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Updated Readme for current code status.

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1 parent 3530a66 commit aefcaa7f27e9d2e49f63fb5422ad24ffbbfac8a3 @revarbat committed Dec 31, 2011
Showing with 29 additions and 45 deletions.
  1. +29 −45 README.txt
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@@ -9,14 +9,14 @@ Description:
Mandoline is a command-line program that slices 3D files into toolpaths for
home-build thermoplastic-extrusion 3D printers like the RepRap or MakerBot.
It can currently parse 3D input files in the .STL binary or ASCII formats.
- Output will be in G-Code or .S3G formatted files. (Not yet implemented)
+ Output is in G-Code formatted files.
Compilation and Installation:
UNIX, Linux and OS X:
cd src
./configure
make
- make install
+ sudo make install
Windows:
At this point, there is not yet a GUI wrapper for Mandoline.
@@ -31,57 +31,41 @@ Compilation and Installation:
Calibration:
Mandoline comes with reasonable starting defaults for slicing files for
- printing on a MakerBot CupcakeCNC with a Mk5 extruder. Machines vary a
+ printing on a MakerBot Thingomatic with a Mk7 extruder. Machines vary a
lot, though, so you'll need to calibrate for your machine.
-Usage:
-Mandoline is a lightning-fast command-line program that slices 3D files into toolpaths for home-build thermoplastic-extrusion 3D printers like the RepRap or MakerBot. It can currently parse 3D input files in .STL binary or ASCII formats. Output will be in G-Code or .S3G formatted files. (Not yet implemented)
-
-At the moment it doesn't yet output toolpaths of any sort, so it's far less than useful. It's an alpha state progress demo, really.
+Debugging:
+You can dump SVG files for each layer, for debugging purposes. What is implemented is the basic carve and interior infill. And that's buggy. It won't do cooling or comb or filament retraction yet.
-You can dump SVG files for each layer, for debugging purposes. What is implemented is the basic carve and interior infill. And that's buggy. It won't do multiple shells and insets and rafts and comb yet.
-
-What is implemented, though, is extremely fast. I mean OMGWTFBBQ fast. Don't take my word for it. Download the code and compile it, and slice a complex STL file with it. If comparing it to another slicer, compare the Carve and Infill times.
+What is implemented, though, is pretty fast. Don't take my word for it. Download the code and compile it, and slice a complex STL file with it. If comparing it to another slicer, compare the Carve, Inset, Infill and Raft times.
Usage:
-mandoline [OPTIONS] FILE.stl
-Options include:
+ mandoline [OPTIONS] FILE
+ mandoline -m MATERIAL [OPTIONS] FILE
- -i FLOAT Infill density. From 0.0 to 1.0.
- -l FLOAT Layer thickness. (mm)
- -f FLOAT Filament diameter. (mm)
- -F FLOAT Filament feedrate. (mm/sec)
- -r FLOAT Width/Thickness ratio.
- -p INT Number of perimeter shells. (Not implemented yet)
- -s FLOAT Scale model by factor.
- -r FLOAT Rotate by X degrees around Z axis.
- -t INT Number of Threads in threadpool.
- -d STRING For every layer, saves an SVG file with the given prefix.
+Options include:
+ -m STRING Extruded material. (default ABS)
+ -f FLOAT Filament diameter. (default 3.0 mm)
+ -F FLOAT Filament feedrate. (default 0.689 mm/s)
+ -i FLOAT Infill density. (default 0.20)
+ -l FLOAT Slicing layer thickness. (default 0.36 mm)
+ -p INT Number of perimeter shell layers. (default 2)
+ -r INT Number of Raft layers. (default 2)
+ -w FLOAT Extrusion width over thickness ratio. (default 1.75)
+ -c DON'T center model on platform before slicing.
+ -S FLOAT Scale model. (default 1x)
+ -R FLOAT Rotate model about Z. (default 0 deg)
+ -d PREFIX Dump layers to SVG files with names like PREFIX-12.34.svg.
+ -t INT Number of threads to slice with. (default 8)
TODO:
-From Revar on 2010-12-30:
-Things that are implemented:
- Multithreading. Uses a thread pool with configurable thread count.
- Simple geometry code.
- CompoundRegion constructive boolean geometry.
- STL reading. (ASCII and binary)
- Carving. Slices the STL into CompoundRegions.
- Interior Infill. Generates rectangular infill paths of appropriate density.
- SVG Dumping. Generates an SVG file per layer to show what is going on.
-
-Things to do:
-Come up with a good calibration scheme.
- Debug the CompoundRegion constructive boolean geometry code.
- Raft/Raftless.
- Inset. Write the Inset code to inset CompoundRegions, so we can make shells.
- Support. I want to have it handle multiple tool heads, or same-material support structures.
- Bridging/Surface Infill. Look ahead and behind to determine what areas need 100% infill.
- PathFinder. (with Comb) Join and optimize the isolated paths into contiguous tool paths.
- Export. I'd like it to generate either GCode or .s3g files.
-
-When the Inset code is done, and the CompoundRegion union/difference/intersection code is debugged, most of the rest of the to-do list becomes simpler. Inset obviously needs inset code. Surface Infill/Bridging uses the boolean geometry code to figure out what needs surfacing.
-
-I've been concentrating on the geometry library and the infill code so far. If someone wants to take on the Comb, PathFinder and Export subsystems, that'd be awesome.
+ Come up with a good calibration scheme.
+ Optimize the Inset code for speed.
+ Support. I want to have it handle multiple tool heads, or same-material support structures.
+ PathFinder. (with Comb) Join and optimize the isolated paths into contiguous tool paths.
+ Implement .s3g file Export option.
+
+

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