . --config Release --target ALL_BUILD -- -m
cmake ../ -G "Visual Studio 16 2019" -DDESTDIR="%CD%/BambuStudio_dep" -DCMAKE_BUILD_TYPE=Release
cmake --build . --config Release --target ALL_BUILD -- -m
cd %WP%
mkdir build
cd build
cmake .. -G "Visual Studio 16 2019" -DBBL_RELEASE_TO_PUBLIC=1 -DCMAKE_PREFIX_PATH="%DEPS%/usr/local" -DCMAKE_INSTALL_PREFIX="./BambuStudio-SoftFever" -DCMAKE_BUILD_TYPE=Release -DWIN10SDK_PATH="C:/Program Files (x86)/Windows Kits/10/Include/10.0.19041.0"
@REM cmake --build . --config Release --target ALL_BUILD -- -m
@REM cmake --build . --target install --config Release
cmake .. -G "Visual Studio 16 2019" -DBBL_RELEASE_TO_PUBLIC=0 -DCMAKE_PREFIX_PATH="%DEPS%/usr/local" -DCMAKE_INSTALL_PREFIX="./BambuStudio-SoftFever" -DCMAKE_BUILD_TYPE=Release -DWIN10SDK_PATH="C:/Program Files (x86)/Windows Kits/10/Include/10.0.19041.0"
cmake --build . --config Release --target ALL_BUILD -- -m
cmake --build . --target install --config Release

View File

@@ -1,27 +0,0 @@
#!/bin/sh
WD="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
cd $WD/deps
mkdir -p build
cd build
DEPS=$PWD/BambuStudio_dep
mkdir -p $DEPS
cmake ../ -DDESTDIR="$DEPS" -DOPENSSL_ARCH="darwin64-$(uname -m)-cc" -DCMAKE_BUILD_TYPE=Release
cmake --build . --config Release --target all
cd $WD
mkdir -p build
cd build
cmake .. -GXcode -DBBL_RELEASE_TO_PUBLIC=1 -DCMAKE_PREFIX_PATH="$DEPS/usr/local" -DCMAKE_INSTALL_PREFIX="$PWD/BambuStudio-SoftFever" -DCMAKE_BUILD_TYPE=Release -DCMAKE_MACOSX_RPATH=ON -DCMAKE_INSTALL_RPATH="$DEPS/usr/local" -DCMAKE_MACOSX_BUNDLE=ON
cmake --build . --config Release --target ALL_BUILD
mkdir -p BambuStudio-SoftFever
cd BambuStudio-SoftFever
rm -r ./BambuStudio-SoftFever.app
cp -pR ../src/Release/BambuStudio.app ./BambuStudio-SoftFever.app
resources_path=$(readlink ./BambuStudio-SoftFever.app/Contents/Resources)
rm ./BambuStudio-SoftFever.app/Contents/Resources
cp -R $resources_path ./BambuStudio-SoftFever.app/Contents/Resources
# extract version
ver=$(grep '^#define SoftFever_VERSION' ../src/libslic3r/libslic3r_version.h | cut -d ' ' -f3)
ver="${ver//\"}"
zip -FSr BambuStudio-SoftFever_V${ver}_Mac_$(uname -m).zip BambuStudio-SoftFever.app

View File

@@ -1,14 +0,0 @@
set WP=%CD%
cd deps
mkdir build
cd build
set DEPS=%CD%/BambuStudio_dep
cmake ../ -G "Visual Studio 16 2019" -DDESTDIR="%CD%/BambuStudio_dep" -DCMAKE_BUILD_TYPE=Release
cmake --build . --config Release --target ALL_BUILD -- -m
cd %WP%
mkdir build
cd build
cmake .. -G "Visual Studio 16 2019" -DBBL_RELEASE_TO_PUBLIC=1 -DCMAKE_PREFIX_PATH="%DEPS%/usr/local" -DCMAKE_INSTALL_PREFIX="./BambuStudio-SoftFever" -DCMAKE_BUILD_TYPE=RelWithDebInfo -DWIN10SDK_PATH="C:/Program Files (x86)/Windows Kits/10/Include/10.0.19041.0"
cmake --build . --config RelWithDebInfo --target ALL_BUILD -- -m
@REM cmake --build . --target install --config RelWithDebInfo

View File

@@ -42,10 +42,5 @@ set(VERSION_OK FALSE)
endif ()
endif ()
endif ()
# Check for GDK Wayland support
include(CheckSymbolExists)
set(CMAKE_REQUIRED_INCLUDES ${GTK3_INCLUDE_DIRS})
check_symbol_exists(GDK_WINDOWING_WAYLAND "gdk/gdk.h" wxHAVE_GDK_WAYLAND)
check_symbol_exists(GDK_WINDOWING_X11 "gdk/gdk.h" wxHAVE_GDK_X11)
include(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(GTK3 DEFAULT_MSG GTK3_INCLUDE_DIRS GTK3_LIBRARIES VERSION_OK)

View File

@@ -293,7 +293,7 @@ if(NOT TBB_FOUND)
# Create targets
##################################
if(NOT CMAKE_VERSION VERSION_LESS 3.0 AND TBB_FOUND AND NOT TARGET TBB::tbb)
if(NOT CMAKE_VERSION VERSION_LESS 3.0 AND TBB_FOUND)
add_library(TBB::tbb UNKNOWN IMPORTED)
set_target_properties(TBB::tbb PROPERTIES
INTERFACE_COMPILE_DEFINITIONS "${TBB_DEFINITIONS}"

View File

@@ -11,7 +11,7 @@
<key>CFBundleIconFile</key>
<string>${MACOSX_BUNDLE_ICON_FILE}</string>
<key>CFBundleIdentifier</key>
<string>com.bambulab.bambu-studio</string>
<string>${MACOSX_BUNDLE_GUI_IDENTIFIER}</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleLongVersionString</key>
@@ -26,96 +26,10 @@
<string>????</string>
<key>CFBundleVersion</key>
<string>${MACOSX_BUNDLE_BUNDLE_VERSION}</string>
<key>CFBundleDocumentTypes</key>
<array>
<dict>
<key>CFBundleTypeExtensions</key>
<array>
<string>stl</string>
<string>STL</string>
</array>
<key>CFBundleTypeIconFile</key>
<string>stl.icns</string>
<key>CFBundleTypeName</key>
<string>STL</string>
<key>CFBundleTypeRole</key>
<string>Viewer</string>
<key>LISsAppleDefaultForType</key>
<true/>
<key>LSHandlerRank</key>
<string>Alternate</string>
</dict>
<dict>
<key>CFBundleTypeExtensions</key>
<array>
<string>obj</string>
<string>OBJ</string>
</array>
<key>CFBundleTypeIconFile</key>
<string>BambuStudio.icns</string>
<key>CFBundleTypeName</key>
<string>STL</string>
<key>CFBundleTypeRole</key>
<string>Viewer</string>
<key>LISsAppleDefaultForType</key>
<true/>
<key>LSHandlerRank</key>
<string>Alternate</string>
</dict>
<dict>
<key>CFBundleTypeExtensions</key>
<array>
<string>amf</string>
<string>AMF</string>
</array>
<key>CFBundleTypeIconFile</key>
<string>BambuStudio.icns</string>
<key>CFBundleTypeName</key>
<string>AMF</string>
<key>CFBundleTypeRole</key>
<string>Viewer</string>
<key>LISsAppleDefaultForType</key>
<true/>
<key>LSHandlerRank</key>
<string>Alternate</string>
</dict>
<dict>
<key>CFBundleTypeExtensions</key>
<array>
<string>3mf</string>
<string>3MF</string>
</array>
<key>CFBundleTypeIconFile</key>
<string>BambuStudio.icns</string>
<key>CFBundleTypeName</key>
<string>3MF</string>
<key>CFBundleTypeRole</key>
<string>Viewer</string>
<key>LISsAppleDefaultForType</key>
<true/>
<key>LSHandlerRank</key>
<string>Alternate</string>
</dict>
<dict>
<key>CFBundleTypeExtensions</key>
<array>
<string>gcode</string>
<string>GCODE</string>
</array>
<key>CFBundleTypeIconFile</key>
<string>gcode.icns</string>
<key>CFBundleTypeName</key>
<string>GCODE</string>
<key>CFBundleTypeRole</key>
<string>Viewer</string>
<key>LISsAppleDefaultForType</key>
<true/>
<key>LSHandlerRank</key>
<string>Alternate</string>
</dict>
</array>
<key>CSResourcesFileMapped</key>
<true/>
<key>NSRequiresAquaSystemAppearance</key>
<true/>
<key>NSHumanReadableCopyright</key>
<string>${MACOSX_BUNDLE_COPYRIGHT}</string>
</dict>

