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..

21 Commits

Author SHA1 Message Date
ExPikaPaka
2db770b672 Displace the painted patch border and add post-process smoothing 2026-07-29 08:44:16 +02:00
ExPikaPaka
2a46197322 Rewrite adaptive subdivision to refine worst-first against a triangle budget 2026-07-28 11:42:40 +02:00
ExPikaPaka
15fd3fc97c Add adaptive subdivision 2026-07-24 09:03:06 +02:00
ExPikaPaka
00f778e863 Merge branch 'feature/texture_displacement' of https://github.com/OrcaSlicer/OrcaSlicer into feature/texture_displacement 2026-07-21 14:24:39 +02:00
ExPikaPaka
dc1e8b6dc3 Rename reserved GLSL word on AMD GPU 2026-07-21 14:07:51 +02:00
SoftFever
753054974b Merge branch 'main' into feature/texture_displacement 2026-07-21 19:50:35 +08:00
ExPikaPaka
eacc236ccb Fix typo again 2026-07-21 12:53:00 +02:00
ExPikaPaka
345369e005 Fix typo after cleanup 2026-07-21 11:28:51 +02:00
ExPikaPaka
18c5d31fb2 Merge branch 'feature/texture_displacement' of https://github.com/OrcaSlicer/OrcaSlicer into feature/texture_displacement 2026-07-21 10:12:16 +02:00
ExPikaPaka
61d2d4355a Cleanup 2026-07-21 10:12:09 +02:00
ExPikaPaka
ab023f3f6d Add texture projection frame overlay, fix remeshing and subdivision 2026-07-21 09:44:25 +02:00
Ian Bassi
b073aa4d23 Merge branch 'main' into feature/texture_displacement 2026-07-17 09:07:31 -03:00
ExPikaPaka
8247514ae2 Fix cmake config 2026-07-17 09:04:39 +02:00
ExPikaPaka
00f55639d3 Add new icons 2026-07-16 08:52:15 +02:00
ExPikaPaka
68d754d946 Add texture displacement documentation 2026-07-16 08:43:35 +02:00
ExPikaPaka
dc5a48bdfd Add texture displacement toolbar icon and textures 2026-07-16 08:43:27 +02:00
ExPikaPaka
05083bb6ab Add texture displacement gizmo and UV editor 2026-07-16 08:43:21 +02:00
ExPikaPaka
a393b21642 Add texture displacement bump and UV-check shaders 2026-07-16 08:43:08 +02:00
ExPikaPaka
a7c8dcc58d Add texture displacement baking, LSCM unwrap and remesh core 2026-07-16 08:42:55 +02:00
ExPikaPaka
3514249197 Removed files that were accidently added 2026-07-09 08:40:37 +02:00
ExPikaPaka
7f2598d0d6 POC 2026-07-08 08:50:47 +02:00
376 changed files with 50835 additions and 75740 deletions

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@@ -17,7 +17,7 @@ cmake --build . --config %build_type% --target ALL_BUILD -- -m
## Testing
Catch2 framework. Tests in `tests/`; see [tests/AGENTS.md](tests/AGENTS.md) for where a new test belongs and the conventions to follow.
Catch2 framework. Tests in `tests/` directory.
```bash
cd build && ctest --output-on-failure # all tests
@@ -30,7 +30,6 @@ ctest --test-dir ./tests/fff_print
- C++17, selective C++20. PascalCase classes, snake_case functions/variables
- `#pragma once` for headers. Smart pointers and RAII preferred
- Parallelization via TBB — be mindful of shared state
- Always use `SetSizerAndFit(sizer)` instead of `SetSizer(sizer)` on top level window. Unless `SetSizer` must be called before the full layout is built, call `sizer->SetSizeHints(window)` afterwards in this case.
## Key Entry Points
@@ -60,31 +59,7 @@ ctest --test-dir ./tests/fff_print
## Localization & translations
Catalogs live in `localization/i18n/<lang>/OrcaSlicer_<lang>.po`; the template is `OrcaSlicer.pot`.
See the [Localization guide](https://github.com/OrcaSlicer/OrcaSlicer_WIKI/blob/main/guides/localization_guide.md) for the human-facing version of these principles.
### Terminology
- Use the [Localization glossary](https://github.com/OrcaSlicer/OrcaSlicer_WIKI/blob/main/guides/localization_glossary.md) as the source of truth for recurring terms, so the same English term is always rendered the same way within a language, and terms that must stay in English (brand/product names, acronyms, materials, file formats, G-code tokens, macros/variables/identifiers) are not translated.
- If a term's established translation changes, update both the affected `.po` files and the glossary (`localization_glossary.tsv`, then regenerate) so they stay in sync.
- Translate the *meaning*, not the words. Check what the string actually controls before translating it — English reuses one word for different things. `Flow ratio` (multiplier), `Flow Rate` (throughput) and `Flow Dynamics` (pressure compensation) are three different terms; `extruder` may mean the toolhead, the feeder motor, or the nozzle depending on the string.
- Reuse one template per recurring message shape (`Failed to connect to …`, `Are you sure you want to …?`), even where the English wording varies.
### Editing rules
- Only edit `msgstr`**never** change `msgid`, and never "fix" wrong English in the translation alone. Report the source string instead.
- Preserve exactly: placeholders (`%s`, `%d`, `%1%`, `%zu`, `%%`), every `\n` (count *and* position, including leading/trailing), leading/trailing spaces, HTML tags, `℃`, and the file's encoding and line endings.
- **Never reorder positional arguments** in a `c-format` string. If the msgid is `%d` then `%s`, that order must hold — swapping them breaks at runtime.
- `msgctxt` separates homonyms — always read it. `Back`/`Camera View` is the rear view of the 3D navigator, while `Back`/`Navigation` is the go-back button; `Top` exists in the *Alignment*, *Layers* and *Camera View* senses.
- When a string needs disambiguating, add context in the source (`_L_CONTEXT`/`_u8L_CONTEXT`), don't work around it in the translation.
- A literal `%` inside a string xgettext flagged `possible-c-format` will fail `msgfmt`. Fix it with a `// xgettext:no-c-format, no-boost-format` comment above the string in the source — do not mangle the translation or use `%%` in text that is never passed through printf.
- Plural entries: read `nplurals` from the catalog's `Plural-Forms` header (it is **not** always 2 — ja/ko/zh/th/vi use 1, ru/cs/pl/lt use 3, uk uses 4). Each form must be genuinely inflected for its quantity; repeating one sentence across all forms is a bug in Slavic/Baltic languages, though it is correct for Turkish and Hungarian.
- An entry whose `msgstr` equals its `msgid` is untranslated even though it is not empty; a plural entry with any empty form is likewise incomplete.
- Mark machine-produced translations with an `# AI Translated` translator comment. Don't add it to a human translation you didn't actually rewrite.
- Don't reflow or re-wrap unrelated entries — keep the diff limited to the strings you changed.
### Verifying
- `scripts/run_gettext.bat --full` (Windows) regenerates the template, merges every catalog and compiles the `.mo` files. It must exit 0.
- Or check a single catalog with `msgfmt --check-format -o <out>.mo localization/i18n/<lang>/OrcaSlicer_<lang>.po`.
- Fuzzy entries are not shown to users. If you correct one, clear its `fuzzy` flag, otherwise the fix never ships.
- Translation catalogs live in `localization/i18n/<lang>/OrcaSlicer_<lang>.po`.
- When creating or reviewing translations, use the [Localization glossary](https://github.com/OrcaSlicer/OrcaSlicer_WIKI/blob/main/guides/localization_glossary.md) as the source of truth for recurring terms, so the same English term is always rendered the same way within a language and terms that must stay in English (brand/product names, acronyms, file formats, G-code, macros/variables) are not translated.
- If a term's established translation changes, update both the affected `.po` files and the glossary so they stay in sync.
- Only edit `msgstr` (never `msgid`); keep placeholders (`%s`, `%1%`, `\n`), context (`msgctxt`), and file encoding/line endings intact.

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@@ -80,12 +80,8 @@ endif()
if (DEFINED BBL_RELEASE_TO_PUBLIC)
add_compile_definitions("BBL_RELEASE_TO_PUBLIC=${BBL_RELEASE_TO_PUBLIC}")
if (BBL_RELEASE_TO_PUBLIC)
add_compile_definitions(WXINSPECTOR_DISABLE)
endif ()
else ()
add_compile_definitions("BBL_RELEASE_TO_PUBLIC=$<CONFIG:Release>")
add_compile_definitions("$<$<CONFIG:Release>:WXINSPECTOR_DISABLE>")
endif ()
find_package(Git)
@@ -839,7 +835,7 @@ endif ()
set(L10N_DIR "${SLIC3R_RESOURCES_DIR}/i18n")
set(BBL_L18N_DIR "${CMAKE_CURRENT_SOURCE_DIR}/localization/i18n")
add_custom_target(gettext_make_pot
COMMAND xgettext --keyword=L --keyword=_L --keyword=_u8L --keyword=L_CONTEXT:1,2c --keyword=_L_CONTEXT:1,2c --keyword=_u8L_CONTEXT:1,2c --keyword=_L_PLURAL:1,2 --add-comments=TRN --from-code=UTF-8 --no-location --debug --boost
COMMAND xgettext --keyword=L --keyword=_L --keyword=_u8L --keyword=L_CONTEXT:1,2c --keyword=_CTX:1,2c --keyword=_CTX_utf8:1,2c --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}/OrcaSlicer.pot"
COMMAND hintsToPot ${SLIC3R_RESOURCES_DIR} ${BBL_L18N_DIR}
@@ -857,6 +853,7 @@ foreach(po_file ${BBL_L10N_PO_FILES})
add_custom_command(
TARGET gettext_merge_po_with_pot PRE_BUILD
COMMAND msgmerge -N -o ${po_file} ${po_file} "${BBL_L18N_DIR}/OrcaSlicer.pot"
DEPENDS ${po_file}
)
endforeach()
add_custom_target(gettext_po_to_mo
@@ -872,6 +869,7 @@ foreach(po_file ${BBL_L10N_PO_FILES})
TARGET gettext_po_to_mo PRE_BUILD
COMMAND msgfmt ARGS --check-format -o ${mo_file} ${po_file}
#COMMAND msgfmt ARGS --check-compatibility -o ${mo_file} ${po_file}
DEPENDS ${po_file}
)
endforeach()

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@@ -10,6 +10,7 @@
OrcaSlicer: an open source Next-Gen Slicing Software for Precision 3D Prints.
Optimize your prints with ultra-fast slicing, intelligent support generation, and seamless printer compatibility—engineered for perfection.
<h3>
# Official links and community
@@ -89,22 +90,11 @@ Visit our GitHub Releases page for the latest stable version of OrcaSlicer, reco
🌙 **[Download the Latest Nightly Build](https://github.com/OrcaSlicer/OrcaSlicer/releases/tag/nightly-builds)**
Explore the latest developments in OrcaSlicer with our nightly builds. Feedback on these versions is highly appreciated.
### Belt Printer Builds
The [nightly release](https://github.com/OrcaSlicer/OrcaSlicer/releases/tag/nightly-builds) ships **two parallel builds**: the standard build and a belt-printer build. Both are attached to the same release — tell them apart by the filename suffix:
- **Standard** — no suffix (e.g. `OrcaSlicer_Windows_Installer_x64_nightly.exe`)
- **Belt** — `_belt` suffix (e.g. `OrcaSlicer_Windows_Installer_x64_nightly_belt.exe`)
The `_belt` builds add **experimental support for belt / conveyor (infinite-Z) printers**, where the model is sliced against a tilted belt surface instead of a flat horizontal bed. They include ready-to-use belt printer profiles, the full belt slicing pipeline (mesh rotation and G-code transforms), belt-aware support generation, and a tilted-bed preview.
> ⚠️ Belt printer support is under active development and is **not yet merged into `main`** — it currently ships only in these parallel `_belt` builds, produced from the [`belt-printer`](https://github.com/OrcaSlicer/OrcaSlicer/tree/belt-printer) branch. See tracking PR [#14394](https://github.com/OrcaSlicer/OrcaSlicer/pull/14394) and the original documentation in [#12998](https://github.com/OrcaSlicer/OrcaSlicer/pull/12998).
# How to install
## Windows
Download the **Windows Installer exe** for your preferred version from the [releases page](https://github.com/OrcaSlicer/OrcaSlicer/releases). Both `x64` and `arm64` installers are published — pick the one matching your CPU.
Download the **Windows Installer exe** for your preferred version from the [releases page](https://github.com/OrcaSlicer/OrcaSlicer/releases).
- *For convenience there is also a portable build available.*
<details>
@@ -119,11 +109,7 @@ Download the **Windows Installer exe** for your preferred version from the [rele
- This file may already be available on your computer if you've installed visual studio. Check the following location: `%VCINSTALLDIR%Redist\MSVC\v142`
</details>
### Microsoft Store
Install from the [Microsoft Store](https://apps.microsoft.com/detail/9mv6gl23xm59) when you prefer a Store-signed package (helps on Windows 11 Smart App Control).
### Windows Package Manager
Windows Package Manager
```shell
winget install --id=SoftFever.OrcaSlicer -e
@@ -131,7 +117,7 @@ winget install --id=SoftFever.OrcaSlicer -e
## Mac
1. Download the universal DMG, which runs on both Apple Silicon and Intel Macs.
1. Download the DMG for your computer: `arm64` version for Apple Silicon and `x86_64` for Intel CPU.
2. Drag OrcaSlicer.app to Application folder.
3. *If you want to run a build from a PR, you also need to follow the instructions below:*
@@ -156,14 +142,6 @@ winget install --id=SoftFever.OrcaSlicer -e
![mac_security_setting](./SoftFever_doc/mac_security_setting.png)
</details>
### Homebrew Cask
```shell
brew install --cask orcaslicer
```
The [Homebrew cask](https://formulae.brew.sh/cask/orcaslicer) installs the official macOS DMG from [GitHub Releases](https://github.com/OrcaSlicer/OrcaSlicer/releases).
## Linux
### Flathub (Recommended)
@@ -212,8 +190,8 @@ resolution: 0.1
# Supports
**OrcaSlicer** is an open-source project, and we're deeply grateful to all our sponsors and backers.
Their generous support helps fund filaments and other essential 3D printing materials for the project.
**OrcaSlicer** is an open-source project and I'm deeply grateful to all my sponsors and backers.
Their generous support enables me to purchase filaments and other essential 3D printing materials for the project.
Thank you! :)
## Sponsors
@@ -237,7 +215,7 @@ Thank you! :)
**Ko-fi supporters** ☕: [Backers list](https://github.com/user-attachments/files/16147016/Supporters_638561417699952499.csv)
## Support the project
## Support me
<a href="https://github.com/sponsors/SoftFever"><img src="https://img.shields.io/badge/GitHub%20Sponsors-30363D?style=flat&logo=GitHub-Sponsors&logoColor=EA4AAA" height="50"></a>
<a href="https://ko-fi.com/G2G5IP3CP"><img src="https://img.shields.io/badge/Support_me_on_Ko--fi-FF5E5B?style=flat&logo=ko-fi&logoColor=white" height="50"></a>

