Skip to content
forked from slic3r/Slic3r

Open Source toolpath generator for 3DMMLPBF process based on Slic3r

License

Notifications You must be signed in to change notification settings

ElectroQuanta/Slic3r

 
 

Repository files navigation

Slic3r

var/Slic3r_128px.png [[https://travis-ci.org/slic3r/Slic3r][https://travis-ci.org/slic3r/Slic3r.svg?branch=master]] [[https://ci.appveyor.com/project/lordofhyphens/slic3r][https://ci.appveyor.com/api/projects/status/8iqmeat6cj158vo6?svg=true]] [[http://osx-build.slic3r.org:8080/job/Slic3r][http://osx-build.slic3r.org:8080/buildStatus/icon?job=Slic3r]]

We have automated builds for Windows (64-bit) and OSX (>= 10.7). Get a fresh build now and stay up-to-date with the development!

The MacOS X build server is kindly sponsored by:

So, what’s this Slic3r?

Slic3r is mainly a toolpath generator for 3D printers: it reads 3D models (STL, OBJ, AMF, 3MF) and it converts them into G-code instructions for 3D printers. But it does much more than that, see the features list below.

Slic3r was born in 2011 within the RepRap community and thanks to its high configurability became the swiss-army knife for 3D printing. It served as a platform for experimenting several new ideas that later became technology standards, such as multiple extruders, brim, variable-height layers, per-object settings, modifiers, post-processing scripts, G-code macros and more. Despite being based on volunteer efforts, Slic3r is still pushing the boundaries of 3D printing.

Slic3r is:

  • Open: it is totally open source and it’s independent from any commercial company or printer manufacturer. We want to keep 3D printing open and free.
  • Compatible: it supports all the known G-code dialects (Marlin, Repetier, Mach3, LinuxCNC, Machinekit, Smoothie, Makerware, Sailfish).
  • Advanced: many configuration options allow for fine-tuning and full control. While novice users often need just few options, Slic3r is mostly used by advanced users.
  • Community-driven: new features or issues are discussed in the GitHub repository. Join our collaborative effort and help improve it!
  • Robust: the codebase includes more than 1,000 unit and regression tests, collected in 6 years of development.
  • Modular: the core of Slic3r is libslic3r, a C++ library that provides a granular API and reusable components.
  • Embeddable: a complete and powerful command line interface allows to use Slic3r from the shell or to integrate it in server-side applications.
  • Powerful: see the list below!

See the project homepage at slic3r.org for more information.

Features

(Most of these are also available in the command line interface.)

  • G-code generation for FFF/FDM printers;
  • conversion between STL, OBJ, AMF, 3MF and POV formats;
  • auto-repair of non-manifold meshes (and ability to re-export them);
  • SVG export of slices;
  • built-in USB/serial host controller, supporting multiple simultaneous printers each one with a spool queue;
  • OctoPrint integration (send to printer);
  • built-in projector and host for DLP printers;
  • tool for cutting meshes in multiple solid parts with visual preview (also in batch using a grid);
  • tool for extruding 2.5D TIN meshes.

What language is it written in?

The core parts of Slic3r are written in C++11, with multithreading. The graphical interface is in the process of being ported to C++14.

How to install?

You can download a precompiled package from slic3r.org (releases) or from dl.slicr3r.org (automated builds).

If you want to compile the source yourself follow the instructions on one of these wiki pages: * Linux * Windows * Mac OSX

Can I help?

Sure! You can do the following to find things that are available to help with:

  • Development
  • Contribute to the Manual! (see its GitHub repository)
  • You can also find us in #slic3r on FreeNode: talk to Sound, LoH or the other members of the Slic3r community.
  • Add an issue to the GitHub tracker if it isn’t already present.
  • Drop Alessandro a line at aar@cpan.org.
  • Drop Joseph a line at lenox.joseph@gmail.com

Directory structure

  • package/: the scripts used for packaging the executables
  • src/: the C++ source of the slic3r executable the and CMake definition file for compiling it
  • src/GUI: The C++ GUI.
  • src/test: New test suite for libslic3r and the GUI. Implemented with Catch2
  • t/: the test suite (deprecated)
  • utils/: various useful scripts
  • xs/src/libslic3r/: C++ sources for libslic3r
  • xs/t/: test suite for libslic3r (deprecated)
  • xs/xsp/: bindings for calling libslic3r from Perl (XS) (deprecated)

Acknowledgements

The main author of Slic3r is Alessandro Ranellucci (@alexrj, Sound in IRC, [@alranel](http://twitter.com/alranel) on Twitter), who started the project in 2011.

Joseph Lenox (@lordofhyphens, LoH in IRC, [@LenoxPlay](http://twitter.com/LenoxPlay) on Twitter) is the current co-maintainer.

Contributions by Henrik Brix Andersen, Vojtech Bubnik, Nicolas Dandrimont, Mark Hindess, Petr Ledvina, Y. Sapir, Mike Sheldrake, Kliment Yanev and numerous others. Original manual by Gary Hodgson. Slic3r logo designed by Corey Daniels, Silk Icon Set designed by Mark James, stl and gcode file icons designed by Akira Yasuda.

How can I invoke Slic3r using the command line?

Usage: slic3r.pl [ OPTIONS ] [ file.stl ] [ file2.stl ] ...

    --help              Output this usage screen and exit
    --version           Output the version of Slic3r and exit
    --save <file>       Save configuration to the specified file
    --load <file>       Load configuration from the specified file. It can be used
                        more than once to load options from multiple files.
    -o, --output <file> File to output gcode to (by default, the file will be saved
                        into the same directory as the input file using the
                        --output-filename-format to generate the filename.) If a
                        directory is specified for this option, the output will
                        be saved under that directory, and the filename will be
                        generated by --output-filename-format.