View File

@@ -28,9 +28,6 @@ elseif (CMAKE_CXX_COMPILER_ID STREQUAL "MSVC")
elseif (MSVC_VERSION LESS 1930)
# 1920-1929 = VS 16.0 (v142 toolset)
set(_boost_toolset "msvc-14.2")
elseif (MSVC_VERSION LESS 1940)
# 1930-1939 = VS 17.0 (v143 toolset)
set(_boost_toolset "msvc-14.3")
else ()
message(FATAL_ERROR "Unsupported MSVC version")
endif ()

3
deps/CMakeLists.txt vendored
View File

@@ -117,7 +117,6 @@ if (MSVC)
endif ()
elseif (APPLE)
message("OS X SDK Path: ${CMAKE_OSX_SYSROOT}")
set(CMAKE_OSX_DEPLOYMENT_TARGET "11.3" CACHE STRING "Minimum OS X deployment version" FORCE)
if (CMAKE_OSX_DEPLOYMENT_TARGET)
set(DEP_OSX_TARGET "${CMAKE_OSX_DEPLOYMENT_TARGET}")
message("OS X Deployment Target: ${DEP_OSX_TARGET}")
@@ -192,7 +191,6 @@ include(JPEG/JPEG.cmake)
include(TIFF/TIFF.cmake)
include(wxWidgets/wxWidgets.cmake)
include(OCCT/OCCT.cmake)
include(FREETYPE/FREETYPE.cmake)
set(_dep_list
dep_Boost
@@ -221,7 +219,6 @@ else()
endif()
list(APPEND _dep_list "dep_OCCT")
list(APPEND _dep_list "dep_FREETYPE")
add_custom_target(deps ALL DEPENDS ${_dep_list})

View File

@@ -31,8 +31,8 @@ elseif (APPLE)
${_curl_platform_flags}
#-DCMAKE_USE_SECTRANSP:BOOL=ON
-DCMAKE_USE_OPENSSL:BOOL=ON
-DCMAKE_USE_SECTRANSP:BOOL=ON
-DCMAKE_USE_OPENSSL:BOOL=OFF
-DCURL_CA_PATH:STRING=none
)

View File

@@ -1,29 +0,0 @@
if(WIN32)
set(library_build_shared "1")
else()
set(library_build_shared "0")
endif()
if(CMAKE_SYSTEM_NAME STREQUAL "Linux")
set(_ft_disable_zlib "-D FT_DISABLE_ZLIB=FALSE")
else()
set(_ft_disable_zlib "-D FT_DISABLE_ZLIB=TRUE")
endif()
bambustudio_add_cmake_project(FREETYPE
URL https://mirror.ossplanet.net/nongnu/freetype/freetype-2.12.1.tar.gz
URL_HASH SHA256=efe71fd4b8246f1b0b1b9bfca13cfff1c9ad85930340c27df469733bbb620938
#DEPENDS ${ZLIB_PKG}
#"${_patch_step}"
CMAKE_ARGS
-D BUILD_SHARED_LIBS=${library_build_shared}
${_ft_disable_zlib}
-D FT_DISABLE_BZIP2=TRUE
-D FT_DISABLE_PNG=TRUE
-D FT_DISABLE_HARFBUZZ=TRUE
-D FT_DISABLE_BROTLI=TRUE
)
if(MSVC)
add_debug_dep(dep_FREETYPE)
endif()

11
deps/GLFW/GLFW.cmake vendored
View File

@@ -6,12 +6,6 @@ else()
set(_build_static ON)
endif()
if(CMAKE_SYSTEM_NAME STREQUAL "Linux")
set(_glfw_use_wayland "-DGLFW_USE_WAYLAND=ON")
else()
set(_glfw_use_wayland "-DGLFW_USE_WAYLAND=FF")
endif()
bambustudio_add_cmake_project(GLFW
URL https://github.com/glfw/glfw/archive/refs/tags/3.3.7.zip
URL_HASH SHA256=e02d956935e5b9fb4abf90e2c2e07c9a0526d7eacae8ee5353484c69a2a76cd0
@@ -20,10 +14,9 @@ bambustudio_add_cmake_project(GLFW
-DBUILD_SHARED_LIBS=${_build_shared}
-DGLFW_BUILD_DOCS=OFF
-DGLFW_BUILD_EXAMPLES=OFF
-DGLFW_BUILD_TESTS=OFF
${_glfw_use_wayland}
-DGLFW_BUILD_TESTS=OFF
)
if (MSVC)
add_debug_dep(dep_GLFW)
endif ()
endif ()

22
deps/OCCT/OCCT.cmake vendored
View File

@@ -10,21 +10,19 @@ bambustudio_add_cmake_project(OCCT
#PATCH_COMMAND ${PATCH_CMD} ${CMAKE_CURRENT_LIST_DIR}/0001-OCCT-fix.patch
PATCH_COMMAND git apply --directory deps/build/dep_OCCT-prefix/src/dep_OCCT --verbose --ignore-space-change --whitespace=fix ${CMAKE_CURRENT_LIST_DIR}/0001-OCCT-fix.patch
#DEPENDS dep_Boost
#DEPENDS dep_FREETYPE
CMAKE_ARGS
-DBUILD_LIBRARY_TYPE=${library_build_type}
-DUSE_TK=OFF
-DUSE_TBB=OFF
#-DUSE_FREETYPE=OFF
-DUSE_FFMPEG=OFF
-DUSE_VTK=OFF
-DBUILD_MODULE_ApplicationFramework=OFF
#-DBUILD_MODULE_DataExchange=OFF
-DUSE_FREETYPE=OFF
-DUSE_FFMPEG=OFF
-DUSE_VTK=OFF
-DUSE_FREETYPE=OFF
-DBUILD_MODULE_ApplicationFramework=OFF
#-DBUILD_MODULE_DataExchange=OFF
-DBUILD_MODULE_Draw=OFF
-DBUILD_MODULE_FoundationClasses=OFF
-DBUILD_MODULE_ModelingAlgorithms=OFF
-DBUILD_MODULE_ModelingData=OFF
-DBUILD_MODULE_Visualization=OFF
-DBUILD_MODULE_FoundationClasses=OFF
-DBUILD_MODULE_ModelingAlgorithms=OFF
-DBUILD_MODULE_ModelingData=OFF
-DBUILD_MODULE_Visualization=OFF
)
add_dependencies(dep_OCCT dep_FREETYPE)

View File

@@ -15,10 +15,6 @@ elseif (MSVC_VERSION LESS 1930)
# 1920-1929 = VS 16.0 (v142 toolset)
set(DEP_VS_VER "16")
set(DEP_BOOST_TOOLSET "msvc-14.2")
elseif (MSVC_VERSION LESS 1940)
# 1930-1939 = VS 17.0 (v143 toolset)
set(DEP_VS_VER "17")
set(DEP_BOOST_TOOLSET "msvc-14.3")
else ()
message(FATAL_ERROR "Unsupported MSVC version")
endif ()

View File

@@ -1,19 +1,3 @@
diff --git a/build/cmake/init.cmake b/build/cmake/init.cmake
index 0bc4f934b9..479431a69c 100644
--- a/build/cmake/init.cmake
+++ b/build/cmake/init.cmake
@@ -413,7 +413,11 @@ if(wxUSE_GUI)
else()
find_package(OpenGL)
if(WXGTK3 AND OpenGL_EGL_FOUND AND wxUSE_GLCANVAS_EGL)
+ if(UNIX AND NOT APPLE)
+ set(OPENGL_LIBRARIES OpenGL EGL)
+ else()
set(OPENGL_LIBRARIES OpenGL::OpenGL OpenGL::EGL)
+ endif()
find_package(WAYLANDEGL)
if(WAYLANDEGL_FOUND AND wxHAVE_GDK_WAYLAND)
list(APPEND OPENGL_LIBRARIES ${WAYLANDEGL_LIBRARIES})
diff --git a/include/wx/fontutil.h b/include/wx/fontutil.h
index 09ad8c8ef3..3c0c2d8f7e 100644
--- a/include/wx/fontutil.h