551
TEXTURE_DISPLACEMENT.md Normal file
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@@ -0,0 +1,551 @@
# Texture Displacement - Technical Notes
Branch: `feature/texture_displacement`. This document is a knowledge dump of the whole feature as
it stands: architecture, file map, algorithms, known bugs found and fixed (with root causes worth
remembering), and what's still deferred. Written so a fresh session (or a fresh pair of eyes) can
pick this up without re-deriving everything from scratch.
## What it does
A paint-style gizmo (`GLGizmoTextureDisplacement`) that lets you:
- Paint one or more "layers" onto a model's surface, each a height-map texture with its own
depth/tiling/rotation/offset/invert/tile-mode/projection-mode/blend-mode.
- Pick a texture from a shipped library (`resources/textures/displacement/`) or import your own
(saved into `<data_dir>/textures/displacement/`, kept separate so app updates can't clobber it).
- Combine overlapping layers with image-editor-style blend modes (Add/Subtract/Multiply/Divide).
- Preview the true displaced result live, before baking (background job, not on the UI thread).
- Optionally preview via a fast GPU bump-map shader instead (no real geometry movement, just
shading) for a lighter-weight alternative.
- Bake into real mesh geometry on demand, restricted to the painted area only.
- Subdivide a low-poly model first so there are enough vertices to show fine detail.
- Unwrap a painted patch with a real CGAL LSCM parameterization and view it in a dedicated,
dockable 2D "UV Editor" pane.
## Architecture
### Data model (per `ModelVolume`)
Each of up to `TEXTURE_DISPLACEMENT_MAX_LAYERS` (8) layers gets its **own independent
`FacetsAnnotation`** paint mask - the exact same `TriangleSelector`/`FacetsAnnotation` machinery
every other paint gizmo (FdmSupports, Seam, MMU, FuzzySkin) already uses, just one full instance
per layer slot instead of one per volume. This is what makes "layered/blended" painting work for
free: the same triangle can be `ENFORCER` in layer 2's mask and layer 5's mask simultaneously, and
at bake/preview time each layer displaces the surface left by the previous one (image-editor-layer
semantics).
### Bake algorithm (`libslic3r/TextureDisplacement.cpp`)
`build_texture_displacement(base_mesh, layers, facets_data, options)` is **accumulate-then-displace,
and topology-preserving**: the returned mesh has exactly the input's vertices and triangles, in the
same order - only the positions of displaced vertices differ.
1. `its_compactify_vertices()` on a copy of the input. In practice a no-op (it only drops
*unreferenced* vertices, and preserves the order and indices of the rest). It is there to
guarantee the index alignment step 3 depends on.
2. Area-weighted vertex normals of the **undisplaced** mesh, computed once. Every layer both
projects and displaces along these, so a vertex covered by several layers moves along one single
well-defined direction. Where the paint does *not* cover every triangle around a vertex, the normal
is recomputed from the painted triangles alone (the union over all layers, so it stays one direction
per vertex). On the rim of a fully painted top face the whole-mesh normal is the 45 degrees bisector
it shares with the side wall, and displacing along that flares the rim outwards instead of raising
it. Interior vertices are unaffected - all their triangles are painted, so the two coincide. Paint
coverage per original triangle comes straight off `TriangleSplittingData::triangles_to_split`.
3. For each layer in slot order: deserialize its stored paint mask into a `TriangleSelector` against
the **base mesh** (never against a previous layer's output), then
`selector.get_facets_strict(ENFORCER)` → the painted patch. Two facts are exploited:
- `get_facets_strict()` returns the mesh's **entire** referenced vertex array regardless of which
state was asked for - only `.indices` is filtered by state. So `get_facets_strict(ENFORCER)`
and `get_facets_strict(NONE)` share identical vertex indexing, which is what lets boundary
detection be a plain index check instead of a position-hash lookup.
- The selector's vertex array *starts with* the mesh's own vertices (extra ones created where a
brush stroke split a triangle are appended after them), and `get_facets_strict()` emits the
referenced ones in order. Combined with step 1, **selector vertex index `i` is our vertex `i`**.
Split vertices live past the end of our array and are simply skipped - they sit on the paint
boundary anyway (splitting only happens at partial coverage), so they would be pinned regardless.
4. A vertex used by at least one **unpainted** triangle is a border vertex. Whether it moves is
`TextureDisplacementOptions::displace_border`, and it **does by default**. The original design
pinned it, justified as stopping the patch tearing away from the surrounding surface - which stopped
being true the moment the bake became topology-preserving. There is no seam to tear: a border vertex
is *one* vertex shared by both regions, and moving it simply tilts the unpainted triangles that use
it. What pinning actually does is clamp the outermost ring of relief to zero, so on a fully painted
face the pattern collapses into a ring of steep ramps right at the edge - the reported "it doesn't
extrude at the border" artifact. Pinning is kept as an option for the case where the relief must not
spill past the paint at all. Either way the border still drives the `edge_smoothing` falloff.
5. Per interior vertex: sample the height texture (`sample_layer_height()`, see Projection methods)
and fold `height * depth_mm * (invert ? -1 : 1)` into that vertex's running total via the layer's
`TextureBlendMode` (see Blend modes). A `visited` set makes each layer fold in exactly **once**
per vertex, no matter how many of the patch's triangles share it - otherwise a Multiply/Subtract
layer would apply two or three times over depending on local triangle fan-out.
6. Finally, move each touched vertex along its (step 2) normal by its accumulated total.
7. Optionally (`TextureDisplacementOptions::smooth_*`) relax the result - see Post-process smoothing.
### Post-process smoothing
`smooth_mesh_vertices(mesh, movable, strength, iterations)` - plain Laplacian relaxation, run after all
layers have been folded in, restricted to the vertices flagged in `movable`. Each pass moves a movable
vertex a `strength` fraction of the way to the average of its one-ring, read from a **snapshot** of the
previous pass so the result does not depend on vertex order (a Gauss-Seidel sweep would smooth several
times as hard at the end of the array as at the start). Neighbours come from a CSR-style adjacency built
once per call.
Its job is to round off the hard steps a bitmap height map leaves behind, which is a different knob from
`TextureDisplacementLayer::smoothing` - that blurs the *height map* before it is ever sampled, this
relaxes the *geometry* afterwards. Topology-preserving, like the bake.
Two ways in, sharing one set of settings on the volume:
- The **"Smooth result"** checkbox + "Smoothing (%)" / "Passes" ride along with Preview and Bake.
`movable` is exactly the set of vertices the displacement moved, so the untouched part of the model
keeps its exact geometry and the ring just outside the displaced set anchors the relaxation (the
relief cannot creep outward).
- **"Smooth baked mesh now"** (`GLGizmoTextureDisplacement::smooth_model()`) applies the same settings to
the volume's *committed* geometry, for relief that is already baked in. `movable` there is the painted
triangles' vertices. Because smoothing never touches the triangle list, this is the one geometry
operation in the gizmo that keeps **every** paint channel verbatim - it saves and restores the eight
texture-displacement masks around `set_mesh()` rather than remapping or dropping them.
**"Ignore outer ring"** (`smooth_skip_border`, **on by default**) drops the patch's own outermost ring of
vertices from `movable`. That ring's neighbours *outside* the paint never move, so relaxing it drags the
rim of the relief back down toward the flat surface and the pattern comes out half-melted exactly where
it meets the edge - crisp everywhere else, which is what makes it look like a bug rather than a setting.
Held out, the border keeps the full depth the texture asked for and only the interior relaxes. Turning it
off softens the outer edge deliberately (a blunter version of the per-layer edge-smoothing falloff).
Note this is the *smoothing* rim, a separate question from whether that rim is displaced at all
(`displace_border`, step 4 above) - the two are independent and both default to "keep the border sharp".
### Blend modes
`TextureBlendMode` {Add, Subtract, Multiply, Divide}, per layer, applied per vertex against the
total accumulated by the layers **below** it (lower slots). The quantity blended is a signed
displacement in **mm**, not a pixel value.
Add/Subtract are self-explanatory. Multiply/Divide are *scaling* operations and so need a unit
convention: they treat the layer's own value as a **factor relative to 1 mm**. That makes `depth_mm`
a gain, and - the property that makes a Multiply layer usable as a mask - a layer with depth 1 mm
sampling a white (1.0) texel multiplies by exactly 1, i.e. leaves the layers below unchanged.
Divide floors its divisor's magnitude at 0.05 - a black texel samples to *exactly* zero, so the
divisor really does hit zero in ordinary use, and an unbounded `1/0` would fling vertices thousands
of mm away and poison the mesh's bounding box (and every plate/print-volume check downstream). The
floor doubles as a cap on how far Divide can amplify the relief beneath it: at most 20×.
The **lowest painted layer ignores its blend mode**: it has nothing beneath it, and Multiply/Divide
against an implicit zero base would annihilate (or blow up) it. Enforced in `build_texture_
displacement()` (the first layer to reach a given vertex always folds in additively) and surfaced in
the UI, which labels that layer "Base layer" instead of offering a control that silently does nothing.
### Projection methods
Four choices per layer (`TextureProjectionMethod`), all funneling through `apply_uv_transform()`
(scale by `1/tiling_scale`, rotate by `rotation_deg`, add `offset`). They are dispatched by
`sample_layer_height()`, which returns a **height**, not a UV - because Triplanar takes three
texture samples per vertex and so has no single UV that represents it.
- **Triplanar** (default) - samples the texture on all three world planes (`(y,z)`, `(x,z)`, `(x,y)`)
and blends the three by the vertex's own normal raised to `TRIPLANAR_BLEND_SHARPNESS` (4).
This is the fix for a real, user-reported bug. The previous version *hard-picked* the single axis
most aligned with the normal, which is discontinuous wherever that dominant axis flips: on a +X
face the planar coordinate is `(y, z)`, on a Y face it is `(x, z)`, so at the shared edge `u`
jumps from `y_edge` to `x_edge`. On a box centred near the origin those two happen to **agree** at
the (+,+) and (,) corners and **differ by the full corner width** at the (+,) and (,+) corners
- which is exactly the "two bad corners, two good ones" symmetry that was observed. A weighted
blend is continuous across the transition by construction, since the weight of the axis being left
behind falls smoothly to zero. (Note this removes the hard *seam*; some cross-fade blurring in the
band right at a 90° edge is inherent to triplanar mapping. A genuinely seam-free wrap around a box
needs a real unwrap - that is what the LSCM mode is for.)
- **Cylindrical** - wraps around an axis through the patch centroid, axis auto-picked as the world
axis *least* aligned with the average normal (perpendicular to the outward radial normal, as a
cylinder's own axis would be). `u = angle * local_radius` (arc length in mm), `v = distance along
axis`. Approximation, not an exact fit for arbitrary geometry.
- **Spherical** - longitude/latitude around the centroid, scaled by local radius. Same caveat.
- **LSCM** - real UV unwrap via `MeshBoolean::cgal::parameterize_lscm()` (CGAL's
`Surface_mesh_parameterization` package, LSCM algorithm). Computed **once per patch** (not
per-vertex like the others - it's a single global least-squares solve), then each vertex looks up
its precomputed UV. Requires the patch to be a single topological disk (one connected component,
one boundary loop) - `compute_lscm_uvs()` returns empty and the layer silently falls back to
Triplanar if not (e.g. multiple disconnected painted islands, or a fully closed patch).
CGAL's parameterizer needs a mesh with no isolated/unreferenced vertices, but `get_facets_strict()`
returns the *whole* mesh's vertex array - so there's a compaction step
(`compact_patch_with_map()`) that builds a clean sub-mesh + an index map back to the original
(uncompacted) vertex numbering, purely local to this file.
- **ViewProjected** ("From view") - a flat projection along a fixed direction captured from the 3D
camera, like a slide projector. `capture_view_projection()` takes the camera's right/up axes,
transforms them into the volume's *local* frame (so the projection rides along if the part is later
moved), and stores them as `TextureDisplacementLayer::view_project_right/up` (unit vectors, so the
projected coordinate stays in mm and `tiling_scale` keeps meaning mm). `sample_layer_height()`
projects `Vec2f(dot(pos, right), dot(pos, up))`. Single-valued per point, so - like LSCM but unlike
blended Triplanar - the fast preview and UV-check overlay precompute it per vertex
(`compute_layer_vertex_uvs()`) and drive the shader's `use_vertex_uv` path. Faces angled away from
the projector smear; that is inherent to view projection, not a bug.
Two companions to this mode:
- **Projection frame overlay** (`TextureProjectorFrame`, see below) - a semi-transparent window
dragged over the 3D view whose border becomes the projection's edge. Applying it stores an exact