  Non-slicing actions (no G-code will be generated):
    --repair            Repair given STL files and save them as <name>_fixed.obj
    --cut <z>           Cut given input files at given Z (relative) and export
                        them as <name>_upper.stl and <name>_lower.stl
    --split             Split the shells contained in given STL file into several STL files
    --info              Output information about the supplied file(s) and exit

    -j, --threads <num> Number of threads to use (1+, default: 2)

  GUI options:
    --gui               Forces the GUI launch instead of command line slicing (if you
                        supply a model file, it will be loaded into the plater)
    --no-gui            Forces the command line slicing instead of gui.
                        This takes precedence over --gui if both are present.
    --autosave <file>   Automatically export current configuration to the specified file

  Output options:
    --output-filename-format
                        Output file name format; all config options enclosed in brackets
                        will be replaced by their values, as well as [input_filename_base]
                        and [input_filename] (default: [input_filename_base].gcode)
    --post-process      Generated G-code will be processed with the supplied script;
                        call this more than once to process through multiple scripts.
    --export-svg        Export a SVG file containing slices instead of G-code.
    -m, --merge         If multiple files are supplied, they will be composed into a single
                        print rather than processed individually.

  Printer options:
    --bed-shape         Coordinates in mm of the bed's points (default: 0x0,200x0,200x200,0x200)
    --has-heatbed       This will provide automatic generation of bed heating gcode
    --nozzle-diameter   Diameter of nozzle in mm (default: 0.5)
    --print-center      Coordinates in mm of the point to center the print around
                        (default: 100,100)
    --z-offset          Additional height in mm to add to vertical coordinates
                        (+/-, default: 0)
    --gcode-flavor      The type of G-code to generate (reprap/teacup/repetier/makerware/sailfish/mach3/machinekit/smoothie/no-extrusion,
                        default: reprap)
    --use-relative-e-distances Enable this to get relative E values (default: no)
    --use-firmware-retraction  Enable firmware-controlled retraction using G10/G11 (default: no)
    --use-volumetric-e  Express E in cubic millimeters and prepend M200 (default: no)
    --gcode-arcs        Use G2/G3 commands for native arcs (experimental, not supported
                        by all firmwares)
    --gcode-comments    Make G-code verbose by adding comments (default: no)
    --vibration-limit   Limit the frequency of moves on X and Y axes (Hz, set zero to disable;
                        default: 0)
    --pressure-advance  Adjust pressure using the experimental advance algorithm (K constant,
                        set zero to disable; default: 0)

  Filament options:
    --filament-diameter Diameter in mm of your raw filament (default: 3)
    --extrusion-multiplier
                        Change this to alter the amount of plastic extruded. There should be
                        very little need to change this value, which is only useful to
                        compensate for filament packing (default: 1)
    --temperature       Extrusion temperature in degree Celsius, set 0 to disable (default: 200)
    --first-layer-temperature Extrusion temperature for the first layer, in degree Celsius,
                        set 0 to disable (default: same as --temperature)
    --bed-temperature   Heated bed temperature in degree Celsius, set 0 to disable (default: 0)
    --first-layer-bed-temperature Heated bed temperature for the first layer, in degree Celsius,
                        set 0 to disable (default: same as --bed-temperature)

  Speed options:
    --travel-speed      Speed of non-print moves in mm/s (default: 130)
    --perimeter-speed   Speed of print moves for perimeters in mm/s (default: 30)
    --small-perimeter-speed
                        Speed of print moves for small perimeters in mm/s or % over perimeter speed
                        (default: 30)
    --external-perimeter-speed
                        Speed of print moves for the external perimeter in mm/s or % over perimeter speed
                        (default: 70%)
    --infill-speed      Speed of print moves in mm/s (default: 60)
    --solid-infill-speed Speed of print moves for solid surfaces in mm/s or % over infill speed
                        (default: 60)
    --top-solid-infill-speed Speed of print moves for top surfaces in mm/s or % over solid infill speed
                        (default: 50)
    --support-material-speed
                        Speed of support material print moves in mm/s (default: 60)
    --support-material-interface-speed
                        Speed of support material interface print moves in mm/s or % over support material
                        speed (default: 100%)
    --bridge-speed      Speed of bridge print moves in mm/s (default: 60)
    --gap-fill-speed    Speed of gap fill print moves in mm/s (default: 20)
    --first-layer-speed Speed of print moves for bottom layer, expressed either as an absolute
                        value or as a percentage over normal speeds (default: 30%)

  Acceleration options:
    --perimeter-acceleration
                        Overrides firmware's default acceleration for perimeters. (mm/s^2, set zero
                        to disable; default: 0)
    --infill-acceleration
                        Overrides firmware's default acceleration for infill. (mm/s^2, set zero
                        to disable; default: 0)
    --bridge-acceleration
                        Overrides firmware's default acceleration for bridges. (mm/s^2, set zero
                        to disable; default: 0)
    --first-layer-acceleration
                        Overrides firmware's default acceleration for first layer. (mm/s^2, set zero
                        to disable; default: 0)
    --default-acceleration
                        Acceleration will be reset to this value after the specific settings above
                        have been applied. (mm/s^2, set zero to disable; default: 0)

  Accuracy options:
    --layer-height      Layer height in mm (default: 0.3)
    --first-layer-height Layer height for first layer (mm or %, default: 0.35)
    --infill-every-layers
                        Infill every N layers (default: 1)
    --solid-infill-every-layers
                        Force a solid layer every N layers (default: 0)

  Print options:
    --perimeters        Number of perimeters/horizontal skins (range: 0+, default: 3)
    --top-solid-layers  Number of solid layers to do for top surfaces (range: 0+, default: 3)
    --bottom-solid-layers  Number of solid layers to do for bottom surfaces (range: 0+, default: 3)
    --min-shell-thickness  Minimum thickness of all solid shells (range: 0+, default: 0)
    --solid-layers      Shortcut for setting the two options above at once
    --fill-density      Infill density (range: 0%-100%, default: 40%)
    --fill-angle        Infill angle in degrees (range: 0-90, default: 45)
    --fill-pattern      Pattern to use to fill non-solid layers (default: honeycomb)
    --solid-fill-pattern Pattern to use to fill solid layers (default: rectilinear)
    --start-gcode       Load initial G-code from the supplied file. This will overwrite
                        the default command (home all axes [G28]).
    --end-gcode         Load final G-code from the supplied file. This will overwrite
                        the default commands (turn off temperature [M104 S0],
                        home X axis [G28 X], disable motors [M84]).
    --before-layer-gcode  Load before-layer-change G-code from the supplied file (default: nothing).
    --layer-gcode       Load after-layer-change G-code from the supplied file (default: nothing).
    --toolchange-gcode  Load tool-change G-code from the supplied file (default: nothing).
    --seam-position     Position of loop starting points (random/nearest/aligned, default: aligned).
    --external-perimeters-first Reverse perimeter order. (default: no)
    --spiral-vase       Experimental option to raise Z gradually when printing single-walled vases
                        (default: no)
    --only-retract-when-crossing-perimeters
                        Disable retraction when travelling between infill paths inside the same island.
                        (default: no)
    --solid-infill-below-area
                        Force solid infill when a region has a smaller area than this threshold
                        (mm^2, default: 70)
    --infill-only-where-needed
                        Only infill under ceilings (default: no)
    --infill-first      Make infill before perimeters (default: no)