View File

@@ -1,17 +1,12 @@
set(_wx_git_tag v3.1.5)
set(_wx_toolkit "")
set(_wx_glcanvas_egl "")
if(CMAKE_SYSTEM_NAME STREQUAL "Linux")
set(_gtk_ver 2)
if (DEP_WX_GTK3)
set(_gtk_ver 3)
endif ()
set(_wx_toolkit "-DwxBUILD_TOOLKIT=gtk${_gtk_ver}")
set(_wx_private_font "-DwxUSE_PRIVATE_FONTS=1")
set(_wx_glcanvas_egl "-DwxUSE_GLCANVAS_EGL=OFF")
else ()
set(_wx_private_font "-DwxUSE_PRIVATE_FONTS=0")
endif()
if (MSVC)
@@ -35,7 +30,6 @@ bambustudio_add_cmake_project(wxWidgets
-DwxUSE_MEDIACTRL=ON
-DwxUSE_DETECT_SM=OFF
-DwxUSE_UNICODE=ON
${_wx_private_font}
-DwxUSE_OPENGL=ON
-DwxUSE_WEBVIEW=ON
${_wx_edge}
@@ -51,7 +45,6 @@ bambustudio_add_cmake_project(wxWidgets
-DwxUSE_LIBJPEG=sys
-DwxUSE_LIBTIFF=sys
-DwxUSE_EXPAT=sys
${_wx_glcanvas_egl}
)
if (MSVC)

35
doc/Dependencies.md Normal file
View File

@@ -0,0 +1,35 @@
# Dependency report for PrusaSlicer
## Possible dynamic linking on Linux
* zlib: Strict dependency required from the system, linked dynamically. Many other libs depend on zlib.
* wxWidgets: searches for wx-3.1 by default, but with cmake option `SLIC3R_WX_STABLE=ON` it will use wx-3.0 bundled with most distros.
* libcurl
* tbb
* boost
* eigen
* glew
* expat
* openssl
* nlopt
* openvdb: This library depends on other libs, namely boost, zlib, openexr, blosc (not strictly), etc...
* CGAL: Needs additional dependencies
* MPFR
* GMP
## External libraries in source tree
* ad-mesh: Lots of customization, have to be bundled in the source tree.
* avrdude: Like ad-mesh, many customization, need to be in the source tree.
* clipper: An important library we have to have full control over it. We also have some slicer specific modifications.
* glu-libtess: This is an extract of the mesa/glu library not officially available as a package.
* imgui: no packages for debian, author suggests using in the source tree
* miniz: No packages, author suggests using in the source tree
* qhull: libqhull-dev does not contain libqhullcpp => link errors. Until it is fixed, we will use the builtin version. https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=925540
* semver: One module C library, author expects to use clib for installation. No packages.
* Shiny: no packages
## Header only
* igl
* nanosvg
* agg
* catch2: Only Arch has packages for catch2, other distros at most catch (v1.x). Being strictly header only, we bundle this in the source tree. Used for the unit-test suites.

View File

@@ -1,4 +1,131 @@
# Building Bambu Studio on UNIX/Linux
# Building PrusaSlicer on UNIX/Linux
Currently Linux version is not verified, you can try it referring to [PrusaSlicer'S linux building guide](https://github.com/prusa3d/PrusaSlicer/blob/master/doc/How%20to%20build%20-%20Linux%20et%20al.md)
Please understand that PrusaSlicer team cannot support compilation on all possible Linux distros. Namely, we cannot help troubleshoot OpenGL driver issues or dependency issues if compiled against distro provided libraries. **We can only support PrusaSlicer statically linked against the dependencies compiled with the `deps` scripts**, the same way we compile PrusaSlicer for our [binary builds](https://github.com/prusa3d/PrusaSlicer/releases).
If you have some reason to link dynamically to your system libraries, you are free to do so, but we can not and will not troubleshoot any issues you possibly run into.
Instead of compiling PrusaSlicer from source code, one may also consider to install PrusaSlicer [pre-compiled by contributors](https://github.com/prusa3d/PrusaSlicer/wiki/PrusaSlicer-on-Linux---binary-distributions).
## Step by step guide
This guide describes building PrusaSlicer statically against dependencies pulled by our `deps` script. Running all the listed commands in order should result in successful build.
#### 0. Prerequisities
GNU build tools, CMake, git and other libraries have to be installed on the build machine.
Unless that's already the case, install them as usual from your distribution packages.
E.g. on Ubuntu 20.10, run
```shell
sudo apt-get install -y \
git \
build-essential \
autoconf \
cmake \
libglu1-mesa-dev \
libgtk-3-dev \
libdbus-1-dev \
```
The names of the packages may be different on different distros.
#### 1. Cloning the repository
Cloning the repository is simple thanks to git and Github. Simply `cd` into wherever you want to clone PrusaSlicer code base and run
```
git clone https://www.github.com/prusa3d/PrusaSlicer
cd PrusaSlicer
```
This will download the source code into a new directory and `cd` into it. You can now optionally select a tag/branch/commit to build using `git checkout`. Otherwise, `master` branch will be built.
#### 2. Building dependencies
PrusaSlicer uses CMake and the build is quite simple, the only tricky part is resolution of dependencies. The supported and recommended way is to build the dependencies first and link to them statically. PrusaSlicer source base contains a CMake script that automatically downloads and builds the required dependencies. All that is needed is to run the following (from the top of the cloned repository):
cd deps
mkdir build
cd build
cmake .. -DDEP_WX_GTK3=ON
make
cd ../..
**Warning**: Once the dependency bundle is installed in a destdir, the destdir cannot be moved elsewhere. This is because wxWidgets hardcode the installation path.
#### 3. Building PrusaSlicer
Now when the dependencies are compiled, all that is needed is to tell CMake that we are interested in static build and point it to the dependencies. From the top of the repository, run
mkdir build
cd build
cmake .. -DSLIC3R_STATIC=1 -DSLIC3R_GTK=3 -DSLIC3R_PCH=OFF -DCMAKE_PREFIX_PATH=$(pwd)/../deps/build/destdir/usr/local
make -j4
And that's it. It is now possible to run the freshly built PrusaSlicer binary:
cd src
./prusa-slicer
## Useful CMake flags when building dependencies
- `-DDESTDIR=<target destdir>` allows to specify a directory where the dependencies will be installed. When not provided, the script creates and uses `destdir` directory where cmake is run.
- `-DDEP_DOWNLOAD_DIR=<download cache dir>` specifies a directory to cache the downloaded source packages for each library. Can be useful for repeated builds, to avoid unnecessary network traffic.
- `-DDEP_WX_GTK3=ON` builds wxWidgets (one of the dependencies) against GTK3 (defaults to OFF)
## Useful CMake flags when building PrusaSlicer
- `-DSLIC3R_ASAN=ON` enables gcc/clang address sanitizer (defaults to `OFF`, requires gcc>4.8 or clang>3.1)
- `-DSLIC3R_GTK=3` to use GTK3 (defaults to `2`). Note that wxWidgets must be built against the same GTK version.
- `-DSLIC3R_STATIC=ON` for static build (defaults to `OFF`)
- `-DSLIC3R_WX_STABLE=ON` to look for wxWidgets 3.0 (defaults to `OFF`)
- `-DCMAKE_BUILD_TYPE=Debug` to build in debug mode (defaults to `Release`)
See the CMake files to get the complete list.
## Building dynamically
As already mentioned above, dynamic linking of dependencies is possible, but PrusaSlicer team is unable to troubleshoot (Linux world is way too complex). Feel free to do so, but you are on your own. Several remarks though:
The list of dependencies can be easily obtained by inspecting the CMake scripts in the `deps/` directory. Some of the dependencies don't have to be as recent as the versions listed - generally versions available on conservative Linux distros such as Debian stable, Ubuntu LTS releases or Fedora are likely sufficient. If you decide to build this way, it is your responsibility to make sure that CMake finds all required dependencies. It is possible to look at your distribution PrusaSlicer package to see how the package maintainers solved the dependency issues.
#### wxWidgets
By default, PrusaSlicer looks for wxWidgets 3.1. Our build script in fact downloads specific patched version of wxWidgets. If you want to link against wxWidgets 3.0 (which are still provided by most distributions because wxWidgets 3.1 have not yet been declared stable), you must set `-DSLIC3R_WX_STABLE=ON` when running CMake. Note that while PrusaSlicer can be linked against wWidgets 3.0, the combination is not well tested and there might be bugs in the resulting application.
When building on ubuntu 20.04 focal fossa, the package libwxgtk3.0-gtk3-dev needs to be installed instead of libwxgtk3.0-dev and you should use:
```
-DSLIC3R_WX_STABLE=1 -DSLIC3R_GTK=3
```
## Miscellaneous
### Installation
At runtime, PrusaSlicer needs a way to access its resource files. By default, it looks for a `resources` directory relative to its binary.
If you instead want PrusaSlicer installed in a structure according to the File System Hierarchy Standard, use the `SLIC3R_FHS` flag
cmake .. -DSLIC3R_FHS=1
This will make PrusaSlicer look for a fixed-location `share/slic3r-prusa3d` directory instead (note that the location becomes hardcoded).
You can then use the `make install` target to install PrusaSlicer.
### Desktop Integration (PrusaSlicer 2.4 and newer)
If PrusaSlicer is to be distributed as an AppImage or a binary blob (.tar.gz and similar), then a desktop integration support is compiled in by default: PrusaSlicer will offer to integrate with desktop by manually copying the desktop file and application icon into user's desktop configuration. The built-in desktop integration is also handy on Crosstini (Linux on Chrome OS).
If PrusaSlicer is compiled with `SLIC3R_FHS` enabled, then a desktop integration support will not be integrated. One may want to disable desktop integration by running
cmake .. -DSLIC3R_DESKTOP_INTEGRATION=0
when building PrusaSlicer for flatpack or snap, where the desktop integration is performed by the installer.