**projective** map in `view_project_matrix`, which supersedes the affine `right`/`up` axes above
for that layer (`view_project_projective`).
- **"Project only on visible"** (`select_visible_faces()`) - repaints the layer with exactly the
facets the camera can see, so the projected area matches the viewpoint the projector was captured
from. Two tests: a facing test (normal vs. view direction, per triangle - under perspective the
view direction varies across the model, so it is taken from the eye to each centroid), then
`MeshRaycaster::get_unobscured_idxs()` on the survivors to drop facets hidden behind other
geometry, so a concave part's far inner wall is correctly excluded. One ray query per front-facing
facet, hence click-driven (on the checkbox and on each "Capture current view"), never per frame.
It **replaces** the layer's paint rather than adding to it - "project onto what I can see" would
otherwise accumulate every angle the user had ever looked from.
### Manual seams and island cutting
`TextureDisplacementLayer::lscm_seam_edges` - undirected mesh-vertex-index edge pairs the unwrap is
forced to cut along, on top of the dihedral-angle seams. `segment_into_charts()` takes a set of these
(translated from mesh → compacted-patch numbering inside `compute_patch_unwrap()`) and refuses to
union two triangles across a marked edge whatever their angle. Both the unwrap cache key and the
gizmo's `UVEditorState` include the seam list, so marking a seam (which leaves the paint mask
untouched) still forces a re-solve. Like the paint masks, seams are mesh-index-space and so dropped on
any topology change.
Two ways to write to it:
- **Mark seam (manual, #9)** - a "Mark seams" click mode (`m_seam_edit_mode`) that suppresses
painting. A click raycasts the volume (`m_c->raycaster()->raycasters()[idx]->unproject_on_mesh()`,
`idx` = the volume's slot among model-part volumes), finds the facet's edge nearest the hit point,
and toggles it. Marked edges render as a red overlay (`render_seam_overlay()`), pulled toward the
camera so they read on top. This is the Blender mark-seam workflow.
- **Cut island (auto, #17)** - `cut_island()` takes the selected chart's triangles (back-mapped from
the unwrap via `source_vertex`), finds their 3D bounding box, and marks every edge that straddles
the mid-plane perpendicular to the longest axis. The re-unwrap then splits the chart across its
narrow waist - the "islands might be very long" case. Exposed as the UV pane's **Cut** button.
### UV-check overlays (checker / distortion)
`resources/shaders/{110,140}/texture_displacement_uvcheck.{vs,fs}`, one shader with a `mode` uniform,
drawn over the painted patch (`rebuild_uvcheck_mesh()`/`render_uvcheck_mesh()`, P3N3T2: `normal.x` =
distortion, `tex_coord` = uv), pulled forward with a polygon offset. **Checker** (#13) samples a
procedural checkerboard at the layer's uv (per-vertex for LSCM/ViewProjected, in-shader triplanar
otherwise) - squares that stay square mean low distortion. **Distortion** (#14) colours each triangle
blue→green→red by `log2(uv_area / surface_area)` centred on the patch's *median* stretch (so a
globally-scaled unwrap reads as uniformly ideal and only relative stretch shows), averaged to
vertices. A separate **Show mesh wireframe** toggle (#8) draws the whole volume's triangle edges,
rebuilt only when the vertex count changes (not per stroke).
### Tiling
`DecodedHeightTexture::sample(uv, tile_enabled, tile_method)`. Two tile methods when enabled
(Repeat, MirroredRepeat). **When `tile_enabled` is false, sampling outside `[0,1)` returns `0`
directly** - clamping the *coordinate* into range (what an earlier version did) instead smears the
border row/column of pixels outward to infinity in every direction, which is a real bug that was
reported and fixed (visually: streaky lines radiating out from the painted patch).
### Subdivision — two modes
**Uniform (`subdivide_mesh_uniform()`)** — whole-mesh, 1-to-4 split. Recursive edge-midpoint split with
a shared per-pass midpoint cache (keyed by sorted vertex-index pair) so triangles sharing an edge get
the *same* new vertex - capped at `max_iterations` (default 6). Whole-mesh so it never leaves a
T-junction, at the cost of densifying everywhere. Wired as a "Subdivide steps" slider (**05**, 0 =
no subdivision), Apply snaps back to 0. Drops texture-displacement paint (no remap) via the standard
`save_painting()`/`set_mesh()`/`restore_painting()` dance; the other four channels are remapped.
**Adaptive (`subdivide_mesh_adaptive()`)** — refine **only the painted area**, by **Rivara longest-edge
bisection**. This is the algorithm that was "scoped out" originally for fear of the T-junction/crack
problem; it is safe because it is *conformal by construction*. Only **terminal** edges are ever bisected
- an edge that is the longest edge of *every* triangle sharing it - which splits both those triangles
along one shared midpoint at once, so a hanging node is never created. The edge to split for a triangle
that wants refining is found by **longest-edge propagation (LEPP)**: walk to the longest edge of
ever-longer-edged neighbours until a terminal one is reached, and bisect that. Edge length strictly
increases along the path (ties broken by mesh-vertex key, which both sides of an edge compute
identically), so the walk cannot cycle, and Rivara's result is that repeating it refines the original
triangle in a bounded number of bisections. The transition triangles it pulls in just outside the
painted patch are the graded band that makes the size change conformal.
The win: a small decal on a big model no longer quadruples the *whole* model's triangle count.
**Run to completion, worst-first, against a triangle budget.** The refinement loop is not a fixed number
of sweeps: it holds every triangle that is over its criteria in a max-heap keyed by *how many times over*
it is, pops the worst, walks its LEPP, bisects, and re-scores. Edge adjacency (`nb[e]`, the triangle
across each edge) is built **once** and maintained incrementally through each bisection, so the cost
scales with the refined region rather than with the whole model. `max_triangles` is the only bound;
stopping on it leaves a perfectly valid, still-conformal mesh that spent its budget on the largest errors.
This shape replaced a first version that ran a fixed 12 sweeps, each rebuilding a whole-mesh edge map and
bisecting one terminal edge per active triangle. Two failure modes came out of that, and they are worth
remembering because they look like separate bugs and are not: the sweeps were consumed grading the
*coarse surroundings* (whose edges are the longest, so they win every terminal-edge contest), which both
**stopped refinement of the painted patch far short** of the requested detail and left the band outside
it looking wildly over-refined relative to the patch itself.
**It carries the paint forward**, which is what makes it usable (uniform/remesh both drop paint). Because
the refinement is *driven by* the paint, the remap is trivial: `subdivide_mesh_adaptive()` fills an
`out_source[new_tri] = input_tri` map (children inherit their parent), and the gizmo rebuilds each
layer's mask on the new mesh - a new triangle is painted iff its source was fully painted in that
layer. `collect_paint_region()` derives both:
- the union refine-region: **exactly** the original triangles the brush touched, read straight off
`TriangleSplittingData::triangles_to_split` (`serialize()` records an entry per original triangle that
is either split - i.e. partially painted, the patch boundary - or carries a non-default state). No
dilation. An earlier version marked every triangle sharing a *vertex* with the patch, which drags in a
whole fan of huge unpainted neighbours and then refines *those* down to the resolution floor, since the
height field the detail test samples is not restricted to the painted area. The conformal closure
already grades the size change outward on its own; it does not need help.
- the per-layer fully-painted-triangle sets (a `get_facets_strict(ENFORCER)` sub-triangle with all three
*original* vertex indices == a whole, fully-painted original triangle; a partial stroke's sub-triangles
always carry a split vertex).
The other four channels still ride the normal `restore_painting()` remap. Covered by a conformality unit
test (`every_edge_used_twice` on a partially-refined cube - an exact crack detector for a closed mesh),
plus tests that the target edge length is actually *reached* and that the budget caps the result without
opening a crack.
Both share the gizmo's Preview/Apply/Done flow; the **"Only painted area (adaptive)"** checkbox picks
the mode, and the adaptive preview follows the paint live (`rebuild_preview()` refreshes the wireframe
while the subdivide preview is open in adaptive mode). The panel shows the previewed triangle count.
**Feature-adaptive (follow texture detail).** A sub-mode of adaptive (the **"Follow texture detail"**
checkbox) that puts triangles where the *displaced surface actually bends*, not evenly. The insight:
a flat region or a linear **ramp** needs no extra vertices (linear interpolation is exact for a ramp);
what needs them is **curvature** - the *second* derivative, not the gradient. So the extra predicate is a
**chord-error** test: sample the combined displacement at the triangle's three edge midpoints *and its
centroid* (sampling the interior is what catches a bump sitting inside a triangle, the blind spot of an
edge-only test) and take the largest departure from the flat triangle's barycentric interpolation. Refine
while that exceeds `chord_tolerance_mm` ("Detail (mm)"). Zero chord error on a ramp ⇒ untouched; high on
a bump/ridge/noise ⇒ refined until captured. Same conformal machinery, so still crack-free. The
per-triangle error is cached and recomputed only for the children of a split.
Four knobs bracket it, and all four matter:
- **"Max edge (mm)"** (`target_edge_length_mm`) is a **baseline that applies in feature mode too**.
Without it the chord test aliases: a big triangle over a fine pattern can sample four points that all
land at similar heights, report no error, and stall before refinement ever starts. The baseline
guarantees a sampling density fine enough for the curvature test to see the texture at all.
- **"Detail (mm)"** is the chord tolerance above.
- **"Min edge (mm)"** is a hard floor under both, and is what guarantees termination across a sharp
texture *step*, where the error never falls however fine the mesh gets.
- **"Added triangles (k)"** is the budget, passed as `max_triangles` (the model's own triangle count plus
the slider, so the control still means something on an already-dense model).
The height field is `make_combined_displacement_sampler()` - it mirrors `build_texture_displacement()`'s
per-layer setup (decode, patch centroid, cylinder axis, blend order, "lowest layer folds additively")
but evaluated per point. Two deliberate simplifications, both erring toward *more* detail (safe -
over-refinement is never a crack): every sampleable layer is sampled at every point (no per-point paint
test), and edge-smoothing falloff is ignored. Note the first one is *why* the refine region must not be
dilated - outside the paint the sampler still reports full relief. **LSCM layers are skipped** (no
per-point UV); a purely LSCM stack yields a null sampler and the code falls back to the length baseline
alone. Per-vertex heights are sampled lazily, so a small patch on a huge model never pays for the rest of
it. Covered by unit tests: a Gaussian bump refines densely at its center and leaves flat corners coarse,
a linear ramp produces *zero* extra triangles (the case a gradient criterion would over-refine), and a
flat field still honours the max-edge baseline.
### Fast bump preview (GPU-only, no CPU meshing)
`resources/shaders/{110,140}/texture_displacement_bump.{vs,fs}`, registered as
`"texture_displacement_bump"`. Perturbs the *shading* normal from the height texture's local
gradient instead of moving geometry - active-layer-only, toggled via a "Fast preview (normal map)"
checkbox. Vertex format is `GLModel::Geometry::EVertexLayout::P3N3T2`: `normal.x` carries the
per-vertex paint weight (0/1) and `tex_coord` carries a precomputed texture UV, so it can use
`GLModel` normally instead of needing a hand-rolled VBO/VAO manager. Weight buffer is
rebuilt at the same cadence as the true-displacement preview (stroke-end/slider-release), using the
**live** `TriangleSelector` state (not the flushed model facets), so it doesn't lag by a full model
round-trip.
The perturbed normal is the analytic one for a height field `H = ±depth_mm · h(uv)` displaced along
`N` over any orthonormal surface tangent pair `T`/`B`:
N' = normalize(N (dH/da)·T (dH/db)·B), a = dot(p,T), b = dot(p,B)
The two slopes have to be genuine **mm-per-mm** derivatives for the preview's apparent depth to
match the bake's - see bug #13.
**Two projection paths (`use_vertex_uv` uniform):**
- **Triplanar (`use_vertex_uv = 0`)** - `uv` and the `T`/`B` axes are both derived in-shader from
the dominant normal component, mirroring `project_planar()`/`apply_uv_transform()`, and the slope is
formed analytically. `T`/`B` are the projection's axis-aligned pair, exact only when the face is
axis-aligned; the shader drops the along-normal component to keep the gradient in the surface. Here
one `uv` unit is exactly `tiling_scale` mm, so the `1/tiling_scale` gradient factor is right.
- **Precomputed UV (`use_vertex_uv = 1`, used for LSCM)** - `uv` comes per-vertex from the CPU
(`compute_lscm_uvs(patch, layer)`, so island placement + tiling/rotation/offset are already folded
in), and the perturbed normal is built with **Mikkelsen's method** ("Bump Mapping Unparametrized
Surfaces on the GPU"): the surface gradient taken directly from the screen-space derivatives of the
*sampled height* and position. **This makes no uv→mm scale assumption**, which is essential -
the first cut used the same global `1/tiling_scale` factor as triplanar and the depth came out
visibly wrong, because an LSCM map is **conformal, not isometric**: it is globally area-scaled but