   Quality options (slower slicing):
    --extra-perimeters  Add more perimeters when needed (default: yes)
    --avoid-crossing-perimeters Optimize travel moves so that no perimeters are crossed (default: no)
    --thin-walls        Detect single-width walls (default: yes)
    --overhangs         Experimental option to use bridge flow, speed and fan for overhangs
                        (default: yes)

   Support material options:
    --support-material  Generate support material for overhangs
    --support-material-threshold
                        Overhang threshold angle (range: 0-90, set 0 for automatic detection,
                        default: 0)
    --support-material-pattern
                        Pattern to use for support material (default: honeycomb)
    --support-material-spacing
                        Spacing between pattern lines (mm, default: 2.5)
    --support-material-angle
                        Support material angle in degrees (range: 0-90, default: 0)
    --support-material-contact-distance
                        Vertical distance between object and support material
                        (0+, default: 0.2)
    --support-material-interface-layers
                        Number of perpendicular layers between support material and object (0+, default: 3)
    --support-material-interface-spacing
                        Spacing between interface pattern lines (mm, set 0 to get a solid layer, default: 0)
    --raft-layers       Number of layers to raise the printed objects by (range: 0+, default: 0)
    --support-material-enforce-layers
                        Enforce support material on the specified number of layers from bottom,
                        regardless of --support-material and threshold (0+, default: 0)
    --dont-support-bridges
                        Experimental option for preventing support material from being generated under bridged areas (default: yes)

   Retraction options:
    --retract-length    Length of retraction in mm when pausing extrusion (default: 1)
    --retract-speed     Speed for retraction in mm/s (default: 30)
    --retract-restart-extra
                        Additional amount of filament in mm to push after
                        compensating retraction (default: 0)
    --retract-before-travel
                        Only retract before travel moves of this length in mm (default: 2)
    --retract-lift      Lift Z by the given distance in mm when retracting (default: 0)
    --retract-lift-above Only lift Z when above the specified height (default: 0)
    --retract-lift-below Only lift Z when below the specified height (default: 0)
    --retract-layer-change
                        Enforce a retraction before each Z move (default: no)
    --wipe              Wipe the nozzle while doing a retraction (default: no)

   Retraction options for multi-extruder setups:
    --retract-length-toolchange
                        Length of retraction in mm when disabling tool (default: 10)
    --retract-restart-extra-toolchange
                        Additional amount of filament in mm to push after
                        switching tool (default: 0)

   Cooling options:
    --cooling           Enable fan and cooling control
    --min-fan-speed     Minimum fan speed (default: 35%)
    --max-fan-speed     Maximum fan speed (default: 100%)
    --bridge-fan-speed  Fan speed to use when bridging (default: 100%)
    --fan-below-layer-time Enable fan if layer print time is below this approximate number
                        of seconds (default: 60)
    --slowdown-below-layer-time Slow down if layer print time is below this approximate number
                        of seconds (default: 30)
    --min-print-speed   Minimum print speed (mm/s, default: 10)
    --disable-fan-first-layers Disable fan for the first N layers (default: 1)
    --fan-always-on     Keep fan always on at min fan speed, even for layers that don't need
                        cooling

   Skirt options:
    --skirts            Number of skirts to draw (0+, default: 1)
    --skirt-distance    Distance in mm between innermost skirt and object
                        (default: 6)
    --skirt-height      Height of skirts to draw (expressed in layers, 0+, default: 1)
    --min-skirt-length  Generate no less than the number of loops required to consume this length
                        of filament on the first layer, for each extruder (mm, 0+, default: 0)
    --brim-width        Width of the brim that will get added to each object to help adhesion
                        (mm, default: 0)

   Transform options:
    --scale             Factor for scaling input object (default: 1)
    --rotate            Rotation angle in degrees (0-360, default: 0)
    --duplicate         Number of items with auto-arrange (1+, default: 1)
    --duplicate-grid    Number of items with grid arrangement (default: 1,1)
    --duplicate-distance Distance in mm between copies (default: 6)
    --dont-arrange      Don't arrange the objects on the build plate. The model coordinates
                        define the absolute positions on the build plate.
                        The option --print-center will be ignored.
    --xy-size-compensation
                        Grow/shrink objects by the configured absolute distance (mm, default: 0)

   Sequential printing options:
    --complete-objects  When printing multiple objects and/or copies, complete each one before
                        starting the next one; watch out for extruder collisions (default: no)
    --extruder-clearance-radius Radius in mm above which extruder won't collide with anything
                        (default: 20)
    --extruder-clearance-height Maximum vertical extruder depth; i.e. vertical distance from
                        extruder tip and carriage bottom (default: 20)

   Miscellaneous options:
    --notes             Notes to be added as comments to the output file
    --resolution        Minimum detail resolution (mm, set zero for full resolution, default: 0)

   Flow options (advanced):
    --extrusion-width   Set extrusion width manually; it accepts either an absolute value in mm
                        (like 0.65) or a percentage over layer height (like 200%)
    --first-layer-extrusion-width
                        Set a different extrusion width for first layer
    --perimeter-extrusion-width
                        Set a different extrusion width for perimeters
    --external-perimeter-extrusion-width
                        Set a different extrusion width for external perimeters
    --infill-extrusion-width
                        Set a different extrusion width for infill
    --solid-infill-extrusion-width
                        Set a different extrusion width for solid infill
    --top-infill-extrusion-width
                        Set a different extrusion width for top infill
    --support-material-extrusion-width
                        Set a different extrusion width for support material
    --infill-overlap    Overlap between infill and perimeters (default: 15%)
    --bridge-flow-ratio Multiplier for extrusion when bridging (> 0, default: 1)

   Multiple extruder options:
    --extruder-offset   Offset of each extruder, if firmware doesn't handle the displacement
                        (can be specified multiple times, default: 0x0)
    --perimeter-extruder
                        Extruder to use for perimeters and brim (1+, default: 1)
    --infill-extruder   Extruder to use for infill (1+, default: 1)
    --solid-infill-extruder   Extruder to use for solid infill (1+, default: 1)
    --support-material-extruder
                        Extruder to use for support material, raft and skirt (1+, default: 1)
    --support-material-interface-extruder
                        Extruder to use for support material interface (1+, default: 1)
                        --ooze-prevention   Drop temperature and park extruders outside a full skirt for automatic wiping
                        (default: no)
    --ooze-prevention   Drop temperature and park extruders outside a full skirt for automatic wiping
                        (default: no)
    --standby-temperature-delta
                        Temperature difference to be applied when an extruder is not active and
                        --ooze-prevention is enabled (default: -5)

For more information about command line usage see the relevant manual page.