View File

@@ -1,41 +1,109 @@
# Building Bambu Studio on Mac OS
# Building PrusaSlicer on Mac OS
## Enviroment setup
Install Following tools:
- Xcode from app store
- Cmake
- git
- gettext
To build PrusaSlicer on Mac OS, you will need the following software:
Cmake, git, gettext can be installed from brew(brew install cmake git gettext)
- XCode
- CMake
- git
- gettext
## building the deps
You need to build the dependence of BambuStudio first. (Only needs for the first time)
XCode is available through Apple's App Store, the other three tools are available on
[brew](https://brew.sh/) (use `brew install cmake git gettext` to install them).
Suppose you download the codes into /Users/_username_/work/projects/BambuStudio
create a directory to store the dependence built: /Users/_username_/work/projects/BambuStudio_dep
**(Please make sure to replace the username with the one on your computer)**
### Dependencies
`cd BambuStudio/deps`
`mkdir build;cd build`
PrusaSlicer comes with a set of CMake scripts to build its dependencies, it lives in the `deps` directory.
Open a terminal window and navigate to PrusaSlicer sources directory and then to `deps`.
Use the following commands to build the dependencies:
for arm64 architecture
`cmake ../ -DDESTDIR="/Users/username/work/projects/BambuStudio_dep" -DOPENSSL_ARCH="darwin64-arm64-cc"`
for x86 architeccture
`cmake ../ -DDESTDIR="/Users/username/work/projects/BambuStudio_dep" -DOPENSSL_ARCH="darwin64-x86_64-cc"`
`make -jN` (N can be a number between 1 and the max cpu number)
mkdir build
cd build
cmake ..
make
## building the Bambu Studio
create a directory to store the installed files at /Users/username/work/projects/BambuStudio/install_dir
`cd BambuStudio`
`mkdir install_dir`
`mkdir build;cd build`
This will create a dependencies bundle inside the `build/destdir` directory.
You can also customize the bundle output path using the `-DDESTDIR=<some path>` option passed to `cmake`.
building it use cmake
`cmake .. -DBBL_RELEASE_TO_PUBLIC=1 -DCMAKE_PREFIX_PATH="/Users/username/work/projects/BambuStudio_dep/usr/local" -DCMAKE_INSTALL_PREFIX="../install_dir" -DCMAKE_BUILD_TYPE=Release -DCMAKE_MACOSX_RPATH=ON -DCMAKE_INSTALL_RPATH="/Users/username/work/projects/BambuStudio_dep/usr/local" -DCMAKE_MACOSX_BUNDLE=on`
`cmake --build . --target install --config Release -jN`
**Warning**: Once the dependency bundle is installed in a destdir, the destdir cannot be moved elsewhere.
(This is because wxWidgets hardcodes the installation path.)
building it use xcode
`cmake .. -GXcode -DBBL_RELEASE_TO_PUBLIC=1 -DCMAKE_PREFIX_PATH="/Users/username/work/projects/BambuStudio_dep/usr/local" -DCMAKE_INSTALL_PREFIX="../install_dir" -DCMAKE_BUILD_TYPE=Release -DCMAKE_MACOSX_RPATH=ON -DCMAKE_INSTALL_RPATH="/Users/username/work/projects/BambuStudio_dep/usr/local" -DCMAKE_MACOSX_BUNDLE=on`
then building it using Xcode
FIXME The Cereal serialization library needs a tiny patch on some old OSX clang installations
https://github.com/USCiLab/cereal/issues/339#issuecomment-246166717
### Building PrusaSlicer
If dependencies are built without errors, you can proceed to build PrusaSlicer itself.
Go back to top level PrusaSlicer sources directory and use these commands:
mkdir build
cd build
cmake .. -DCMAKE_PREFIX_PATH="$PWD/../deps/build/destdir/usr/local"
The `CMAKE_PREFIX_PATH` is the path to the dependencies bundle but with `/usr/local` appended - if you set a custom path
using the `DESTDIR` option, you will need to change this accordingly. **Warning:** the `CMAKE_PREFIX_PATH` needs to be an absolute path.
The CMake command above prepares PrusaSlicer for building from the command line.
To start the build, use
make -jN
where `N` is the number of CPU cores, so, for example `make -j4` for a 4-core machine.
Alternatively, if you would like to use XCode GUI, modify the `cmake` command to include the `-GXcode` option:
cmake .. -GXcode -DCMAKE_PREFIX_PATH="$PWD/../deps/build/destdir/usr/local"
and then open the `PrusaSlicer.xcodeproj` file.
This should open up XCode where you can perform build using the GUI or perform other tasks.
### Note on Mac OS X SDKs
By default PrusaSlicer builds against whichever SDK is the default on the current system.
This can be customized. The `CMAKE_OSX_SYSROOT` option sets the path to the SDK directory location
and the `CMAKE_OSX_DEPLOYMENT_TARGET` option sets the target OS X system version (eg. `10.14` or similar).
Note you can set just one value and the other will be guessed automatically.
In case you set both, the two settings need to agree with each other. (Building with a lower deployment target
is currently unsupported because some of the dependencies don't support this, most notably wxWidgets.)
Please note that the `CMAKE_OSX_DEPLOYMENT_TARGET` and `CMAKE_OSX_SYSROOT` options need to be set the same
on both the dependencies bundle as well as PrusaSlicer itself.
Official Mac PrusaSlicer builds are currently built against SDK 10.9 to ensure compatibility with older Macs.
_Warning:_ XCode may be set such that it rejects SDKs bellow some version (silently, more or less).
This is set in the property list file
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Info.plist
To remove the limitation, simply delete the key `MinimumSDKVersion` from that file.
# TL; DR
Works on a fresh installation of MacOS Catalina 10.15.6
- Install [brew](https://brew.sh/):
- Open Terminal
- Enter:
```
brew update
brew install cmake git gettext
brew upgrade
git clone https://github.com/prusa3d/PrusaSlicer/
cd PrusaSlicer/deps
mkdir build
cd build
cmake ..
make
cd ../..
mkdir build
cd build
cmake .. -DCMAKE_PREFIX_PATH="$PWD/../deps/build/destdir/usr/local"
make
src/prusa-slicer
```