the *local* mm-per-uv varies across the chart. `dFdx(h)` captures the true on-screen rate of change
however the chart is stretched. **This path is also what makes the fast preview follow the UV
editor: move an island and its uv - hence its bump - moves with it** (the bump mesh rebuilds on
drag-end, since `on_island_edited(finished)``rebuild_preview()``rebuild_bump_preview_mesh()`).
The branch is uniform (`use_vertex_uv` is a uniform) and the paint weight gates by multiply, so the
texture derivatives stay well defined. A triangle straddling a seam has a discontinuous uv → the
`det≈0` guard skips it (a localised preview-only artifact, never in the bake).
Remaining deliberate approximation: the GPU sampler's wrap mode stands in for
`tile_enabled`/`tile_method`, so with tiling *off* the GPU repeats where the CPU returns 0 outside
`[0,1)`.
### On-canvas "Adjust Texture" gizmo
A per-active-layer toggle ("Adjust placement (drag on model)") that disables painting and shows a
flat pan panel (free 2D drag on both axes) plus two arrows along the patch's own U/V axes
(constrained single-axis drag). Anchored to the painted patch's centroid/average-normal
(`compute_layer_paint_anchor()`). Hit-testing is screen-space distance/point-to-segment (not real
3D ray intersection against the handle geometry) - simple and good enough at this handle size.
### Projection frame overlay (ViewProjected)
`src/slic3r/GUI/TextureProjectorFrame.hpp/.cpp` - a semi-transparent, resizable `wxFrame` the user
drags **over the 3D view**, like a slide projector's gate. Whatever the model shows through it is what
the texture is projected onto, and the window's border becomes the hard edge of the displacement.
Press **Apply projection frame** and the gizmo reads the window's rectangle and commits it.
The window is deliberately **dumb**: it owns no placement state and reports nothing continuously. Its
position and size *are* the placement, read on demand at Apply - which is also when the expensive
visible-facet raycast runs. So dragging it is free and nothing recomputes until asked.
Plain 2D (`wxPaintDC`), not a `wxGLCanvas`: a second GL canvas would have to share the app's one real
`wxGLContext`, the cause of bugs #10 and #14 below. It only ever draws a bitmap and a border.
**The projective mapping (`apply_projection_frame()`)**. The frame defines a
**screen-space** rectangle, but the bake samples from a **local-space** position, so the two have to be
reconciled. `view_project_right/up` can only express an *affine* projection - exact under an
orthographic camera, but wrong under perspective, where the near end of a part projects larger than the
far end and no pair of axes reproduces that. So the layer instead stores a full projective map
(`view_project_matrix`, row-major 3×4, `uv = (row0·p̃/row2·p̃, row1·p̃/row2·p̃)`), built like this:
- `K = projection · view · (instance · volume)`, i.e. local → clip, the same product the renderer uses.
Note `Camera::get_projection_matrix()` is typed `Transform3d` (nominally affine) but its perspective
form explicitly writes a `(0, 0, 1, 0)` bottom row into the underlying 4×4, so `clip.w = z_eye` is
genuinely carried. The build therefore multiplies **`.matrix()` products** (plain `Matrix4d`), never
`Transform3d` products, which would not compose that row correctly.
- Window coordinates follow `igl::project`'s convention (as `CameraUtils::project` does), with y
measured downward. Writing `uv = (win rect_origin) / rect_size` makes u and v affine in
`ndc = clip.xyz / clip.w`; multiplying through by `clip.w` leaves a plain linear combination of `K`'s
rows, which is exactly the 3×4 matrix - the perspective divide survives intact.
- `w > 0` is checked rather than divided blindly. A point behind the projector has `w < 0` and divides
to a plausible-looking but **mirrored** uv - the classic way a projected decal reappears on the back
of a model. `project_uv_projective()` returns false there and the caller treats it as no height.
The map already includes placement, so `apply_uv_transform()` is **not** applied on top of it - the
window's own position and size are the placement, and the tiling/rotation/offset sliders would shove
the result off the frame the user just aligned. A "Clear" button drops back to the affine path where
those controls mean something again.
Apply also sets `tile_enabled = false`, so `DecodedHeightTexture::sample()` returns 0 outside `[0,1)`
and the border is a hard edge rather than the first seam of an endless repeat, and repaints the layer
via `select_visible_faces(&matrix)` - the frame's uv square clips the selection, which both matches the
paint to the border and keeps the ray queries proportional to the framed area instead of the model.
Owned by the gizmo and **destroyed** (not just hidden) in `on_shutdown()`. Closing it only hides it, so
reopening keeps it where it was left.
### UV Editor pane
`UVEditorCanvas` (`src/slic3r/GUI/UVEditorCanvas.hpp/.cpp`) - a standalone `wxGLCanvas` rendering the
flattened LSCM islands (per-island wireframe + outline + fill) over the height texture (background
quad tiled across the whole unwrap), with mouse pan/zoom. It is wrapped in a **`UVEditorPanel`**
(same file) that adds a button row (Frame / Snap / Average scale) and a status line
along the bottom naming the current gesture and the shortcuts in play. The *panel* is what is
registered as a `wxAuiPaneInfo` pane on `Plater`'s `m_aui_mgr`; `Plater::show_uv_editor(bool)`
shows/hides it (deferred via `CallAfter`, since the gizmo calls it mid-3D-frame), and
`get_uv_editor_canvas()` returns the inner canvas the gizmo talks to.
Deliberately **shares the app's one real `wxGLContext`** (`wxGetApp().init_glcontext(*this)`, the
same call `View3D`/`Preview`/`AssembleView` make) rather than creating an independent context like
`SkipPartCanvas` does elsewhere in this codebase - this is what lets it reuse the already-registered
`"flat"`/`"flat_texture"` shaders and `GLModel` as-is, instead of needing its own shader
compilation/VBO management.
**Geometry is uploaded once, in the unwrap's own (raw, mm) coordinates**, one `GLModel` set per
island; each island is then drawn through its own 2x3 affine (`island_transform_matrix()` composed
with the layer's tiling/rotation/offset) passed as the `flat` shader's `view_model_matrix`. A
drag updates one matrix per island and touches no vertex
buffer - `on_island_edited(!finished)` calls only `set_island_transforms()`, and the full
`set_islands()` rebuild happens solely when the unwrap itself changes (`unwrap_changed` in
`update_uv_editor()`).
**Gestures** (canvas-owned, reported to the gizmo as incremental deltas via `IslandEditFn`): left-drag
= move, right-drag or **R** = rotate (hold **Shift** to snap to 15° steps - quantised on the
*cumulative* rotation, not each delta, so it doesn't judder, and accumulated incrementally so it
survives crossing ±180°), **S** = scale (R/S modal, click/Enter to confirm, Esc to cancel), wheel =
zoom about the cursor, middle-drag = pan, **Home**/**F** = frame all. Scale writes
`TextureIsland::scale`; "Average scale" (`average_island_scales()`) sets every island to the mean, so
one island scaled by hand can be matched back to its neighbours' texel density. **Snap** (canvas-owned
`m_snap_enabled`, toggled from the toolbar) sticks a dragged island's nearest boundary vertex onto a
neighbouring island's at drag-*end* only - a magnet that re-applies mid-drag is very hard to pull out
of. Toolbar commands the canvas can't service itself (Average scale) are forwarded to the gizmo via
`CommandFn`; view-only ones (Frame, Snap) it handles directly.
## Known limitations / deferred work
- **No `.3mf` serialization** for texture-displacement paint data or texture assets. A background
agent attempted this in an earlier session, hit its own usage limit mid-edit, and left
`bbs_3mf.cpp` with an undefined forward-declared function; that partial edit was reverted rather
than shipped broken. Practical impact: **baked** geometry round-trips fine (it's just an ordinary
part of the mesh via the existing mesh serialization path) - what does *not* survive a project
save/reload is any *unbaked* paint stroke and texture layer definition.
- **No remap-across-topology-change** for texture-displacement paint (`ModelObject::split()`, mesh
boolean ops, Simplify, uniform subdivide, and remesh all drop it via `reset_extra_facets()`). The
other four paint channels (supported/seam/mmu/fuzzy) do get remapped in these cases. The lone
exception is **adaptive subdivide**, which carries texture-displacement paint forward itself via its
source map (see the Subdivision section) - a targeted remap that only works because the operation is
driven by the paint.
- **Cylindrical/Spherical axis/center are auto-picked heuristically**, not user-controllable - no
UI to override the auto-detected wrap axis if it picks the "wrong" one for an odd shape.
- **Fast preview covers the active layer only** — and is now the **default** view when the gizmo
opens (`m_use_bump_preview = true`): it is the instant, no-CPU-meshing preview, so it is the better
first impression while painting. The exact true-displacement view is one click away in the View row.
- **Displacement resolution is capped by the mesh's own vertex density.** Baking only ever *moves*
existing vertices (it never inserts any), so a coarse patch cannot show fine texture detail no
matter how high-resolution the height map is - that is what the subdivision controls are for
(uniform, adaptive, or feature-adaptive; see the Subdivision section). Since the rewrite the bake is
topology-preserving, so this is now a hard, explicit property rather than something partly papered
over by the old per-layer re-meshing.
## File map
**libslic3r (core, no GUI dependency):**
- `src/libslic3r/TextureDisplacement.hpp/.cpp` - data model, bake algorithm, projection methods,
tiling, subdivision (uniform + adaptive longest-edge bisection), post-process smoothing
(`smooth_mesh_vertices()`), and `TextureDisplacementOptions` (the whole-stack settings). See doc
comments throughout, they're kept accurate and up to date.
- `src/libslic3r/MeshBoolean.hpp/.cpp` - added `parameterize_lscm()` and `remesh_isotropic()`
in the `cgal` sub-namespace,
reusing the existing `CGALMesh`/`_EpicMesh`/conversion-helper infrastructure already there for
mesh boolean ops. New CGAL includes: `Polygon_mesh_processing/border.h`,
`Polygon_mesh_processing/connected_components.h`, `Surface_mesh_parameterization/{Error_code,
LSCM_parameterizer_3, parameterize}.h`. No new dependency - CGAL 5.6.3 is already vendored and
the `Surface_mesh_parameterization` package headers were already present, just unused before now.
- `src/libslic3r/Model.hpp/.cpp` - the 8 named `FacetsAnnotation` fields + accessor,
`texture_displacement_layers`, `texture_displacement_options`, and all the mirrored touch points
(see Data model above).
**GUI:**
- `src/slic3r/GUI/Gizmos/GLGizmoTextureDisplacement.hpp/.cpp` - the gizmo. Panel controls: dock/
undock toggle, brush/face/connected-area selection mode + "select whole model" button, per-layer
texture picker + depth/tiling/rotation/invert/tile-mode/projection-mode/blend-mode controls,
"Adjust placement" toggle (on-canvas gizmo), "Fast preview (normal map)" toggle, "Subdivide model"
button, Add layer/Erase all/Bake.
- `src/slic3r/GUI/TextureLibrary.hpp/.cpp` - scans the shipped + user texture folders, imports an
arbitrary image into the user folder (converting it to the 8-bit grayscale PNG libslic3r decodes),
and loads a library file's bytes for a layer. The image→grayscale-PNG conversion lives here, on the
GUI side, because libslic3r has no image toolkit; both the import path and the "pick a shipped
texture" path go through the same one function.
- `resources/textures/displacement/*.png` - the 10 shipped height maps (Bricks, Grid, Hexagons,
Knurl, Noise, Quilt, Studs, Waves, Weave, Wood Grain). All 512×512 8-bit grayscale and **seamless**
(each is periodic over the full image in both axes, so tiling shows no seam). Generated
procedurally; the whole `resources/` tree is installed recursively by CMake, so a new folder under
it ships with no build-system change.
- `src/slic3r/GUI/Jobs/TextureDisplacementBakeJob.hpp/.cpp` - background bake commit.
- `src/slic3r/GUI/Jobs/TextureDisplacementPreviewJob.hpp/.cpp` - background preview compute
(mirrors the bake job's shape but commits nothing to the Model).
- `src/slic3r/GUI/TextureProjectorFrame.hpp/.cpp` - the semi-transparent projection-frame overlay for
ViewProjected layers (plain 2D `wxPaintDC`, no GL context - see its section above).
- `src/slic3r/GUI/UVEditorCanvas.hpp/.cpp` - the 2D UV unwrap viewer widget.
- `src/slic3r/GUI/Plater.hpp/.cpp` - `uv_editor_canvas` member, AUI pane registration,
`get_uv_editor_canvas()`/`show_uv_editor()`.
- `src/slic3r/GUI/GLShadersManager.cpp` - registers `"texture_displacement_bump"`.
- `resources/shaders/{110,140}/texture_displacement_bump.{vs,fs}` - the bump-preview shader.
- `src/slic3r/GUI/Gizmos/GLGizmoPainterBase.hpp` - `PainterGizmoType::TEXTURE_DISPLACEMENT`.
- `src/slic3r/GUI/Gizmos/GLGizmosManager.hpp/.cpp` - `EType::TextureDisplacement` registration.
- `src/slic3r/GUI/ImGuiWrapper.cpp` - the light-mode checkmark-color fix
**Tests:** `tests/libslic3r/test_texture_displacement.cpp` - **run and passing** (7 cases, 116
assertions). Covers `decode_height_texture` round-trip, empty-layer no-op, full-cube uniform
displacement, boundary-vertex pinning on a hand-built fan mesh, and - added with the bake rewrite -
a regression test that a **second layer over the same area actually contributes**,
a table-driven check of all four blend modes, and that the lowest layer ignores its
blend mode. `BUILD_TESTS` is `OFF` in the checked-in build cache; flip it on to run them:
cmake -S . -B build -DBUILD_TESTS=ON
cmake --build build --config Release --target libslic3r_tests -- -m
./build/tests/libslic3r/Release/libslic3r_tests.exe "[TextureDisplacement]" --order rand