Multi-material

Features

✔ DONE Render SVG

  • State “✔ DONE” from [2022-09-02 sex 22:14]
Currently SVG files are being rendered directly. However, we use custom SVG files.
  • Thus, we need to parse the file and render each layer separately.

✔ DONE Parse SVG file

src

QGraphicsSvgItem provides a way of rendering SVG files onto QGraphicsView. QGraphicsSvgItem can be created by passing the SVG file to be rendered to its constructor or by explicit setting a shared QSvgRenderer on it.

Note that setting QSvgRenderer on a QGraphicsSvgItem doesn’t make the item take ownership of the renderer, therefore if using setSharedRenderer() method one has to make sure that the lifetime of the QSvgRenderer object will be at least as long as that of the QGraphicsSvgItem.

QGraphicsSvgItem provides a way of rendering only parts of the SVG files via the setElementId. If setElementId() method is called, only the SVG element (and its children) with the passed id will be renderer. This provides a convenient way of selectively rendering large SVG files that contain a number of discrete elements. For example the following code renders only jokers from a SVG file containing a whole card deck:

  QSvgRenderer *renderer = new QSvgRenderer(QLatin1String("SvgCardDeck.svg"));
QGraphicsSvgItem *black = new QGraphicsSvgItem();
QGraphicsSvgItem *red   = new QGraphicsSvgItem();

black->setSharedRenderer(renderer);
black->setElementId(QLatin1String("black_joker"));

red->setSharedRenderer(renderer);
red->setElementId(QLatin1String("red_joker"));

Size of the item can be set via direct manipulation of the items transformation matrix.

By default the SVG rendering is cached using QGraphicsItem::DeviceCoordinateCache mode to speedup the display of items. Caching can be disabled by passing QGraphicsItem::NoCache to the QGraphicsItem::setCacheMode() method.

See also QSvgWidget, Qt SVG C++ Classes, QGraphicsItem, and QGraphicsView.

  • State “✔ DONE” from “☛ TODO” [2022-09-02 sex 22:14]
  • State “☛ TODO” from [2022-05-02 seg 15:49]

XML file example

Test

code: src

 QFile file("/home/zmpl/OneDrive-UM/Univ/PhD/Toolchain/PreManuf/Slic3r/3DMMLPBF-PreManuf/res/xml/books2.xml");

   file.open(QFile::ReadOnly|QFile::Text);
 
   QDomDocument dom;
   QString error;
   int line, column;

   if(!dom.setContent(&file, &error, &line, &column)) {
	qDebug() << "Error:" << error << "in line " << line << "column" << column;
	file.close();
	return;
   }
   file.close();


   /**< Layer counter */
   int layerCounter = 0;

   // print out the element names of all elements that are direct children
   // of the outermost element.
   QDomElement docElem = dom.documentElement();

   QDomNode n = docElem.firstChild();
   while (!n.isNull()) {
     QDomElement e = n.toElement(); // try to convert the node to an element.
     if (!e.isNull()) {
	  qDebug() << qPrintable(e.tagName()); // the node really is an element.
	  qDebug() << " " << qPrintable(e.text()); // the node really is an element.
	  layerCounter++;
     }
     n = n.nextSibling();
   }

Test xml

<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<catalog>
   <book id="bk101">
      <author>Gambardella, Matthew</author>
      <title>XML Developer's Guide</title>
      <genre>Computer</genre>
      <price>44.95</price>
      <publish_date>2000-10-01</publish_date>
      <description>An in-depth look at creating applications 
      with XML.</description>
   </book>
   <book id="bk102">
      <author>Ralls, Kim</author>
      <title>Midnight Rain</title>
      <genre>Fantasy</genre>
      <price>5.95</price>
      <publish_date>2000-12-16</publish_date>
      <description>A former architect battles corporate zombies, 
      an evil sorceress, and her own childhood to become queen 
      of the world.</description>
   </book>

output

book
  Gambardella, MatthewXML Developer's GuideComputer44.952000-10-01An in-depth look at creating
 applications                                                                                
      with XML.
book
  Ralls, KimMidnight RainFantasy5.952000-12-16A former architect battles corporate zombies, 
      an evil sorceress, and her own childhood to become queen 
      of the world.
      ....
"1/12"
Working example
  
bool MainWindow::parseXmlFile(const QString fname) {

  QDomDocument dom;
  QString error;
  int line, column;

  //QFile file("../res/xml/books2.xml");
  QFile file(fname);
  // QFile file(_outFname);

  file.open(QFile::ReadOnly | QFile::Text);

  /**< Set Document Object Model content */
  if (!dom.setContent(&file, &error, &line, &column)) {
    qDebug() << "Error:" << error << "in line " << line << "column" << column;
    file.close();
    return false; 
  }

  file.close();

  /**< Layer counter */
  int layerCounter = 0;

  // print out the element names of all elements that are direct children
  // of the outermost element.
  QDomElement docElem = dom.documentElement();

  QDomNode n = docElem.firstChild();
  while (!n.isNull()) {
    QDomElement e = n.toElement(); // try to convert the node to an element.
//    if (!e.isNull()) {
//      qDebug() << qPrintable(e.tagName());     // the node really is an element.
//      qDebug() << " " << qPrintable(e.text()); // the node really is an element.
//    }

    // Check if the child tag name is g (layer)
    if (e.tagName() == "g") {

      layerCounter++;
      // Read and display the component ID
      QString ID = e.attribute("id", "No ID");
      QString zStr = e.attribute("slic3r:z", "No z");
      QString matStr = e.attribute("slic3r:mat", "No mat");