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@@ -1,36 +1,216 @@
# Building Bambu Studio on Windows
# Step by Step Visual Studio 2019 Instructions
## Enviroment setup
Install Following tools:
- Visual Studio Community 2019 from [visualstudio.microsoft.com/vs/](https://visualstudio.microsoft.com/vs/) (Older versions are not supported as Bambu Studio requires support for C++17, and newer versions should also be ok);
- Cmake from [cmake.org](https://cmake.org/download/)
- Git from [gitforwindows.org](https://gitforwindows.org/)
- Perl from [strawberryperl](https://strawberryperl.com/)
### Install the tools
## building the deps
Suppose you download the codes into D:/work/Projects/BambuStudio
create a directory to store the dependence built: D:/work/Projects/BambuStudio_dep
Install Visual Studio Community 2019 from [visualstudio.microsoft.com/vs/](https://visualstudio.microsoft.com/vs/). Older versions are not supported as PrusaSlicer requires support for C++17.
Select all workload options for C++ and make sure to launch Visual Studio after install (to ensure that the full setup completes).
`cd BambuStudio/deps`
`mkdir build;cd build`
`cmake ../ -G "Visual Studio 16 2019" -DDESTDIR="D:/work/Projects/BambuStudio_dep" -DCMAKE_BUILD_TYPE=Release`
`msbuild /m ALL_BUILD.vcxproj`
Install git for Windows from [gitforwindows.org](https://gitforwindows.org/)
Download and run the exe accepting all defaults
It takes "00:14:27.37" to finish it on my machine (11th Gen Intel(R) Core(TM) i9-11900 @2.50GHz 2.50 GHz, with 32.0 GB DDR)
### Download sources
## building the Bambu Studio
create a directory to store the installed files at D:/work/Projects/BambuStudio/install_dir
`cd BambuStudio`
`mkdir install_dir`
`mkdir build;cd build`
Clone the respository. To place it in C:\src\PrusaSlicer, run:
```
c:> mkdir src
c:> cd src
c:\src> git clone https://github.com/prusa3d/PrusaSlicer.git
```
set -DWIN10SDK_PATH to your windows sdk path(for example: C:/Program Files (x86)/Windows Kits/10/Include/10.0.19041.0) in below command:
`cmake .. -G "Visual Studio 16 2019" -DBBL_RELEASE_TO_PUBLIC=1 -DCMAKE_PREFIX_PATH="D:/work/Projects/BambuStudio_dep/usr/local" -DCMAKE_INSTALL_PREFIX="../install_dir" -DCMAKE_BUILD_TYPE=Release -DWIN10SDK_PATH="C:/Program Files (x86)/Windows Kits/10/Include/10.0.19041.0"`
### Run the automatic build script
then build it using command
`cmake --build . --target install --config Release`
The script `build_win.bat` will automatically find the default Visual Studio installation, set up the build environment, and then run both CMake and MSBuild to generate the dependencies and application as needed. If you'd rather do these steps manually, you can skip to the [Manual Build Instructions](#manual-build-instructions) in the next section. Otherwise, just run the following command to get everything going with the default configs:
or building it under the Visual Studio 2019
(set the BambuStudio_app_gui as start project)
![image](https://user-images.githubusercontent.com/106916061/179185940-06135b47-f2a4-415a-9be4-666680fa0f9a.png)
```
c:\src>cd c:\src\PrusaSlicer
c:\src\PrusaSlicer>build_win.bat -d=..\PrusaSlicer-deps -r=console
```
The build script will run for a while (over an hour, depending on your machine) and automatically perform the following steps:
1. Configure and build [deps](#compile-the-dependencies) as RelWithDebInfo with `c:\src\PrusaSlicer-deps` as the destination directory
2. Configure and build all [application targets](#compile-prusaslicer) as RelWithDebInfo
3. Launch the resulting `prusa-slicer-console.exe` binary
You can change the above command line options to do things like:
* Change the destination for the dependencies by pointing `-d` to a different directory such as: `build_win.bat -d=s:\PrusaSlicerDeps`
* Open the solution in Visual Studio after the build completes by changing the `-r` switch to `-r=ide`
* Generate a release build without debug info by adding `-c=Release` or a full debug build with `-c=Debug`
* Perform an incremental application build (the default) with: `build_win.bat -s=app-dirty`
* Clean and rebuild the application: `build_win.bat -s=app`
* Clean and rebuild the dependencies: `build_win.bat -s=deps`
* Clean and rebuild everything (app and deps): `build_win.bat -s=all`
* _The full list of build script options can be listed by running:_ `build_win.bat -?`
### Troubleshooting
You're best off initiating builds from within Visual Studio for day-to-day development. However, the `build_win.bat` script can be very helpful if you run into build failures after updating your source tree. Here are some tips to keep in mind:
* The last several lines of output from `build_win.bat` will usually have the most helpful error messages.
* If CMake complains about missing binaries or paths (e.g. after updating Visual Studio), building with `build_win.bat` will force CMake to regenerate its cache on an error.
* After a deps change, you may just need to rebuild everything with the `-s=all` switch.
* Reading through the instructions in the next section may help diagnose more complex issues.
# Manual Build Instructions
_Follow the steps below if you want to understand how to perform a manual build, or if you're troubleshooting issues with the automatic build script._
### Compile the dependencies.
Dependencies are updated seldomly, thus they are compiled out of the PrusaSlicer source tree.
Go to the Windows Start Menu and Click on "Visual Studio 2019" folder, then select the ->"x64 Native Tools Command Prompt" to open a command window and run the following:
```
cd c:\src\PrusaSlicer\deps
mkdir build
cd build
cmake .. -G "Visual Studio 16 2019" -DDESTDIR="c:\src\PrusaSlicer-deps"
msbuild /m ALL_BUILD.vcxproj // This took 13.5 minutes on my machine: core I7-7700K @ 4.2Ghz with 32GB main memory and 20min on a average laptop
```
### Generate Visual Studio project file for PrusaSlicer, referencing the precompiled dependencies.
Go to the Windows Start Menu and Click on "Visual Studio 2019" folder, then select the ->"x64 Native Tools Command Prompt" to open a command window and run the following:
```
cd c:\src\PrusaSlicer\
mkdir build
cd build
cmake .. -G "Visual Studio 16 2019" -DCMAKE_PREFIX_PATH="c:\src\PrusaSlicer-deps\usr\local"
```
Note that `CMAKE_PREFIX_PATH` must be absolute path. A relative path like "..\..\PrusaSlicer-deps\usr\local" does not work.
### Compile PrusaSlicer.
Double-click c:\src\PrusaSlicer\build\PrusaSlicer.sln to open in Visual Studio 2019.
OR
Open Visual Studio for C++ development (VS asks this the first time you start it).
Select PrusaSlicer_app_gui as your startup project (right-click->Set as Startup Project).
Run Build->Rebuild Solution once to populate all required dependency modules. This is NOT done automatically when you build/run. If you run both Debug and Release variants, you will need to do this once for each.
Debug->Start Debugging or press F5
PrusaSlicer should start. You're up and running!
note: Thanks to @douggorgen for the original guide, as an answer for a issue
# The below information is out of date, but still useful for reference purposes
We have switched to MS Visual Studio 2019.
We don't use MSVS 2013 any more. At the moment we are in the process of creating new pre-built dependency bundles
and updating this document. In the meantime, you will need to compile the dependencies yourself
[the same way as before](#building-the-dependencies-package-yourself)
except with CMake generators for MSVS 2019 instead of 2013.
Thank you for understanding.
---
# Building PrusaSlicer on Microsoft Windows
~~The currently supported way of building PrusaSlicer on Windows is with CMake and MS Visual Studio 2013.
You can use the free [Visual Studio 2013 Community Edition](https://www.visualstudio.com/vs/older-downloads/).
CMake installer can be downloaded from [the official website](https://cmake.org/download/).~~
~~Building with newer versions of MSVS (2015, 2017) may work too as reported by some of our users.~~
_Note:_ Thanks to [**@supermerill**](https://github.com/supermerill) for testing and inspiration for this guide.
### Dependencies
On Windows PrusaSlicer is built against statically built libraries.
~~We provide a prebuilt package of all the needed dependencies. This package only works on Visual Studio 2013, so~~ if you are using a newer version of Visual Studio, you need to compile the dependencies yourself as per [below](#building-the-dependencies-package-yourself).
The package comes in a several variants:
- ~~64 bit, Release mode only (41 MB, 578 MB unpacked)~~
- ~~64 bit, Release and Debug mode (88 MB, 1.3 GB unpacked)~~
- ~~32 bit, Release mode only (38 MB, 520 MB unpacked)~~
- ~~32 bit, Release and Debug mode (74 MB, 1.1 GB unpacked)~~
When unsure, use the _Release mode only_ variant, the _Release and Debug_ variant is only needed for debugging & development.
If you're unsure where to unpack the package, unpack it into `C:\local\` (but it can really be anywhere).
Alternatively you can also compile the dependencies yourself, see below.
### Building PrusaSlicer with Visual Studio
First obtain the PrusaSlicer sources via either git or by extracting the source archive.
Then you will need to note down the so-called 'prefix path' to the dependencies, this is the location of the dependencies packages + `\usr\local` appended.
For example on 64 bits this would be `C:\local\destdir-64\usr\local`. The prefix path will need to be passed to CMake.
When ready, open the relevant Visual Studio command line and `cd` into the directory with PrusaSlicer sources.
Use these commands to prepare Visual Studio solution file:
mkdir build
cd build
cmake .. -G "Visual Studio 12 Win64" -DCMAKE_PREFIX_PATH="<insert prefix path here>"
Note that if you're building a 32-bit variant, you will need to change the `"Visual Studio 12 Win64"` to just `"Visual Studio 12"`.
Conversely, if you're using Visual Studio version other than 2013, the version number will need to be changed accordingly.
If `cmake` has finished without errors, go to the build directory and open the `PrusaSlicer.sln` solution file in Visual Studio.
Before building, make sure you're building the right project (use one of those starting with `PrusaSlicer_app_...`) and that you're building
with the right configuration, i.e. _Release_ vs. _Debug_. When unsure, choose _Release_.
Note that you won't be able to build a _Debug_ variant against a _Release_-only dependencies package.
#### Installing using the `INSTALL` project
PrusaSlicer can be run from the Visual Studio or from Visual Studio's build directory (`src\Release` or `src\Debug`),
but for longer-term usage you might want to install somewhere using the `INSTALL` project.
By default, this installs into `C:\Program Files\PrusaSlicer`.
To customize the install path, use the `-DCMAKE_INSTALL_PREFIX=<path of your choice>` when invoking `cmake`.
### Building from the command line
There are several options for building from the command line:
- [msbuild](https://docs.microsoft.com/en-us/visualstudio/msbuild/msbuild-reference?view=vs-2017&viewFallbackFrom=vs-2013)
- [Ninja](https://ninja-build.org/)
- [nmake](https://docs.microsoft.com/en-us/cpp/build/nmake-reference?view=vs-2017)
To build with msbuild, use the same CMake command as in previous paragraph and then build using
msbuild /m /P:Configuration=Release ALL_BUILD.vcxproj
To build with Ninja or nmake, replace the `-G` option in the CMake call with `-G Ninja` or `-G "NMake Makefiles"` , respectively.
Then use either `ninja` or `nmake` to start the build.
To install, use `msbuild /P:Configuration=Release INSTALL.vcxproj` , `ninja install` , or `nmake install` .
### Building the dependencies package yourself
The dependencies package is built using CMake scripts inside the `deps` subdirectory of PrusaSlicer sources.
(This is intentionally not interconnected with the CMake scripts in the rest of the sources.)
Open the preferred Visual Studio command line (64 or 32 bit variant) and `cd` into the directory with PrusaSlicer sources.
Then `cd` into the `deps` directory and use these commands to build:
mkdir build
cd build
cmake .. -G "Visual Studio 16 2019" -DDESTDIR="C:\local\destdir-custom"
msbuild /m ALL_BUILD.vcxproj
You can also use the Visual Studio GUI or other generators as mentioned above.
The `DESTDIR` option is the location where the bundle will be installed.
This may be customized. If you leave it empty, the `DESTDIR` will be placed inside the same `build` directory.
Warning: If the `build` directory is nested too deep inside other folders, various file paths during the build
become too long and the build might fail due to file writing errors (\*). For this reason, it is recommended to
place the `build` directory relatively close to the drive root.
Note that the build variant that you may choose using Visual Studio (i.e. _Release_ or _Debug_ etc.) when building the dependency package is **not relevant**.
The dependency build will by default build _both_ the _Release_ and _Debug_ variants regardless of what you choose in Visual Studio.
You can disable building of the debug variant by passing the
-DDEP_DEBUG=OFF
option to CMake, this will only produce a _Release_ build.
Refer to the CMake scripts inside the `deps` directory to see which dependencies are built in what versions and how this is done.
\*) Specifically, the problem arises when building boost. Boost build tool appends all build options into paths of
intermediate files, which are not handled correctly by either `b2.exe` or possibly `ninja` (?).