View File

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

View File

@@ -128,10 +128,6 @@ cmake_minimum_required(VERSION 3.13)
if(POLICY CMP0074)
cmake_policy(SET CMP0074 NEW)
endif()
# Re-set after cmake_minimum_required above cleared it; use BoostConfig, not the removed FindBoost.
if(POLICY CMP0167)
cmake_policy(SET CMP0167 NEW)
endif()
if(OpenVDB_FIND_QUIETLY)
set (_quiet "QUIET")

2
deps/CMakeLists.txt vendored
View File

@@ -423,7 +423,6 @@ endif ()
include(OCCT/OCCT.cmake)
include(OpenCV/OpenCV.cmake)
include(python3/python3.cmake)
include(wxInspector/wxInspector.cmake)
set(_dep_list
dep_Boost
@@ -447,7 +446,6 @@ set(_dep_list
${EXPAT_PKG}
dep_libnoise
dep_python3
dep_wxInspector
)
if (MSVC)

View File

@@ -52,14 +52,6 @@ ExternalProject_Add(dep_OpenSSL
CONFIGURE_COMMAND ${_conf_cmd} ${_cross_arch}
"--openssldir=${DESTDIR}"
"--prefix=${DESTDIR}"
# OpenSSL's linux-x86_64 target sets multilib=64, so it installs to
# <prefix>/lib64 while every other dep uses <prefix>/lib. CPython's
# --with-openssl only ever emits -L<dir>/lib, so it misses the bundled
# static libs and silently links the system OpenSSL instead -- which,
# against 1.1.1w headers, leaves _ssl.so with an undefined
# SSL_get_peer_certificate (removed in OpenSSL 3.x). Pin libdir so the
# prefix stays single-layout.
"--libdir=lib"
${_cross_comp_prefix_line}
no-shared
no-asm

View File

@@ -1,13 +0,0 @@
orcaslicer_add_cmake_project(
wxInspector
URL https://github.com/Noisyfox/wxInspector/archive/refs/tags/v1.0.0.zip
URL_HASH SHA256=0ba163956f2d468b19a91b96c5aba66ee9610843ea41dda628ea44cdafde7db7
DEPENDS ${WXWIDGETS_PKG}
CMAKE_ARGS
-DCMAKE_CXX_FLAGS="-DwxDEBUG_LEVEL=0"
-DCMAKE_POSITION_INDEPENDENT_CODE=ON
)
if (MSVC)
add_debug_dep(dep_wxInspector)
endif ()

View File

@@ -26,7 +26,6 @@ orcaslicer_add_cmake_project(
GIT_REPOSITORY "https://github.com/SoftFever/Orca-deps-wxWidgets"
GIT_TAG v3.3.2
GIT_SHALLOW ON
GIT_SUBMODULES 3rdparty/catch 3rdparty/pcre 3rdparty/libwebp
DEPENDS ${PNG_PKG} ${ZLIB_PKG} ${EXPAT_PKG} ${JPEG_PKG}
CMAKE_ARGS
-DwxBUILD_PRECOMP=ON

View File

@@ -1,72 +0,0 @@
# Printer agents
Printer agents let OrcaSlicer communicate with printers through a
standardized protocol. They translate between a printer's
native API and the application interfaces that the app already
uses.
This documentation explains the compatibility boundary, runtime ownership,
connection and status flow, command and feature behavior, built-in and plugin
agent implementations, and the testing evidence required for compatibility
claims.
## What printer agents do
A printer agent has two jobs:
1. Accept the app's existing commands and translate the ones its
printer supports.
2. Convert native printer status into correctly-shaped state that
`MachineObject` understands.
Currently, agents work at a compatibility boundary, i.e., making other vendors compatible with Bambu-shaped code, not a vendor-neutral one.
Some Bambu concepts remain part of the payload and command vocabulary.
End goal is to make the whole command and payload interfaces vendor-neutral.
## Vocabulary
Every chapter reuses these terms. The "Is not" column is the part that
causes confusion when it is left implicit.
| Term | Is | Selected by | Is not |
| --- | --- | --- | --- |
| Agent ID | Which printer agent implementation to use | `printer_agent` on the printer preset; empty is the legacy `bbl`-or-`orca` sentinel | Which printer |
| Printer agent | The live `IPrinterAgent` instance for that ID, created and cached once per ID by `NetworkAgentFactory` | Factory lookup on the agent ID | A connection, and not one object per printer |
| Device ID | One printer inside that implementation | Bind with Access Code for the Moonraker family, where the entered address becomes the ID; Bambu uses its own discovery identity | Which protocol |
| `MachineObject` | The Device tab's view of one selected printer | `DeviceManager::selected_machine`, which stores only an ID | Proof that a printer is reachable |
| Freshness | `is_connected()`, a test over the last-update time | Any reset of the update time, including one no status has followed | Proof that status arrived |
| Status-confirmed readiness | A push-status message has actually been parsed | The first real status message | The same thing as a successful `connect_printer()` |
Earlier drafts used "transport" for the printer agent instance. That term
is retired: the code selects an implementation, not a wire protocol.
## How to use this guide
- [Architecture](architecture.md) describes objects, ownership, lifetimes,
error handling, the feature gate, and compatibility contracts for printer
agents.
- [Connection and status](connection-and-status.md) describes how presets,
machines, access codes, status messages, and commands fit together at
runtime. Unlike Architecture, it follows the sequence of selecting an
agent, connecting, receiving status, and sending commands.
- [Printing](printing.md), [filament synchronization](filament.md), and
[camera support](camera.md) are separate chapters because they contain
per-feature detail rather than because they are universally special:
Printing has its send, preflight, recovery, and start contracts; Filament
covers acquisition, mapping selection, and print-time delivery; Camera
covers the distinct Bambu, Moonraker, and Snapmaker ownership models.
- [Built-in agents](agents.md) describes the Moonraker family and the Qidi,
Snapmaker variants.
- [Python plugin agents](plugin-agents.md) describes the plugin bridge and
lifecycle.
- [Testing and troubleshooting](testing.md) explains automated checks, manual
hardware work, known defects, and the evidence required for compatibility
claims.
- The [capability matrix](reference/capability-matrix.md) is the compact
feature reference. The [manual checklist](reference/manual-checklist.html)
is for a live-printer verification pass.
Treat source code as authoritative when it differs from this guide. In
particular, preserve the compatibility rules called out in each chapter:
they protect stored presets, existing profiles, and the Device tab's
assumptions.