      // Get the first child of the component
      //QDomElement Child = e.firstChild().toElement();

      double z = zStr.toDouble() * 1000;
      int mat = matStr.toInt();

      //// Read each child of the component node
      //while (!Child.isNull()) {
      //  // Read Z and Material
      //  if (Child.tagName() == "slic3r:z")
      //      z = Child.firstChild().toText().data().toDouble() * 1000; // micros
      //  if (Child.tagName() == "slic3r:mat")
      //    mat = Child.firstChild().toText().data().toInt();

      //  // Next child
      //  Child = Child.nextSibling().toElement();
      //}

      QStringList idParsed = ID.split('_');
      QStringList layerParsed = idParsed.at(0).split('L');
      // Display component data
      qDebug() << "ID: " << ID ;
      qDebug() << "   Layer = " << layerParsed.at(1).toInt() ;
      qDebug() << "   z  = " << z ;
      qDebug() << "   mat = " << mat ;
    }

    //// Next component
    //Component = Component.nextSibling().toElement();

    n = n.nextSibling();
  }

  /**< Update Layers Counter */
  //int layerCur = 1;
  //QString layerRange =
  //    QString::number(layerCur) + "/" + QString::number(layerCounter);
  //qDebug() << layerRange;
  //ui->svgLayersRange->setText(layerRange);

  // _________________
  // ::: Read data :::

  // Get the first child of the root (Markup COMPONENT is expected)
//  QDomElement Component = docElem.firstChild().toElement();
//
//  // Loop while there is a child
//  while (!Component.isNull()) {
//
//    // Check if the child tag name is g (layer)
//    if (Component.tagName() == "g") {
//
//      // Read and display the component ID
//      QString ID = Component.attribute("id", "No ID");
//
//      // Get the first child of the component
//      QDomElement Child = Component.firstChild().toElement();
//
//      QString Name;
//      double z;
//      int mat;
//
//      // Read each child of the component node
//      while (!Child.isNull()) {
//        // Read Z and Material
//        if (Child.tagName() == "slic3r:z")
//            z = Child.firstChild().toText().data().toDouble() * 1000; // micros
//        if (Child.tagName() == "slic3r:mat")
//          mat = Child.firstChild().toText().data().toInt();
//
//        // Next child
//        Child = Child.nextSibling().toElement();
//      }
//
//      QStringList idParsed = ID.split('_');
//      // Display component data
//      qDebug() << "Component " << ID ;
//      qDebug() << "   Layer = " << ID.at(0) ;
//      qDebug() << "   z  = " << z ;
//      qDebug() << "   mat = " << mat ;
//    }
//
//    // Next component
//    Component = Component.nextSibling().toElement();
//  }

  return true;
}

✔ DONE Render STL

  • State “✔ DONE” from [2022-05-02 seg 06:10]
    • STL can be rendered together with absolute coordinates and they can be manipulated on scene.
STL files must be rendered.
  • One needs to check if they can only rendered separately, or together with other files.
  • Additionally, check if they be rotated or moved in the canvas.
  #include <QGuiApplication>

#include <Qt3DCore/QEntity>
#include <Qt3DCore/QTransform>
#include <Qt3DCore/QAspectEngine>

#include <Qt3DRender/qrenderaspect.h>
#include <Qt3DRender/QCamera>
#include <Qt3DRender/QMaterial>

#include <Qt3DExtras/Qt3DWindow>
#include <Qt3DExtras/QTorusMesh>
#include <Qt3DExtras/QOrbitCameraController>
#include <Qt3DExtras/QPhongMaterial>

Qt3DCore::QEntity* createTestScene()
{
    Qt3DCore::QEntity* root = new Qt3DCore::QEntity;
    Qt3DCore::QEntity* torus = new Qt3DCore::QEntity(root);

    Qt3DExtras::QTorusMesh* mesh = new Qt3DExtras::QTorusMesh;
    mesh->setRadius(5);
    mesh->setMinorRadius(1);
    mesh->setRings(100);
    mesh->setSlices(20);

    Qt3DCore::QTransform* transform = new Qt3DCore::QTransform;
//    transform->setScale3D(QVector3D(1.5, 1, 0.5));
    transform->setRotation(QQuaternion::fromAxisAndAngle(QVector3D(1,0,0), 45.f ));

    Qt3DRender::QMaterial* material = new Qt3DExtras::QPhongMaterial(root);

    torus->addComponent(mesh);
    torus->addComponent(transform);
    torus->addComponent(material);

    return root;
}

int main(int argc, char* argv[])
{
    QGuiApplication app(argc, argv);
    Qt3DExtras::Qt3DWindow view;
    Qt3DCore::QEntity* scene = createTestScene();

    // camera
    Qt3DRender::QCamera *camera = view.camera();
    camera->lens()->setPerspectiveProjection(45.0f, 16.0f/9.0f, 0.1f, 1000.0f);
    camera->setPosition(QVector3D(0, 0, 40.0f));
    camera->setViewCenter(QVector3D(0, 0, 0));

    // manipulator
    Qt3DExtras::QOrbitCameraController* manipulator = new Qt3DExtras::QOrbitCameraController(scene);
    manipulator->setLinearSpeed(50.f);
    manipulator->setLookSpeed(180.f);
    manipulator->setCamera(camera);
    
    view.setRootEntity(scene);
    view.show();

    return app.exec();
}
  QGuiApplication a(argc, argv);
QUrl data = QUrl::fromLocalFile("C:/Qt/Examples/objloader2/cadtrainingblock24asc.stl");

Qt3DExtras::Qt3DWindow view;

Qt3DCore::QEntity *rootEntity = new Qt3DCore::QEntity;
Qt3DCore::QEntity *flyingwedge = new Qt3DCore::QEntity(rootEntity);

Qt3DExtras::QPhongMaterial *material = new Qt3DExtras::QPhongMaterial();
material->setDiffuse(QColor(254, 254, 254));

Qt3DRender::QMesh *flyingwedgeMesh = new Qt3DRender::QMesh;
flyingwedgeMesh->setMeshName("FlyingWedge");
flyingwedgeMesh->setSource(data);
flyingwedge->addComponent(flyingwedgeMesh);
flyingwedge->addComponent(material);