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@@ -1,6 +1,6 @@
# Localization and translation guide
The purpose of this guide is to describe how to contribute to the Bambu Studio translations. We use GNUgettext for extracting string resources from the project and PoEdit for editing translations.
The purpose of this guide is to describe how to contribute to the PrusaSlicer translations. We use GNUgettext for extracting string resources from the project and PoEdit for editing translations.
Those can be downloaded here:
- https://sourceforge.net/directory/os:windows/?q=gnu+gettext GNUgettext package contains a set of tools to extract strings from the source code and to create the translation Catalog.
@@ -12,42 +12,41 @@ Full manual for GNUgettext can be seen here: http://www.gnu.org/software/gettext
### Scenario 1. How do I add a translation or fix an existing translation
1. Get PO-file 'BambuStudio_xx.pot' from corresponding sub-folder here:
https://github.com/bambulab/BambuStudio/tree/master/bbl/i18n
1. Get PO-file from corresponding folder here:
https://github.com/prusa3d/PrusaSlicer/tree/master/resources/localization
2. Open this file in PoEdit as "Edit a translation"
3. Apply your corrections to the translation
4. Push changed BambuStudio_xx.po into the original folder
5. copy BambuStudio_xx.mo into resources/i18n/xx and rename it to BambuStudio.mo, then push the changed file.
4. Push changed PrusaSlicer.po and PrusaSlicer.mo (will create automatically after saving of PrusaSlicer.po in PoEdit) into the original folder.
### Scenario 2. How do I add a new language support
1. Get file BambuStudio.pot here :
https://github.com/bambulab/BambuStudio/tree/master/bbl/i18n
1. Get file PrusaSlicer.pot here :
https://github.com/prusa3d/PrusaSlicer/tree/master/resources/localization
2. Open it in PoEdit for "Create new translation"
3. Select Translation Language (for example French).
4. As a result you will have fr.po - the file containing translation to French.
Notice. When the translation is complete you need to:
- Rename the file to BambuStudio_fr.po
- Click "Save file" button. BambuStudio_fr.mo will be created immediately
- Bambu_Studio_fr.po needs to be copied into the sub-folder fr of https://github.com/bambulab/BambuStudio/tree/master/bbl/i18n, and be pushed
- copy BambuStudio_xx.mo into resources/i18n/xx and rename it to BambuStudio.mo, then push the changed file.
- Rename the file to PrusaSlicer.po
- Click "Save file" button. PrusaSlicer.mo will be created immediately
- Both PrusaSlicer.po and PrusaSlicer.mo have to be saved here:
https://github.com/prusa3d/PrusaSlicer/tree/master/resources/localization/fr
( name of folder "fr" means "French" - the translation language).
### Scenario 3. How do I add a new text resource when implementing a feature to Bambu Studio
Each string resource in Bambu Studio available for translation needs to be explicitly marked using L() macro like this:
### Scenario 3. How do I add a new text resource when implementing a feature to PrusaSlicer
Each string resource in PrusaSlicer available for translation needs to be explicitly marked using L() macro like this:
```C++
auto msg = L("This message to be localized")
```
To get translated text use one of needed macro/function (`_(s)` or `_CHB(s)` ).
If you add new file resource, add it to the list of files containing macro `L()`
### Scenario 4. How do I use GNUgettext to localize my own application taking Bambu Studio as an example
### Scenario 4. How do I use GNUgettext to localize my own application taking PrusaSlicer as an example
1. For convenience create a list of files with this macro `L(s)`. We have
https://github.com/bambulab/BambuStudio/blob/master/bbl/i18n/list.txt.
https://github.com/prusa3d/PrusaSlicer/tree/master/resources/localization/list.txt.
2. Create template file(*.POT) with GNUgettext command:
```
xgettext --keyword=L --add-comments=TRN --from-code=UTF-8 --debug -o BambuStudio.pot -f list.txt
xgettext --keyword=L --add-comments=TRN --from-code=UTF-8 --debug -o PrusaSlicer.pot -f list.txt
```
Use flag `--from-code=UTF-8` to specify that the source strings are in UTF-8 encoding
@@ -75,14 +74,14 @@ https://github.com/bambulab/BambuStudio/blob/master/bbl/i18n/list.txt.
When you have Catalog to translation open POT or PO file in PoEdit and start translating.
## General guidelines for Bambu Studio translators
## General guidelines for PrusaSlicer translators
- We recommend using *PoEdit* application for translation (as described above). It will help you eliminate most punctuation errors and will show you strings with "random" translations (if the fuzzy parameter was used).
- To check how the translated text looks on the UI elements, test it :) If you use *PoEdit*, all you need to do is save the file. At this point, a MO file will be created. Rename it Bambu Studio.mo, and you can run Bambu Studio (see above).
- To check how the translated text looks on the UI elements, test it :) If you use *PoEdit*, all you need to do is save the file. At this point, a MO file will be created. Rename it PrusaSlicer.mo, and you can run PrusaSlicer (see above).
- If you see an encoding error (garbage characters instead of Unicode) somewhere in Bambu Studio, report it. It is likely not a problem of your translation, but a bug in the software.
- If you see an encoding error (garbage characters instead of Unicode) somewhere in PrusaSlicer, report it. It is likely not a problem of your translation, but a bug in the software.
- See on which UI elements the translated phrase will be used. Especially if it's a button, it is very important to decide on the translation and not write alternative translations in parentheses, as this will significantly increase the width of the button, which is sometimes highly undesirable:

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@@ -1,18 +0,0 @@
**新功能**
1. 3D文字工具
2. 对象和拷贝间的数据共享
3. 参数表格
4. 用户指南
5. 支持Arachne特性
**改进**
1. 支持导出通用的3mf格式兼容其他切片软件
2. 优化混合支撑和树状支撑的生成速度
3. 支持不停靠工具头的延迟摄影
4. 支持纹理PEI热床
5. 支持导入和导出预设
6. 支持随机位置的接缝设置
7. 支持匈牙利语
8. 一些关键问题修复
详细信息请查看https://github.com/bambulab/BambuStudio/releases

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@@ -1,18 +0,0 @@
**New Features**
1. 3D text tool
2. Shared data between an object and its copies
3. Parameter table
4. User manual
5. Arachne feature
**Improvements**
1. Added support for exporting generic 3mf that is compatible with other slicers
2. Optimized the performance of hybrid and tree support
3. Added traditional timelapse mode
4. Added support for Textured PEI plate
5. Added support for export/import preset
6. Added random seam position
7. Added Magyar translations
8. Fixed some known bugs
For details, please check https://github.com/bambulab/BambuStudio/releases

52
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@@ -0,0 +1,52 @@
# Slic3r PE 1.40 configuration update
Slic3r PE 1.40.0 comes with a major re-work of the way configuration presets work.
There are three new features:
+ A two-tier system of presets being divided into _System_ and _User_ groups
+ Configuration snapshots
+ Configuration updating from the internet
## System and User presets
- _System preset_: These are the presets that come with Slic3r PE installation. They come from a vendor configuration bundle (not individual files like before). They are **read-only** a user cannot modify them, but may instead create a derived User preset based on a System preset
- _User preset_: These are regular presets stored in files just like before. Additionally, they may be derived (inherited) from one of the System presets
A derived User preset keeps track of which settings are inherited from the parent System preset and which are modified by the user. When a system preset is updated (either via installation of a new Slic3r or automatically from the internet), in a User preset the settings that are modified by the user will stay that way, while the ones that are inherited reflect the updated System preset.
This system ensures that we don't overwrite user's settings when there is an update to the built in presets.
Slic3r GUI now displays accurately which settings are inherited and which are modified.
A setting derived from a System preset is represented by green label and a locked lock icon:
![a system setting](setting_sys.png)
A settings modified in a User preset has an open lock icon:
![a user setting](setting_user.png)
Clicking the open lock icon restores the system setting.
Additionally, any setting that is modified but not yet saved onto disk is represented by orange label and a back-arrow:
![a modified setting](setting_mod.png)
Clicking the back-arrow restores the value that was previously saved in this Preset.
## Configuration snapshots
Configuration snapshots can now be taken via the _Configuration_ menu.
A snapshot contains complete configuration from the point when the snapshot was taken.
Users may move back and forth between snapshots at will using a dialog:
![snapshots dialog](snapshots_dialog.png)
# Updating from the internet
Slic3r PE 1.40.0 checks for updates of the built-in System presets and downloads them.
The first-time configuration assistant will ask you if you want to enable this feature - it is **not** mandatory.
Updates are checked for and downloaded in the background. If there's is an update, Slic3r will prompt about it
next time it is launched, never during normal program operation. An update may be either accepted or refused.
Before any update is applied a configuration snapshot (as described above) is taken.

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@@ -36,16 +36,15 @@
},
{
"type": "po",
"pattern": "bbl/i18n/hu/BambuStudio_hu.po",
"lang": "hu"
"pattern": "bbl/i18n/zh_cn/BambuStudio_zh_CN.po",
"lang": "zh_cn"
}
]
},
"download": {
"folder": "bbl/i18n",
"includeSourceLang" : "true",
"files": {
"output": "${lang}/BambuStudio_${lang}.po"
"output": "${lang}/BambuStudio_${lang}_new.po"
}
}
}

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@@ -1,52 +0,0 @@
{
"printers": [
{
"display_name": "Bambu Lab P1P",
"func": {
"FUNC_CHAMBER_TEMP": false,
"FUNC_FIRSTLAYER_INSPECT": false,
"FUNC_AI_MONITORING": false,
"FUNC_BUILDPLATE_MARKER_DETECT": false,
"FUNC_FLOW_CALIBRATION": false,
"FUNC_MONITORING": false,
"FUNC_TIMELAPSE": false,
"FUNC_MEDIA_FILE": false,
"FUNC_REMOTE_TUNNEL": false,
"FUNC_LOCAL_TUNNEL": true,
"FUNC_VIRTUAL_CAMERA" : false,
"FUNC_PRINT_WITHOUT_SD": false,
"FUNC_ALTER_RESOLUTION": false,
"FUNC_AUTO_SWITCH_FILAMENT": false,
"FUNC_CHAMBER_FAN" : false,
"FUNC_SEND_TO_SDCARD": false
},
"camera_resolution":["720p"],
"bed_temperature_limit": 120,
"model_id": "C11",
"printer_type": "C11",
"printer_thumbnail_image": "printer_thumbnail_p1p"
},
{
"display_name": "Bambu Lab X1",
"func": {
"FUNC_LOCAL_TUNNEL": false
},
"camera_resolution":["720p","1080p"],
"bed_temperature_limit": 120,
"model_id": "BL-P002",
"printer_type": "3DPrinter-X1",
"printer_thumbnail_image": "printer_thumbnail"
},
{
"display_name": "Bambu Lab X1 Carbon",
"func": {
"FUNC_LOCAL_TUNNEL": false
},
"model_id": "BL-P001",
"camera_resolution":["720p","1080p"],
"bed_temperature_limit": 120,
"printer_type": "3DPrinter-X1-Carbon",
"printer_thumbnail_image": "printer_thumbnail"
}
]
}