View File

@@ -1,205 +0,0 @@
# Built-in printer agents
*Owns the per-vendor behavior of the built-in agents: what each subclass
changes and what it inherits unchanged. Defers the interface every agent
implements to [Architecture](architecture.md) and
[Python plugin agents](plugin-agents.md).*
This chapter covers the built-in Moonraker family: the general
`MoonrakerPrinterAgent` and the Qidi and Snapmaker variants. Creality
(`CrealityPrintAgent`) is also a member of this family and inherits the base
behavior, but has no section here; see the capability matrix for its
per-feature coverage. They share the same connection and status machinery.
Change the base class only when the behavior is valid for all of them.
Each subclass is thin. `MoonrakerPrinterAgent` holds the HTTP connection,
the WebSocket status subscription, the REST command worker, thumbnail
lookup, the chamber-light heuristic, and the upload-and-start path.
`QidiPrinterAgent` overrides filament discovery and adds multi-color box
mapping; `SnapmakerPrinterAgent` overrides filament discovery and camera
setup; `CrealityPrintAgent` overrides filament refresh. Each derives from
`MoonrakerPrinterAgent` and is `final`, which is why the guard rule below
must be type-based.
## Moonraker family
### Connection and commands
Moonraker-family agents use plain HTTP for the LAN connection. The connection
path deliberately ignores a TLS request because the supported printer stacks
serve Moonraker or a reverse proxy over HTTP. Restoring the caller's TLS
default can send a connection to an unavailable HTTPS endpoint.
Status is a Moonraker WebSocket subscription. Commands use REST. Command
translation happens immediately, but the resulting HTTP work runs through one
agent-owned FIFO worker. Each queued operation captures the current base URL
and API key before it is queued, so a later printer switch does not redirect
an earlier command. Keep this separation: network work on the UI path makes
controls feel stalled, and allowing a queued command to reread connection
state can send it to the wrong printer.
Pause, resume, and cancel use the dedicated Moonraker print endpoints. Do not
replace them with queued `PAUSE`, `RESUME`, or `CANCEL_PRINT` G-code. The
endpoints interrupt the print directly; a G-code command can wait behind the
active print or macro.
The request router accepts the Bambu-shaped JSON used by the native device
tab. Supply object-shaped namespaces such as `print` and `system`. A malformed
but parseable payload with a scalar where the router expects an object can
still fail before the unsupported-command fallback. The supported generic fan
status is the standard `fan` object, which represents the part fan only.
Ordinary part-fan control also works through the legacy `gcode_line` path,
which sends `M106` while `is_enable_np` is false. Auxiliary and chamber fans
are neither reported nor controlled.
Do not add `cfg`, `fun`, `aux`, and `stat` to the Moonraker status payload just
to make it look more complete. Together those fields set `is_enable_np` and
make the UI choose its structured fan and extruder commands instead. The
Moonraker agent does not translate those commands, so working controls become
unsupported no-ops. This is a UI-routing constraint, not a reason to expose
structured fan support.
### Status shown by the native device tab
The agent translates Moonraker status into the Bambu-shaped status payload the
existing Device tab understands. Some fields are necessarily synthetic:
- The virtual SD-card readiness bit and a basic software-version row make the
native UI consider the printer ready. Each pull payload also ensures
`m_push_count` and `m_full_msg_count` are at least one and refreshes
`last_push_time`. Together with the normal-storage state and a placeholder
module version, this satisfies the native `is_info_ready()` and printing
gates. These are compatibility scaffolding, not reports of physical storage
or OTA support.
- Current and total layers are emitted only when `print_stats.info` contains
numeric values. Moonraker may send `null`, and many profiles do not emit the
`SET_PRINT_STATS_INFO` data needed to populate them. Do not turn that gap
into a JSON conversion exception.
- Remaining time is estimated from elapsed print time and virtual-SD progress.
It is omitted below two percent progress because the early estimate is too
unstable. Do not derive an ETA by subtracting Moonraker duration counters:
both are elapsed counters, so their difference is overhead, not remaining
time.
- Temperature readings are available, but nozzle diameter and nozzle type are
not supplied in the status payload. The UI can therefore show an unknown
nozzle. Do not make print submission depend on those missing fields.
### Camera thumbnails and lights
For a running job, the agent asks Moonraker for thumbnails and chooses the
widest usable entry, rather than assuming the first entry is useful. It accepts
both thumbnail path spellings used by Moonraker versions, encodes each path
segment, and caches the result by filename. A failed transient lookup is tried
again only a bounded number of times; a clean response without a thumbnail is
cached as a negative result. The response shape handling is source-derived,
not hardware-verified.
> **Do not perform this HTTP lookup while holding `payload_mutex`.** The
> WebSocket thread builds the status payload under that mutex and the UI
> path also needs it, so a thumbnail timeout taken under the lock would
> stall status delivery or the UI. The lookup still blocks the WebSocket
> thread briefly, so move it to a worker if that becomes measurable.
Chamber-light control searches Moonraker objects for names that look like a
light or a standalone LED, then writes the first matching pin, LED, or macro.
The filter exists to avoid treating unrelated objects, such as a beeper, as a
lamp. It remains a heuristic. The incoming `led_node` is validated, but only
`chamber_light` is acted on; `chamber_light2` is deliberately ignored. A
printer with more than one lamp therefore has no reliable node-to-object map.
### Common maintenance limits
The same cache is reused for a selected agent ID, not per physical printer.
Qidi and Snapmaker inherit this behavior. A stateful feature added
to the base class must be reset carefully when a preset switches hosts.
> **Keep guards for this family type-based** - check whether an agent
> derives from `MoonrakerPrinterAgent` rather than comparing its ID to
> `moonraker`. An ID-based guard silently excludes Qidi, Snapmaker, and
> Creality, even though they share the base behavior.
The family has no generic implementation for firmware-specific AMS write
commands. Keep unsupported commands unsupported until the printer-side macro
or API is known. Reporting success for an untranslated command makes the
native UI claim that an action happened when it did not.
## Qidi
Qidi inherits the Moonraker connection, status, camera, and local-print path.
Its differences are Qidi filament discovery and the pre-print multi-color-box
mapping.
### Filament discovery
Discovery first reads the printer's device information to infer a Qidi series
identifier, then falls back to the configured Orca model if needed. Series
inference intentionally recognizes only a narrow set of known names. An
unknown model still produces usable generic filament data, but not a
series-specific preset identifier.
The agent reads a Qidi filament dictionary and the `save_variables` plus
slot-runout data. Failing to fetch the dictionary is non-fatal: slot discovery
continues with fallback material and colour values. Failing to fetch or parse
slot data is fatal to the refresh. A missing runout value means the agent
cannot prove filament is loaded, so it reports that slot as empty. This is an
ambiguity in the firmware data, not proof that the box is empty.
`save_variables.variables` must be an object. Qidi firmware can return `null`
there, and generic JSON value access can throw on a present null. The parser
rejects that shape without throwing. Preserve the null-slot tests whenever the
response parser changes.
### Multi-color mapping before a print
Before every Qidi print-start wrapper, the agent writes `enable_box` and, for
mapped tools, persistent `value_t<tool>` variables. These writes survive the
job. Invalid mapping JSON is checked only after `enable_box` has been written.
When the mapping is enabled, that failure can therefore leave `enable_box=1`.
There is no rollback for this or for a later per-tool write failure, so a
partial mapping can remain on the printer. An empty mapping is accepted when
the box is enabled. Single-colour jobs disable the box but leave old per-tool
assignments in place.
`enable_box` currently follows `task_use_ams`. That meaning has not been
verified against all Qidi firmware: if firmware treats it as "a box exists"
rather than "use the box for this job", this gate is wrong and needs hardware
evidence before it changes.
Only `start_local_print` reaches Moonraker's real upload-and-start path. The
other Qidi mapping wrappers currently return success stubs after applying the
mapping. Do not describe those wrappers as confirmed print paths.
Because the agent cache is keyed by agent type, a Qidi mapping can also become
stale when switching between Qidi printers. This is a generic Moonraker-family
state risk, made more consequential by Qidi's persistent firmware variables.
The configured `printer_type` can also be stale, so treat it as a fallback
hint rather than device truth.
## Snapmaker
Snapmaker uses the Moonraker base and overrides filament discovery and camera
setup. Neither path is hardware-verified in the current documentation set.
Filament information comes from parallel arrays in `print_task_config`.
`filament_exist` defines the number of slots; shorter type, subtype, colour,
vendor, or NFC arrays use safe fallback values. The agent first tries a visible
vendor, type, and colour preset, then a visible type match, and finally a
generic identifier when no preset bundle is available. An empty reported type
is changed to `PLA`, so an unknown occupied spool can look like confirmed PLA.
An unrecognized type can also reach the visible-preset fallback and be paired
with an unrelated visible preset. Treat the resulting preset as a suggestion,
not printer-ground truth.
Snapmaker U1 camera support starts the printer's monitor RPC, then serves the
still JPEG through a small local HTML page that reloads it after each load or
error. The wrapper is required because a direct still-image URL looks frozen.
The RPC is sent from a detached thread so the UI timer does not block on socket
I/O. That thread captures `this` directly, so agent destruction can race with
the camera command. Do not widen this pattern. Route future asynchronous work
through owned lifetime-managed work where possible.
## Source locations
- `src/slic3r/Utils/MoonrakerPrinterAgent.cpp`
- `src/slic3r/Utils/QidiPrinterAgent.cpp`
- `src/slic3r/Utils/SnapmakerPrinterAgent.cpp`

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# Architecture
*Owns the structural rules: what the objects are, who owns them, what an
agent must implement, and which behaviors are compatibility contracts.
Defers the runtime sequence - selecting, connecting, receiving status,
sending commands - to [Connection and status](connection-and-status.md).*
## The compatibility boundary
The Device tab was built around Bambu-style commands and status. A printer
agent is the translation boundary between that existing contract and a
vendor's native protocol:
```text
Device tab <-> MachineObject <-> NetworkAgent <-> IPrinterAgent
<-> vendor protocol
```
Note: end goal is to move beyond this and achieve a truly vendor-neutral translation layer.
The GUI builds commands and reads `MachineObject` state. An agent owns the
vendor request, response, connection, and status translation. Keep vendor
details on the agent side of this boundary.
Status translation is deliberately Bambu-shaped. Agents deliver payloads
through the callbacks used by the existing Bambu path, and
`MachineObject::parse_json()` interprets them. This preserves the Device
tab's established behavior, but it is not a vendor-neutral protocol.
Important (again): end goal is to move beyond this and achieve a truly vendor-neutral translation layer.
## Runtime objects and ownership
`NetworkAgent` is the facade used by the application. It holds one live
`IPrinterAgent` pointer, which is initially null and may return to null
when a selected ID is unavailable. Callers must handle the null case. An
absent agent is an inert state, not permission to fall back to another
printer agent. A fallback would connect to a different implementation than
the one selected by the preset, and could therefore send commands or status
work to the wrong printer.
`NetworkAgentFactory` registers built-in and plugin implementations by
agent ID. It creates and caches one implementation for each ID. The ID
selects a printer agent implementation, while a `MachineObject` selects one
printer by device ID. The resulting cardinality is one active agent to many
machines.
For example, suppose two Moonraker printers are on the LAN at
`192.168.1.20` and `192.168.1.21`. In the Device tab machine-select popup, the
user chooses **Bind with Access Code**; `PinCodePanel::on_mouse_left_up` opens
`InputIpAddressDialog`, and each entered address is bound as a separate
printer. Both presets store the same agent ID, `moonraker`, so
`NetworkAgentFactory::create_printer_agent_by_id` returns the same cached
`IPrinterAgent` pointer for both presets. Each printer nevertheless has its
own `MachineObject` and device ID. For the Moonraker family,
`MoonrakerPrinterAgent::bind_detect` calls `init_device_info` with the entered
address as both the device ID and address, so the two device IDs are the two
addresses.
That is what one active agent to many machines means. Per-printer state must
be keyed by device ID rather than held only on the agent instance, because one
agent object is shared by both printers. State stored only on that object
would be shared between two different machines and could route status or
commands to the wrong one. The same sharing explains why
`GUI_App::switch_printer_agent` compares device IDs even when the agent pointer
is unchanged: otherwise its unchanged-agent early return would skip
reselection when the user switches between these presets, leaving status and
filament work aimed at the previous printer.
> **Do not make an agent instance per printer just to hold device state.**
> Keep per-printer state keyed by device ID, because one agent object is
> shared by every printer of that type - state held on the instance would
> route status or commands to the wrong `MachineObject`.
> **Do not fall back to another printer agent when the live one is null.**
> An absent agent is an inert state. A fallback would connect to a
> different implementation than the preset selected.
## Commands and unsupported work
An agent must either translate a Device-tab command or return an explicit
error. `ORCA_NETWORK_ERR_CMD_NOT_SUPPORTED` means no translation exists.
`ORCA_NETWORK_ERR_CAP_NOT_AVAILABLE` means a translation exists but this
printer cannot use it. `MachineObject::publish_json()` turns either result
into the user-visible unsupported-command response.
Every Device-tab command must leave by one of these four exits. The fifth
path is the one to watch for in review:
```mermaid
flowchart TD
CMD["Device-tab command JSON"] --> PUSH{"pushing namespace?"}
PUSH -- yes --> OK1["Accept - the status stream already satisfies it"]
PUSH -- no --> TRANS{"Translation exists for this agent?"}
TRANS -- no --> E1["Return ORCA_NETWORK_ERR_CMD_NOT_SUPPORTED"]
TRANS -- yes --> CAP{"This printer can use it?"}
CAP -- no --> E2["Return ORCA_NETWORK_ERR_CAP_NOT_AVAILABLE"]
CAP -- yes --> OK2["Translate and send to the printer"]
TRANS -. FORBIDDEN .-> BAD["Return success without translating"]
E1 --> PUB["MachineObject::publish_json turns both errors<br/>into the unsupported-command response"]
E2 --> PUB
BAD --> LIE["UI reports an action that never happened"]
```
> **Do not return success for an unhandled command.** That makes an
> unsupported button look as though it worked and hides missing coverage
> from both users and maintainers.
The `pushing` command namespace is the exception. Its request means
"send status"; an active status stream already satisfies it. The Device
Manager sends these requests repeatedly as a keepalive, so rejecting them
would surface a warning repeatedly even though no action is missing.
## Feature gate
`use_printer_agents` enables printer-agent routing. With the gate off,
agent code must have no observable effect. Released profiles can already
contain `printer_agent` values, so activating an agent while the gate is
off would change existing user behavior merely by loading a profile.
Keep the gate at the routing call sites. Do not fold it into general Bambu
vendor checks: slicing and hardware decisions such as AMS, lidar, bed
types, and G-code flavor still describe printer capabilities, not the
selected printer agent.
## Backward compatibility
`printer_agent` remains a `coString`, even when the ID is currently
unregistered. A preset may refer to an optional plugin that is not
installed. The unknown string must load, remain unchanged, and round-trip
without making the preset dirty. The UI may show it as missing, but must
not rewrite it to a fallback ID.
Keep the feature gate's off-path behavior unchanged, preserve stored agent
IDs, and treat Bambu-shaped payloads as a compatibility contract.
The reason these three are grouped is that each looks like a local code
change and is not. Switching which printer agent handles a preset edits no
profile and no project file, so it reads in review as contained to the
agent layer. But a user's stored presets and `.3mf` projects already carry
`printer_agent` values and were saved against the Bambu-shaped payload. So
a change that is local in the code is not local in effect: it reaches
every previously saved file. That is why the gate must be inert when off,
an unknown ID must survive untouched, and the payload shape is treated as
a contract rather than an implementation detail.
## Threading rule
Agents may perform network work on their own threads, but all mutations of
Device Manager maps and `MachineObject` UI state must run on the UI thread.
Queue incoming status before it reaches `parse_json()` or any operation
that adds, removes, selects, or changes a device. This prevents races
between background network callbacks and UI reads. For example, when a status
callback arrives on an agent's network thread, queue it to the UI thread
before it reaches `MachineObject::parse_json()` or changes a device map or
selection. The Device tab reads those same structures on the UI thread, so
parsing or adding, removing, or selecting a device from the network thread
could race with that read.