Qt3DRender::QCamera *camera = view.camera();
camera->lens()->setPerspectiveProjection(40.0f, 16.0f/9.0f, 0.1f, 1000.0f);
camera->setPosition(QVector3D(0, 0, 40.0f));
camera->setViewCenter(QVector3D(0, 0, 0));

Qt3DCore::QEntity *lightEntity = new Qt3DCore::QEntity(rootEntity);
Qt3DRender::QPointLight *light = new Qt3DRender::QPointLight(lightEntity);
light->setColor("white");
light->setIntensity(0.8f);
lightEntity->addComponent(light);

Qt3DCore::QTransform *lightTransform = new Qt3DCore::QTransform(lightEntity);
lightTransform->setTranslation(QVector3D(60, 0, 40.0f));
lightEntity->addComponent(lightTransform);

Qt3DExtras::QOrbitCameraController *camController = new Qt3DExtras::QOrbitCameraController(rootEntity);
camController->setCamera(camera);

view.setRootEntity(rootEntity);
view.show();

return a.exec();
  Qt3DExtras::Qt3DWindow view;

Qt3DCore::QEntity *rootEntity = new Qt3DCore::QEntity;
Qt3DCore::QEntity *flyingwedge = new Qt3DCore::QEntity(rootEntity);

Qt3DExtras::QPhongMaterial *material = new Qt3DExtras::QPhongMaterial();
material->setDiffuse(QColor(200, 200, 200));

Qt3DRender::QMesh *stlObjectMesh = new Qt3DRender::QMesh;
stlObjectMesh->setMeshName("Onshape");
stlObjectMesh->setSource(data);
flyingwedge->addComponent(stlObjectMesh);
flyingwedge->addComponent(material);

Qt3DRender::QCamera *camera = view.camera();
camera->lens()->setPerspectiveProjection(1000.0f, 16.0f/9.0f, 0.1f, 1000.0f);
camera->setPosition(QVector3D(-500, -100, 40.0f));
camera->setViewCenter(QVector3D(0, 0, 0));

Qt3DCore::QEntity *lightEntity = new Qt3DCore::QEntity(rootEntity);
Qt3DRender::QPointLight *light = new Qt3DRender::QPointLight(lightEntity);
light->setColor("white");
light->setIntensity(0.8f);
lightEntity->addComponent(light);

Qt3DCore::QTransform *lightTransform = new Qt3DCore::QTransform(lightEntity);
lightTransform->setTranslation(QVector3D(60, 0, 40.0f));
lightEntity->addComponent(lightTransform);

Qt3DExtras::QOrbitCameraController *camController = new Qt3DExtras::QOrbitCameraController(rootEntity);

camController->setCamera(camera);
camController->setLinearSpeed( 5000.0f );
camController->setLookSpeed( 1000.0f );
view.setRootEntity(rootEntity);
view.show();

Several solids

src

private:
  Qt3DCore::QEntity *m_rootEntity;
  Qt3DExtras::QTorusMesh *m_torus;
  Qt3DCore::QEntity *m_coneEntity;
  Qt3DCore::QEntity *m_cylinderEntity;
  Qt3DCore::QEntity *m_torusEntity;
  Qt3DCore::QEntity *m_cuboidEntity;
  Qt3DCore::QEntity *m_planeEntity;
  Qt3DCore::QEntity *m_sphereEntity;
 // Torus shape data
//! [0]
m_torus = new Qt3DExtras::QTorusMesh();
m_torus->setRadius(1.0f);
m_torus->setMinorRadius(0.4f);
m_torus->setRings(100);
m_torus->setSlices(20);
//! [0]

// TorusMesh Transform
//! [1]
Qt3DCore::QTransform *torusTransform = new Qt3DCore::QTransform();
torusTransform->setScale(2.0f);
torusTransform->setRotation(QQuaternion::fromAxisAndAngle(QVector3D(0.0f, 1.0f, 0.0f), 25.0f));
torusTransform->setTranslation(QVector3D(5.0f, 4.0f, 0.0f));
//! [1]

//! [2]
Qt3DExtras::QPhongMaterial *torusMaterial = new Qt3DExtras::QPhongMaterial();
torusMaterial->setDiffuse(QColor(QRgb(0xbeb32b)));
//! [2]

// Torus
//! [3]
m_torusEntity = new Qt3DCore::QEntity(m_rootEntity);
m_torusEntity->addComponent(m_torus);
m_torusEntity->addComponent(torusMaterial);
m_torusEntity->addComponent(torusTransform);
//! [3]

// Cone shape data
Qt3DExtras::QConeMesh *cone = new Qt3DExtras::QConeMesh();
cone->setTopRadius(0.5);
cone->setBottomRadius(1);
cone->setLength(3);
cone->setRings(50);
cone->setSlices(20);

// ConeMesh Transform
Qt3DCore::QTransform *coneTransform = new Qt3DCore::QTransform();
coneTransform->setScale(1.5f);
coneTransform->setRotation(QQuaternion::fromAxisAndAngle(QVector3D(1.0f, 0.0f, 0.0f), 45.0f));
coneTransform->setTranslation(QVector3D(0.0f, 4.0f, -1.5));

Qt3DExtras::QPhongMaterial *coneMaterial = new Qt3DExtras::QPhongMaterial();
coneMaterial->setDiffuse(QColor(QRgb(0x928327)));

// Cone
m_coneEntity = new Qt3DCore::QEntity(m_rootEntity);
m_coneEntity->addComponent(cone);
m_coneEntity->addComponent(coneMaterial);
m_coneEntity->addComponent(coneTransform);

// Cylinder shape data
Qt3DExtras::QCylinderMesh *cylinder = new Qt3DExtras::QCylinderMesh();
cylinder->setRadius(1);
cylinder->setLength(3);
cylinder->setRings(100);
cylinder->setSlices(20);

// CylinderMesh Transform
Qt3DCore::QTransform *cylinderTransform = new Qt3DCore::QTransform();
cylinderTransform->setScale(1.5f);
cylinderTransform->setRotation(QQuaternion::fromAxisAndAngle(QVector3D(1.0f, 0.0f, 0.0f), 45.0f));
cylinderTransform->setTranslation(QVector3D(-5.0f, 4.0f, -1.5));

Qt3DExtras::QPhongMaterial *cylinderMaterial = new Qt3DExtras::QPhongMaterial();
cylinderMaterial->setDiffuse(QColor(QRgb(0x928327)));