View File

@@ -1,171 +0,0 @@
# THIS DOCUMENT CONTAINS DATA FOR HINTS NOTIFICATIONS
#
# Each notification is divided by
# [hint:*name of notification*]
#
# Each notification MUST have text var in format:
# text = Headline of hint\nBody of hint.
# Headline is divided by new line (\n) from body.
# Headline is automaticaly printed as Bold.
# Body can contain bold marks: <b>text to be bold</b> (currently rendered as different color, not bold due to font limitations)
# Body can contain hypertext: <a>hypertext text</a>
# Hypertext must be max one per notification and must be closed by </a>
#
# Notification can have documentation link
#
# If notification contains hypertext, it needs to be specified by hypertext_type var.
# each type needs to be supported with one or more additional vars.
# These types are possible:
#
# Settings highlight (like search feature)
# hypertext_type = settings
# hypertext_settings_opt = name_of_settings (hover over settings value and copy last line of hover text)
# hypertext_settings_type = 1 (1 - 5 according to settings tab - to be channged to name of tabs instead of numbers)
# hypertext_settings_category = Infill (name of panel - written on left in settings)
#
# Plater top toolbar highlight
# hypertext_type = plater
# hypertext_plater_item = nameofbutton (internal name of GLToolbar items)
#
# Plater gizmos (left) toolbar highlight
# hypertext_type = gizmo
# hypertext_gizmo_item = name (name of svg icon of gizmo in resources without .svg suffix)
#
# Open preferences (might add item to highlight)
# hypertext_type = preferences
# hypertext_preferences_page = name of the prefernces tab
# hypertext_preferences_item = show_collapse_button (name of variable saved in prusaslicer.ini connected to the setting in preferences)
#
# Open gallery (no aditional var)
# hypertext_type = gallery
#
#Open top menubar item
#hypertext_menubar_menu_name = (Name in english visible as menu name: File, )
#hypertext_menubar_item_name = (Name of item in english, if there are three dots at the end of name, put name without three dots)
#
#
# Each notification can have disabled and enabled modes and techs - divided by ; and space
# enabled_tags = ...
# disabled_tags = ...
# supported tags are: simple; advanced; expert; FFF; MMU; SLA; Windows; Linux; OSX;
# and all filament types: PLA; PET; ABS; ASA; FLEX; HIPS; EDGE; NGEN; NYLON; PVA; PC; PP; PEI; PEEK; PEKK; POM; PSU; PVDF; SCAFF;
# Tags are case sensitive.
# FFF is affirmative for both one or more extruder printers.
# Algorithm shows hint only if ALL enabled tags are affirmative. (so never do enabled_tags = FFF; SLA;)
# Algorithm shows hint only if not in all disabled tags.
# if there are both disabled and preferred, only preferred that are not in disabled are valid.
#
#
# Notifications shows in random order, already shown notifications are saved at cache/hints.cereal (as binary - human non-readable)
# You can affect random ordering by seting weigh
# weight = 5
# Weight must be larger or equal to 1. Default weight is 1.
# Weight defines probability as weight : sum_of_all_weights.
[hint:3D Scene Operations]
text = 3D Scene Operations\nDid you know how to control view and object/part selection with mouse and touchpanel in the 3D scene?
documentation_link = https://wiki.bambulab.com/en/software/bambu-studio/3d-scene-operations
[hint:Cut Tool]
text = Cut Tool\nDid you know that you can cut a model at any angle and position with the cutting tool?
documentation_link = https://wiki.bambulab.com/en/software/bambu-studio/cut-tool
[hint:Fix Model]
text = Fix Model\nDid you know that you can fix a corrupted 3D model to avoid a lot of slicing problems?
documentation_link = https://wiki.bambulab.com/en/software/bambu-studio/fix-model
[hint:Timelapse]
text = Timelapse\nDid you know that you can generate a timelapse video during each print?
documentation_link = https://wiki.bambulab.com/en/software/bambu-studio/Timelapse
[hint:Auto-Arrange]
text = Auto-Arrange\nDid you know that you can auto-arrange all objects in your project?
documentation_link = https://wiki.bambulab.com/en/software/bambu-studio/auto-arranging
[hint:Auto-Orient]
text = Auto-Orient\nDid you know that you can rotate objects to an optimal orientation for printing by a simple click?
documentation_link = https://wiki.bambulab.com/en/software/bambu-studio/auto-orientation
[hint:Lay on Face]
text = Lay on Face\nDid you know that you can quickly orient a model so that one of its faces sits on the print bed? Select the \"Place on face\" function or press the <b>F</b> key.
documentation_link = https://wiki.bambulab.com/en/software/bambu-studio/lay-on-face
[hint:Object List]
text = Object List\nDid you know that you can view all objects/parts in a list and change settings for each object/part?
documentation_link = https://wiki.bambulab.com/en/software/bambu-studio/object-list
#[hint:Search Functionality]
#text = Search Functionality\nDid you know that you use the Search tool to quickly find a specific Bambu Studio setting? Or use the familiar shortcut <b>Ctrl+F</b>.
[hint:Simplify Model]
text = Simplify Model\nDid you know that you can reduce the number of triangles in a mesh using the Simplify mesh feature? Right-click the model and select Simplify model. Read more in the documentation.
documentation_link = https://wiki.bambulab.com/en/software/bambu-studio/simplify-model
[hint:Slicing Parameter Table]
text = Slicing Parameter Table\nDid you know that you can view all objects/parts on a table and change settings for each object/part?
documentation_link = https://wiki.bambulab.com/en/software/bambu-studio/parameter-table
[hint:Split to Objects/Parts]
text = Split to Objects/Parts\nDid you know that you can split a big object into small ones for easy colorizing or printing?
documentation_link = https://wiki.bambulab.com/en/software/bambu-studio/split-to-objects-parts
[hint:Subtract a Part]
text = Subtract a Part\nDid you know that you can subtract one mesh from another using the Negative part modifier? That way you can, for example, create easily resizable holes directly in Bambu Studio. Read more in the documentation.
documentation_link = https://wiki.bambulab.com/en/software/bambu-studio/subtract-a-part
[hint:STEP]
text = STEP\nDid you know that you can improve your print quality by slicing a STEP file instead of an STL?\nBambu Studio supports slicing STEP files, providing smoother results than a lower resolution STL. Give it a try!
documentation_link= https://wiki.bambulab.com/en/software/bambu-studio/step
[hint:Z seam location]
text = Z seam location\nDid you know that you can customize the location of the Z seam, and even paint it on your print, to have it in a less visible location? This improves the overall look of your model. Check it out!
documentation_link= https://wiki.bambulab.com/en/software/bambu-studio/Seam
[hint:Fine-tuning for flow rate]
text = Fine-tuning for flow rate\nDid you know that flow rate can be fine-tuned for even better-looking prints? Depending on the material, you can improve the overall finish of the printed model by doing some fine-tuning.
documentation_link= https://wiki.bambulab.com/en/x1/manual/manual-flow-rate-tuning
[hint:Split your prints into plates]
text = Split your prints into plates\nDid you know that you can split a model that has a lot of parts into individual plates ready to print? This will simplify the process of keeping track of all the parts.
documentation_link= https://wiki.bambulab.com/en/software/bambu-studio/plates_management
[hint:Speed up your print with Adaptive Layer Height]
text = Speed up your print with Adaptive Layer Height\nDid you know that you can print a model even faster, by using the Adaptive Layer Height option? Check it out!
documentation_link= https://wiki.bambulab.com/en/software/bambu-studio/adaptive-layer-height
[hint:Support painting]
text = Support painting\nDid you know that you can paint the location of your supports? This feature makes it easy to place the support material only on the sections of the model that actually need it.
documentation_link= https://wiki.bambulab.com/en/software/bambu-studio/support-painting
[hint:Different types of supports]
text = Different types of supports\nDid you know that you can choose from multiple types of supports? Tree supports work great for organic models, while saving filament and improving print speed. Check them out!
documentation_link= https://wiki.bambulab.com/en/software/bambu-studio/support
[hint:Printing Silk Filament]
text = Printing Silk Filament\nDid you know that Silk filament needs special consideration to print it successfully? Higher temperature and lower speed are always recommended for the best results.
documentation_link= https://wiki.bambulab.com/en/x1/manual/printing-with-silk-filaments
[hint:Brim for better adhesion]
text = Brim for better adhesion\nDid you know that when printing models have a small contact interface with the printing surface, it's recommended to use a brim?
documentation_link= https://wiki.bambulab.com/en/software/bambu-studio/auto-brim
[hint:Set parameters for multiple objects]
text = Set parameters for multiple objects\nDid you know that you can set slicing parameters for all selected objects at one time?
documentation_link= https://wiki.bambulab.com/en/software/bambu-studio/set-parameters-for-selected-objects
[hint:Stack objects]
text = Stack objects\nDid you know that you can stack objects as a whole one?
documentation_link= https://wiki.bambulab.com/e/en/software/bambu-studio/stacking-objects
[hint:Flush into support/objects/infill]
text = Flush into support/objects/infill\nDid you know that you can save the wasted filament by flushing them into support/objects/infill during filament change?
documentation_link= https://wiki.bambulab.com/en/software/bambu-studio/reduce-wasting-during-filament-change
[hint:Improve strength]
text = Improve strength\nDid you know that you can use more wall loops and higher sparse infill density to improve the strength of the model?
#[hint:]
#text =
#hypertext =
#follow_text =

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