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# Camera support
*Owns the three camera ownership models and what each one renders through.
Defers the Snapmaker filament path to [Built-in agents](agents.md), even
though the same subclass owns both.*
Camera support has three ownership models. They share the Device panel,
but not a common frame or stream interface.
Two render surfaces, never one:
```mermaid
flowchart LR
BU["Bambu URL provider<br/>LAN or cloud, not from IPrinterAgent"]
MU["Moonraker webcam discovery<br/>/server/webcams/list stream URL"]
SU["Snapmaker camera page<br/>local HTML that polls monitor.jpg"]
BV["wxMediaCtrl2<br/>native Bambu media pipeline"]
WV["Device-panel wxWebView<br/>stream URL or local polling page"]
BU --> BV
MU --> WV
SU -- overrides normal discovery --> WV
```
## Bambu
Bambu playback uses `wxMediaCtrl2` and the native Bambu media pipeline.
The URL comes from the Bambu LAN or cloud path, not from
`IPrinterAgent`. A printer agent should not attempt to force a Bambu URL
through the Moonraker or WebView path.
## Moonraker live view
On connection, the Moonraker agent obtains the first enabled webcam URL
from `/server/webcams/list`. An absolute HTTP URL is used directly. A
relative URL is resolved against the printer's host web root, with the
Moonraker API port removed. This is necessary because a relative webcam
path may exist on the printer's web server but not on the API port.
The connection generation guards the result. A late request must not
replace the URL after the user has selected a different printer. Failed
discovery clears the URL, which prevents a prior camera from remaining
visible on a printer with no camera.
The agent places the discovered URL in its status payload. The Device
panel renders it in `wxWebView`. It reloads only when the URL changes and
resets the camera-start timestamp at that point. Reloading every update
would loop indefinitely for endpoints that redirect, so an unchanged URL
is shown again without calling `LoadURL()`.
The trade-off is intentional: a WebView that loses an unchanged stream
does not automatically reload. Camera controls beyond live viewing remain
out of scope for Moonraker. Recording, timelapse, settings, and virtual
camera are Bambu-oriented features and must not be presented as supported
merely because live view works.
## Snapmaker polling view
Snapmaker overrides normal webcam discovery. It writes a per-printer local
HTML page that polls the printer's `monitor.jpg` with a cache-busting URL.
Each next request starts after the prior image loads or fails, preventing
requests from piling up on a slow printer. A raw snapshot URL is not used,
because it would display one frozen frame instead of a live-looking view.
The printer must be asked to start its camera capture task. While the
camera view is visible, the Device panel requests this at first display
and then attempts another request every 300 seconds. Other agents reject
the command quietly, so the common timer does not create an error for
Bambu or ordinary Moonraker.
The Snapmaker command is sent from a detached thread because the request
can block on socket I/O and the printer responds over a different channel.
This avoids blocking the UI but leaves a raw-`this` lifetime risk: the
agent can be destroyed while the detached operation still refers to it.
Do not extend this path without addressing that ownership boundary.
The wrapper is written below the application cache with a name derived from
the printer IP. The source contains no cleanup path for those files, so they
can accumulate as different printer IPs are used. This is source-derived and
was not reproduced during this rewrite.
Source code proves 300-second renewal attempts only. The long-running
behavior of the shipped polling and renewal cycle has not yet been tested.
Do not claim that the attempt renews an active capture task or that it
prevents camera expiry until hardware verification establishes both.
## Maintenance checklist
- Keep the three ownership models separate.
- Preserve host-root resolution for relative Moonraker URLs.
- Keep generation guards and stale-URL clearing on every discovery path.
- Reload WebView content only after a URL change.
- Reset the camera-start timestamp when the camera URL changes.
- Treat Moonraker as live-view-only and Snapmaker lifecycle behavior as
not yet verified beyond the observed renewal attempts.

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# Connection and status
*Owns the runtime sequence in order: selecting an agent and machine,
starting a connection, receiving status, sending commands. Defers the
structural rules those steps must obey - ownership, no-fallback, unknown
IDs, threading - to [Architecture](architecture.md), and cites them at the
point where they bite.*
## The four runtime concepts
Keep these concepts separate when tracing a connection problem:
- A preset stores an agent ID and printer address.
- `NetworkAgent` holds the active printer agent for that agent ID.
- `MachineObject` represents the selected printer at that address.
- Freshness and status-confirmed readiness are separate states.
An agent ID selects a printer agent implementation. A device ID selects one
printer within that implementation.
A non-Bambu printer reaches the machine list through **Bind with Access
Code**, the tile in the Device tab's machine-select popup. The user enters
an address and an access code, `bind_detect()` probes the address before
any connect, and `DeviceManager::insert_local_device()` creates the
`MachineObject`. For the Moonraker family the address itself becomes the
device ID: `MoonrakerPrinterAgent::bind_detect()` seeds `dev_name` and
`dev_id` from the entered address, so an unreachable or unnamed printer
still shows up as its IP rather than blank.
Binding is the only route for that family. `MoonrakerPrinterAgent::start_discovery()`
deliberately announces nothing, because a partial discovery implementation
would populate the machine list with stale hosts. Bambu is the exception:
it has its own discovery identity and does not use the address as an ID.
`DeviceManager::selected_machine` is only a selected ID. It can name no
resolvable object. `get_selected_machine()` answers whether an object is
actually available. `set_selected_machine()` accepting an ID therefore
does not prove the printer is connected. The selected ID can remain when its
object is unavailable, so connection state must come from the object itself.
## Selecting the agent and machine
`GUI_App::switch_printer_agent()` reads the edited printer preset and
resolves its stored agent ID through `NetworkAgentFactory`.
1. An empty stored ID is a legacy sentinel. It resolves to `bbl` for a
Bambu vendor preset and to `orca` otherwise.
2. If that effective ID is registered, the factory provides the matching
printer agent implementation.
3. Clear the live printer agent only when a nonempty stored ID is unregistered
or the factory cannot construct the matching registered agent.
4. When the active printer agent changes, clear the current selection, user
selection, stale device discoveries, sidebar state, and AMS state before
installing the replacement.
5. Select the preset's address-derived machine for non-Bambu agents.
The lifetimes are easier to see than to read. Note that the agent pointer
can be unchanged while the machine still must be re-selected - that is the
trap in the same-agent path below:
```mermaid
sequenceDiagram
participant U as User
participant P as Printer preset
participant G as GUI_App::switch_printer_agent
participant F as NetworkAgentFactory
participant N as NetworkAgent
participant M as MachineObject
U->>P: Edit or switch the printer preset
P->>G: printer_agent value, possibly empty
G->>G: resolve_printer_agent_id - empty becomes bbl or orca
G->>F: get_printer_agent_info(effective ID)
alt ID not registered, and stored value was nonempty
F-->>G: no info
G->>N: clear the live printer agent
Note over N: null is inert - never fall back to another agent
else ID registered
F->>F: create once per ID, then serve from cache
F-->>G: the cached IPrinterAgent for this ID
alt Agent pointer changed
G->>N: clear selection, user selection, discoveries, sidebar, AMS
G->>N: install the replacement agent
else Same cached pointer returned
Note over G,F: Two presets can share one agent ID
end
G->>M: compare device ID, re-select if the address differs
end
```
> **Do not use the first available machine as a fallback** (rule owned by
> [Architecture](architecture.md), Runtime objects and ownership). It
> connects to a printer the user did not choose, including one owned by a
> different printer agent.
The same-agent path is important too. Two presets can use one agent type
but point at different addresses, and the factory caches one agent per ID,
so switching between them returns the same pointer and would otherwise
skip reselection entirely. Re-select the machine whenever the preset's
address changes, even when the factory returned the same active agent.
Otherwise status and filament work can continue against the previous
printer.
Note: this is a legacy coupling, not the primary workflow. It reads an
address stored on the printer preset itself (`print_host` and
`printhost_port`, named here only so the keys can be found in the code)
and derives a device ID from it with `dev_id_from_address()`. Those keys
predate printer agents and are edited through `PhysicalPrinterDialog`,
which despite its name writes the printer preset rather than a
`PhysicalPrinter` object - that object is no longer constructed. Printers
normally arrive through Bind with Access Code instead, which does not
touch the preset. Both routes end at `insert_local_device()`, so they must
agree on the device ID: `dev_id_from_address()` strips the URL scheme and
drops an empty port, while the bind path stores the address as the user
typed it.
The unknown-`coString` compatibility rule belongs to `architecture.md` under
Backward compatibility. Keep a nonempty unknown `printer_agent` ID unchanged
and display a missing state if needed; do not rewrite it during plugin unload
or choose an arbitrary replacement, so the preset can round-trip while its
plugin is temporarily unavailable.
## Starting a connection
Machine selection causes `MachineObject::connect()` to invoke the active
agent's `connect_printer()` with the selected address and effective access
code. A success return means that the connection attempt started. It does
not mean that the printer is ready or that a status stream is alive.
Moonraker-family agents must force HTTP. Moonraker and print-host
installations commonly serve plain HTTP, while the generic machine path
can request TLS by default. Passing that default through turns a valid
connection into an HTTPS request the printer will refuse. The agent therefore
must keep the connection on HTTP unless its protocol support changes
deliberately and is verified.
## Access codes: four coordinated slots
One effective access code can live in four places:
| Slot | Location | Purpose |
| --- | --- | --- |
| Device runtime | `MachineObject::access_code` | Code learned from the device. |
| User runtime | `MachineObject::user_access_code` | Code entered by the user. |
| Device config | `access_code[dev_id]` | Persisted device value. |
| User config | `user_access_code[dev_id]` | Persisted user value. |
The effective code prefers the user value when present, then the device
value. Keep user input in the user path and device replies in the device
path. Crossing those paths obscures which value should win.
`set_access_code()` deliberately does not save configuration immediately.
Device replies and polls can update it often; forcing a full config write
for each message adds unnecessary work. The normal deferred config save
persists dirty state later. Do not add an eager save just to make this one
path symmetric: device replies and polls update it often, so a config
write per message is wasted work.
> **Do not erase the user access code when a printer connects.** On the
> LAN reselection path that code can be the only credential that lets the
> machine pass the access check and receive the status or access-code
> reply that would refresh it, so erasing it at connection time can leave
> the machine permanently unable to receive updates. A failed connection
> is the place to handle a proven bad credential.
## Receiving status
An agent receives native status, translates it to the existing payload
shape, and dispatches it to the matching `MachineObject`. The object
parses the payload and records when it last received an update.
Readiness is four states, and three of them look connected:
```mermaid
stateDiagram-v2
[*] --> SelectedIdOnly
SelectedIdOnly: Selected ID only
SelectedIdOnly: selected_machine names no resolvable object
SelectedIdOnly --> FreshWindow: connect_printer returns success
FreshWindow: Fresh window
FreshWindow: reset seeded the update time - no status yet
FreshWindow --> Connecting: still fresh, still no push-status
Connecting: Connecting
Connecting: is_connecting true - the honest state
Connecting --> Ready: first push-status message parsed
Ready: Status-confirmed ready
Ready: the only state that proves a usable printer
Ready --> Stale: update time ages out
Stale: Stale
Stale: is_connected false
Stale --> Ready: a later status message arrives
note right of FreshWindow
is_connected() is true from here on.
It is a freshness test over the update
time - not proof that any status arrived.
end note
```
`is_connected()` is a freshness test over the update time. It does not
describe whether `connect_printer()` returned success or whether any status
message arrived: reset initializes the update time, creating an initial
freshness window. `is_connecting()` distinguishes that window from
status-confirmed readiness: while the object is fresh and no push-status
message has arrived, it remains connecting.
> **Do not treat freshness or a successful connect as proof of readiness.**
> Code that needs a usable printer must wait for status-confirmed
> readiness, because the fresh window exists before any status has been
> parsed.
The UI-thread mutation rule belongs to `architecture.md` under Threading rule.
Dispatch the status callback to the UI thread before changing device maps,
selection, or `MachineObject` state, because network callbacks may run in a
worker thread and mutating these structures there races with the Device tab.
## Sending commands
`MachineObject` builds the established command JSON and sends it through
the active `NetworkAgent`. The agent translates it or returns an explicit
unsupported result. It must not report success when no translation exists.
The `pushing` command exception belongs to `architecture.md` under Commands
and unsupported work. It asks for status, and a working status stream already
supplies it, so accepting it avoids false unsupported warnings from the Device
Manager's repeated keepalive.
## Maintainer constraints
- Preserve same-agent reselection by address, because an agent type can
serve more than one printer.
- Preserve the null-agent, no-fallback, and unknown-`coString` rules in
`architecture.md`; selection must remain an explicit user or preset choice,
and stale state must not belong to a replacement printer agent.
- An empty value is the legacy Bambu-or-Orca sentinel, not a missing printer
agent.
- Preserve deferred access-code saves and the no-on-connect-erase rule;
they prevent excessive config writes and credential-driven status loss.
- Keep Moonraker connections HTTP-only unless the agent's protocol support
changes deliberately and is verified.
- Do not treat freshness as proof that status arrived; wait for
status-confirmed readiness. The UI-thread mutation rule is in
`architecture.md` under Threading rule.