// Cylinder
m_cylinderEntity = new Qt3DCore::QEntity(m_rootEntity);
m_cylinderEntity->addComponent(cylinder);
m_cylinderEntity->addComponent(cylinderMaterial);
m_cylinderEntity->addComponent(cylinderTransform);

// Cuboid shape data
Qt3DExtras::QCuboidMesh *cuboid = new Qt3DExtras::QCuboidMesh();

// CuboidMesh Transform
Qt3DCore::QTransform *cuboidTransform = new Qt3DCore::QTransform();
cuboidTransform->setScale(4.0f);
cuboidTransform->setTranslation(QVector3D(5.0f, -4.0f, 0.0f));

Qt3DExtras::QPhongMaterial *cuboidMaterial = new Qt3DExtras::QPhongMaterial();
cuboidMaterial->setDiffuse(QColor(QRgb(0x665423)));

//Cuboid
m_cuboidEntity = new Qt3DCore::QEntity(m_rootEntity);
m_cuboidEntity->addComponent(cuboid);
m_cuboidEntity->addComponent(cuboidMaterial);
m_cuboidEntity->addComponent(cuboidTransform);

// Plane shape data
Qt3DExtras::QPlaneMesh *planeMesh = new Qt3DExtras::QPlaneMesh();
planeMesh->setWidth(2);
planeMesh->setHeight(2);

// Plane mesh transform
Qt3DCore::QTransform *planeTransform = new Qt3DCore::QTransform();
planeTransform->setScale(1.3f);
planeTransform->setRotation(QQuaternion::fromAxisAndAngle(QVector3D(1.0f, 0.0f, 0.0f), 45.0f));
planeTransform->setTranslation(QVector3D(0.0f, -4.0f, 0.0f));

Qt3DExtras::QPhongMaterial *planeMaterial = new Qt3DExtras::QPhongMaterial();
planeMaterial->setDiffuse(QColor(QRgb(0xa69929)));

// Plane
m_planeEntity = new Qt3DCore::QEntity(m_rootEntity);
m_planeEntity->addComponent(planeMesh);
m_planeEntity->addComponent(planeMaterial);
m_planeEntity->addComponent(planeTransform);

// Sphere shape data
Qt3DExtras::QSphereMesh *sphereMesh = new Qt3DExtras::QSphereMesh();
sphereMesh->setRings(20);
sphereMesh->setSlices(20);
sphereMesh->setRadius(2);

// Sphere mesh transform
Qt3DCore::QTransform *sphereTransform = new Qt3DCore::QTransform();

sphereTransform->setScale(1.3f);
sphereTransform->setTranslation(QVector3D(-5.0f, -4.0f, 0.0f));

Qt3DExtras::QPhongMaterial *sphereMaterial = new Qt3DExtras::QPhongMaterial();
sphereMaterial->setDiffuse(QColor(QRgb(0xa69929)));

// Sphere
m_sphereEntity = new Qt3DCore::QEntity(m_rootEntity);
m_sphereEntity->addComponent(sphereMesh);
m_sphereEntity->addComponent(sphereMaterial);
m_sphereEntity->addComponent(sphereTransform); 

✔ DONE Fit to View

  • State “✔ DONE” from “☛ TODO” [2022-06-21 ter 22:56]
  • State “☛ TODO” from [2022-06-19 dom 22:02]

✔ DONE Add/Remove STL files

  • State “✔ DONE” from [2022-04-29 sex 17:36]
STL files can be added or removed from the canvas and the file list for slicing.

Independent toolpaths for each material

It is desirable to apply different toolpaths parameters for each model (material).

  • One needs to check if this is possible
  • And, if it’s possible how will the different configurations be used?
  • A viable solution is to parse the files separately, contingent of the same layer height, sort them by Z-value, and in the end, write the file.

Run

  • Slice and generate toolpaths using one of the following approaches
Approach 1: directly from command line
Approach 2: Using Slic3r

Custom toolpaths

It is also desirable to add custom toolpaths, adequate for LPBF.

✔ DONE Add bounding box according to the machine

  • State “✔ DONE” from [2022-08-22 seg 17:32]
The bounding box should be added to the STL scene, accordingly to the machine version selected.
  • The models can be added, independently of their dimensions
    • However, if any model exceeds the dimensions of the machine version selected, then it cant be processed
  • The bounding box should be added as a wireframe

✔ DONE Wireframe

  • State “✔ DONE” from “☛ TODO” [2022-08-22 seg 17:31]
    • Partially completed. Bounding box is black but visible
  • State “☛ TODO” from [2022-06-19 dom 22:05]
  • The bounding box should be added as a wireframe

✔ DONE Load SVG file to canvas using another pushbutton

  • State “✔ DONE” from [2022-10-08 sáb 23:28]
It may be useful to visualize custom svg files.

Configuration

✔ DONE Load config file

  • State “✔ DONE” from [2022-04-30 sáb 00:35]

✔ DONE Save config file

  • State “✔ DONE” from [2022-04-30 sáb 00:35]

Basic and Expert workflow

  • Basic: without config file (explicit), but defined parameters
  • Expert: full file
    # Basic
    # Bottom
    bottom_infill_pattern = rectilinear
    # Fill angle
    fill_angle = 45
    fill_density = 50%
    fill_gaps = 1
    fill_pattern = honeycomb
    # Infill
    infill_extrusion_width = 0.1
    infill_first = 0
    infill_only_where_needed = 0
    infill_overlap = 55%
    layer_height = 0.1
    # Top layer
    top_infill_extrusion_width = 0
    top_infill_pattern = rectilinear
        
✔ DONE Expert
  • State “✔ DONE” from “☛ TODO” [2022-05-02 seg 15:48]
☛ TODO Basic
  • State “☛ TODO” from [2022-05-02 seg 15:48]

✔ DONE Generic and Specific config

  • State “✔ DONE” from [2023-03-24 Fri 16:32]
The user has the option of selecting:
  • a generic config, by loading a config file
  • a specific config, which can be individually applied to each input model and overwrites the generic options

Run slicer

✔ DONE Run command

  • State “✔ DONE” from [2022-04-30 sáb 04:38]
Execute command at command line from Qt

✔ DONE Use Slic3r API

  • State “✔ DONE” from [2023-03-24 Fri 16:29]

UI

doc/sec/img/ui-outline.png

doc/sec/img/premanuf-ui-3D.png

doc/sec/img/premanuf-ui-config.png

doc/sec/img/premanuf-ui-manuf.png

doc/sec/img/premanuf-test-torusDisk-3D.png

doc/sec/img/premanuf-test-torusDisk-cfg-generic.png

doc/sec/img/premanuf-test-torusDisk-cfg-specific.png

doc/sec/img/premanuf-test-torusDisk-cfg-specific-dlg.png

doc/sec/img/premanuf-test-torusDisk-out-full.png

doc/sec/img/premanuf-test-torusDisk-out-layer5.png

doc/sec/img/premanuf-test-torusDisk-out-layer6.png

doc/sec/img/test-paths-gyroid.png

doc/sec/img/test-paths-cfg-specific.png

Flowcharts

@startuml
!$end_bracket = "<b> </b>"
'-----------------------
  note right
        <b>GIFGenerator</b>
  Thread to generate GIFs
  end note
'-----------------------
start
	(1)
	:pthread_mutex_lock( &gif_generate_mut )
	pthread_cond_wait( &gif_generate_cond, &gif_generate_mut )
	pthread_mutex_unlock( &gif_generate_mut );
			''
            note right
				check start 
				condition
			end note
			''
    repeat
		:start timer(&tim_on, duration_on);
			''
            note right
				Start ON timer
            end note
			''
		if(tim_on == elapsed?) then (Y)
			:fname = 'gif.gif'
			gif.save(fname,'w')
			pthread_mutex_lock( &gif_done_mut )
			pthread_cond_wait( &gif_done_cond, &gif_done_mut )
			pthread_mutex_unlock( &gif_done_mut );
            note left
				Save gif file
				and signal that
				GIF is done
            end note
			''
			(1)
			detach
		else (N)
		endif
		:pthread_mutex_lock (&cam_fifo_mutex)
		sem_wait (&cam_fifo_count)
		pop cam_frame from cam_fifo
		pthread_mutex_unlock (&cam_fifo_mutex);
			''
            note right
				get camera frame
            end note
			''
		repeat 
		:gif.push(cam_frame);
			''
            note right
				store image
				in GIF buffer
            end note
			''
		repeat while()
    repeat while(execution aborted?) is (N)
	->Y;
	stop
  
'-----------------------
@enduml

selectMachVersion

     @startuml
     !$end_bracket = "<b> </b>"
     '-----------------------
	note right
	      <b>selectMachVersion</b>
	callback for when user presses the selectMachVersion pushbutton
	end note
     '-----------------------
     start
     if( !_stlList.empty() ) then (Y)
     :s = _stlList.takeAt(0)
     s->~Stl()
     else (N)
   :Mach *m = getCurrentMach()
   s = new Stl(_stlScene)
   s->generateBB(m->dims(), m->coordsType())
   _stlList.push_front(s)
     endif

     stop

     '-----------------------
     @enduml

<<<<<<< HEAD <<<<<<< HEAD

✘ CANCELED

  • State “✘ CANCELED” from [2023-03-24 Fri 17:52]
Test github =======

Slic3r Lib

GUI

src: GUI/Preset.hpp

/// store to keep config options for this preset
Slic3r::Config config { Slic3r::Config() };

/// Alternative config store for a modified configuration.
Slic3r::Config dirty_config {Slic3r::Config()};

std::string file {""};

/// reach through to the appropriate material type
t_config_option_keys _group_class(); 

▭▭ IN-PROGRESS Slicer Laser

  • State “▭▭ IN-PROGRESS” from [2023-03-25 Sat 17:56]
The slicing and path generation are based on the Stereolithography (SLA) technology. This means
  1. First and last layer are not filled - only the contours show up doc/sec/img/test-3DPaths-layer1.png
  2. Intermediate layers only have filling - they lack perimeters doc/sec/img/test-3DPaths-layerMiddle.png

FIX: doc/sec/img/test-3DPaths-fix.png

Furthermore, because these are derived from 3D printing:

  1. Filling has bridges between edges - the trajectory is fully connected
    1. Config doc/sec/img/test-connectPaths-config.png
    2. Not connected doc/sec/img/test-connectPaths-notConn.png
    3. Connected doc/sec/img/test-connectPaths-Conn.png
  2. Filling has width (infill extrusion width) - this causes the laser paths to be doubled, because it uses the external perimeters of the infill
  3. Filling paths aims to minimize the travel distance of the extruder, while the laser paths may require a different manufacturing order: e.g., paths always starting from the leftmost intersection points and reaching the rightmost ones.

☛ TODO Slicer thread

  • State “☛ TODO” from [2023-03-25 Sat 17:56]
It is convenient to move the slicing and path generation logic to a different thread, since this is a highly intensive computational task.

Writing

Paths

  • Rectilinear: rectilinear, aligned rectilinear, grid, triangles, stars, cubic
  • Concentric
  • Planar: Archimedean chords, Hillbert Curve, Octagram Spiral
  • Honeycomb: honeycomb and 3D Honeycomb
  • Gyroid

    doc/sec/img/path-rectilinear.png

doc/sec/img/path-alignedRectilinear.png

doc/sec/img/path-grid.png

doc/sec/img/path-triangles.png

doc/sec/img/path-stars.png

doc/sec/img/path-cubic.png

doc/sec/img/path-honeycomb.png

doc/sec/img/path-honeycomb3D.png

doc/sec/img/path-concentric.png

doc/sec/img/path-gyroid.png

doc/sec/img/path-archimedeanChords.png

doc/sec/img/path-hilbertCurve.png

doc/sec/img/path-octagramSpiral.png

Input models

doc/sec/img/3cubes-cfg.png

doc/sec/img/3cubes-main.png

doc/sec/img/3cubes-mat1.png

doc/sec/img/3cubes-mat2.png

doc/sec/img/3cubes-mat3.png

doc/sec/img/cross-cube-main.png

doc/sec/img/cross-cube-cfg.png

doc/sec/img/cross-cube-mat1.png

doc/sec/img/cross-cube-mat2.png

Packages

 
 
 

Languages

  • C++ 64.5%
  • Perl 22.3%
  • C 10.7%
  • HTML 0.6%
  • Shell 0.6%
  • JavaScript 0.6%
  • Other 0.7%