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# Filament synchronization and mapping
*Owns the three filament stages end to end: acquiring printer state,
selecting a mapping, and delivering it at print time. Defers the upload
and start mechanics to [Printing](printing.md), and per-vendor discovery
detail to [Built-in agents](agents.md).*
Filament support has three separate stages. A successful first stage does
not mean that a selected mapping will be delivered to the printer.
Stage 3 is where the two paths diverge, and only one of them reaches the
printer:
```mermaid
flowchart TD
SRC["Filament source<br/>Moonraker lane_data, or the classic MMU object"]
ACQ["1 - Acquire state<br/>Moonraker pull, not subscription"]
ST["DevFilaSystem<br/>Bambu-shaped view, synthetic 4-slot groups"]
SEL["2 - Select mapping<br/>Send dialog matches project filament to slots"]
PAR["PrintParams<br/>ams_mapping fields"]
QIDI["Qidi agent writes enable_box<br/>and value_t per tool, then starts the print"]
BASE["Base Moonraker, Happy Hare, AFC<br/>upload and start ignore the mapping fields"]
OK["Mapping reaches the printer"]
DEAD["Mapping never reaches the printer<br/>the job runs on the printer's own loaded-lane behavior"]
SRC --> ACQ --> ST --> SEL --> PAR
PAR -- Qidi --> QIDI --> OK
PAR -- every other target --> BASE --> DEAD
```
## 1. Acquire printer state
`FilamentSyncMode` declares how the UI obtains filament state:
| Mode | Meaning |
| --- | --- |
| `subscription` | A status stream keeps the state current. |
| `pull` | The UI must request state before it can use it. |
| `none` | The agent has no usable filament state. |
Moonraker uses `pull`. Its ordinary status stream does not supply the
filament data used by this UI. In particular, `lane_data` is a Moonraker
database namespace, not a printer object that the existing subscription
can follow. Changing Moonraker to `subscription` would suppress the pull
that actually populates the UI.
The agent first reads `lane_data`, which can describe AFC and newer Happy
Hare installations. If that is unavailable, it reads the classic Happy
Hare `mmu` object. Those response shapes are source-supported but not yet
verified against current Happy Hare and AFC installations.
The current parser expects lane values as strings and silently skips
numeric values. Whether current AFC or Happy Hare installations emit
numeric lane values is unverified.
The received lanes are converted into a Bambu-shaped model so existing
AMS UI can render them. The model groups numeric lane indexes into
synthetic groups of four slots and passes the result through
`ParseV1_0`. This is a UI compatibility adapter, not evidence that the
printer has a Bambu AMS.
Pull state can be stale. The Send dialog can build a mapping from the
current `DevFilaSystem` without refreshing it first, and a failed pull can
leave older state visible. Do not represent a displayed lane list as a
fresh printer read unless the call site just performed the pull.
## 2. Select a mapping
The Send dialog matches each project filament to a compatible reported
slot. It rejects a mismatched material type and then prefers compatible
slots according to the existing mapping rules. The result is carried in
the legacy linear mapping, the explicit AMS-and-slot mapping, and mapping
metadata for the job.
Treat lane numbers as printer contracts. A numeric lane index is used as a
slot index in the synthetic four-slot view, so an incorrect numbering
assumption can select the wrong physical lane.
The material identity code also retains a defect: ABS and ASA can be
shown as PLA when profile identifiers collide. This is not fixed here,
and multi-color mapping has not received hardware verification.
## 3. Deliver the mapping at print time
`PrintJob` copies the selected mappings into `PrintParams`, but base
Moonraker does not read those fields when it uploads and starts a print.
For plain Moonraker, Happy Hare, and AFC targets using that base path, a
correct-looking mapping in the UI is therefore not delivered to the
printer. The print runs using the printer's own loaded-lane behavior.
Qidi is the implemented exception. Its agent writes its own box mapping
before starting the print. That is a Qidi-specific delivery contract, not
a generic Moonraker solution.
There are deliberately no guessed Happy Hare or AFC write macros. Their
macro and variable names are defined by printer-side configuration, so a
guessed command could silently do nothing or control the wrong setup. Add
a delivery path only after verifying the exact contract against upstream
documentation or a real printer.
## Maintenance checklist
- Keep Moonraker in `pull` mode while `lane_data` remains pull-only.
- Refresh or clearly surface stale state before relying on Send-dialog
mappings.
- Do not claim base Moonraker honors mappings until it consumes them at
print time.
- Preserve Qidi as a distinct delivery implementation.
- Verify lane numbering, material identity, and multi-color behavior on
hardware before expanding the mapping contract.

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# Python printer-agent plugins
*Owns the plugin bridge: the implementation contract, registration and
lifetime, and the audit scope. Defers what the agent must do once live to
[Architecture](architecture.md) and
[Connection and status](connection-and-status.md).*
Python printer agents use the current capability bridge. They do not use a
separate adapter or a Moonraker-specific plugin path.
## What an agent must implement
Not overriding a member of `IPrinterAgent` has four different
consequences depending on which tier it is in. This is the whole plugin
contract:
| Tier | Members | Consequence of not overriding |
| --- | --- | --- |
| Pure virtual | `connect_printer`, `disconnect_printer`, `send_message_to_printer`, the `start_*` print operations, `start_discovery`, `bind`, `bind_detect`, `unbind`, the callback setters, `set_cloud_agent`, `get_agent_info`, and the rest of the pure surface | Compile error |
| Concrete, succeeds | `start_subscribe`, `stop_subscribe`, `add_subscribe`, `del_subscribe` | Silently returns `BAMBU_NETWORK_SUCCESS` |
| Concrete, declines | `command_ams_refresh_rfid`, `command_ams_calibrate`, `command_ams_select_tray`, `command_start_camera` | Silently returns `ORCA_NETWORK_ERR_CMD_NOT_SUPPORTED` |
| Concrete, inert | `get_filament_sync_mode`, `fetch_filament_info` | Reports `FilamentSyncMode::none` and `false` - no filament capability at all |
The refusal tier is deliberate: those commands carry Bambu-dialect G-code
in their bodies, so the honest default is a refusal that
`MachineObject::publish_json()` turns into a dialog. The success tier is
equally deliberate - a printer whose status already streams needs no
subscription call.
> **Do not assume a missing override quietly inherits useful behavior, and
> do not assume it fails loudly either.** Only the first tier fails at
> compile time. The second silently reports success, the third silently
> declines, and the fourth silently reports no filament capability.
## The plugin contract
A plugin subclasses `printer_agent.PrinterAgentBase`, the Python binding for
`PrinterAgentPluginCapability`. The capability itself is the live native
`IPrinterAgent`; there is no intermediate protocol adapter, because
`PrinterAgentPluginCapability` inherits both `PluginCapabilityInterface`
and `IPrinterAgent` directly.
`get_type()` stays a `PluginCapabilityInterface` method and
`set_cloud_agent()` remains the native host injection point. A plugin must
implement the pure connection, communication, discovery, binding, print,
callback-registration, and filament-refresh operations. The certificate,
bind-ticket, HMS-snapshot, and user-selected-machine members are pure too;
the table above abridges the list.
The only tracked Python printer-agent implementation is the BBL plugin. There
is no Python Moonraker printer agent in the current source tree. Moonraker is
implemented by the built-in C++ class.
## Registration and lifetime
When an enabled plugin advertises a printer-connection capability, the factory
gets its `AgentInfo` and registers a factory under `AgentInfo.id`. This is the
same registry used for built-in agents.
Two similarly named structs are involved, and they are not the same thing.
`AgentInfo` is what the agent says about itself; `PrinterAgentInfo` is the
registry's entry about it:
```mermaid
classDiagram
class AgentInfo {
<<returned by the agent via get_agent_info>>
string id
string name
string version
string description
}
class PrinterAgentInfo {
<<the registry entry>>
string id
string display_name
string plugin_identifier
PrinterAgentFactory factory
}
class PrinterAgentFactory {
<<std::function>>
takes cloud_agent and log_dir
returns shared_ptr~IPrinterAgent~
}
class NetworkAgentFactory {
<<all static>>
register_printer_agent(id, display_name, factory)
create_printer_agent_by_id(id, cloud_agent, log_dir)
clear_printer_agent_cache()
register_python_printer_agent(plugin_key, capability_name)
deregister_python_printer_agent(plugin_key, capability_name)
}
AgentInfo ..> PrinterAgentInfo : id becomes the registry key
PrinterAgentInfo *-- PrinterAgentFactory
NetworkAgentFactory o-- PrinterAgentInfo : one entry per ID
PrinterAgentFactory ..> PrinterAgentPluginCapability : weak reference
```
`plugin_identifier` is empty for built-ins and
`<plugin_key>;<uuid>;<capability_name>` for plugins - that is how the
registry tells the two apart at deregistration time. Built-in IDs are the
constants `ORCA_PRINTER_AGENT_ID` and `BBL_PRINTER_AGENT_ID`.
Agent IDs are global. A plugin cannot replace a built-in agent or another
plugin with the same ID. Registry rejection is unconditional. The conflicting
capability is disabled and the user is shown the conflict only when `wxTheApp`
exists and the app is not closing. Re-registering the same plugin capability
is allowed so a reload can replace its factory with the current capability
instance.
The registered factory holds a weak reference to the capability. If the plugin
has already gone away, creation returns null instead of reviving a destroyed
Python object. Callers must treat that as no active printer agent.
On deregistration, the factory removes the registry entry and cached agent,
disconnects a cached agent, and clears the live agent if it has the same ID.
This order prevents `NetworkAgent` from retaining a Python implementation
whose module is about to unload. The current path is UI-thread oriented. Raw
pointer hazards become relevant only if deregistration moves to another thread
without adding synchronization around the GUI-held active-agent handle.
## Device-tab integration
Plugins share the native Device tab with built-in agents. There is no
printer-agent API for adding custom Device-tab panels and no plugin-owned
`MachineObject` to populate directly.
Instead, the plugin supplies the same callbacks as any `IPrinterAgent`. Its
status messages must use the Bambu-shaped payload that `MachineObject` already
parses. If a required field is absent, the shared native UI shows its default
or incomplete state. A custom protocol is acceptable inside the plugin, but
its boundary with the app must perform this translation.
## Python calls, errors, and audit scope
The C++ trampoline acquires the Python GIL, invokes each pure virtual override,
logs a Python exception, and rethrows it. A missing override is a separate
C++ pure-virtual failure, not a logged Python traceback. Python construction
also bypasses the virtual trampoline, so the bridge logs a constructor failure
at the construction boundary.
Plugin-created threads need their own exception handling. An exception raised
there does not cross the C++ trampoline; it reaches Python's thread exception
handling and is recorded through redirected Python standard error.
The audit hook is defense in depth, not a sandbox. Current printer-agent
trampoline calls use loading audit mode. In that mode, normal reads are
allowed, only some file writes are checked against allowed roots, and many
operations are outside the policy, including network access and process
creation. Work that runs outside an active trampoline scope, including a
plugin-created thread, has no attributed plugin context and is allowed by
default. Do not treat this mechanism as permission to run untrusted code.
## Source locations
- `src/slic3r/plugin/pluginTypes/printerAgent/PrinterAgentPluginCapability.hpp`
- `src/slic3r/plugin/pluginTypes/printerAgent/`
`PrinterAgentPluginCapabilityTrampoline.hpp`
- `src/slic3r/Utils/NetworkAgentFactory.cpp`
- `resources/orca_plugins/BBLPrinterAgentPlugin.py`

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# Printing through printer agents
*Owns the send path: connection choices, preflight, upload, start, and the
two recovery flows. Defers filament mapping delivery to
[Filament synchronization](filament.md), which is a separate contract even
though it is applied at print time.*
This chapter describes the printer-agent send path. It is separate from
the older print-host implementation, even when both target Moonraker.
Keep the paths separate unless their contracts and failure handling can
be deliberately reconciled.
## Connection choices
Three connection paths are in use:
| Target | Connection path | Use |
| --- | --- | --- |
| Native Bambu | Custom TLS tunnel on port 6000 | Send and optional eMMC preflight |
| Bambu Python agent | Implicit FTPS on port 990 | Upload and Bambu preflight fallback |
| Moonraker family | HTTP | Upload and start print |
The Bambu connection paths are independent. Selecting one does not prove that
the other is available. The Moonraker agent uploads with a multipart
request to its `gcodes` storage and then starts the uploaded filename;
it does not reuse the legacy `Moonraker` print-host class.
## Bambu native tunnel
The native tunnel depends on the versioned networking DLL and its
file-transfer module. `InitFTModule()` is a single-owner initialization:
it rejects a second call. Any future shared initialization must therefore
be idempotent, while `BBLNetworkPlugin` remains the single teardown owner.
It must call `UnloadFTModule()` before freeing the DLL, otherwise the
module's function pointers can point into unloaded code.
There is currently an initialization gap: selecting a printer agent does
not initialize this module. It is initialized only when the
`installed_networking` option causes the native BBL network plugin to
initialize. Calls to the tunnel must continue to fail safely until that
path has initialized the module. The Send UI catches this failure and
reports an initialization error instead of letting an exception leave a
wx event handler.
## Bambu FTPS upload
The Python Bambu agent uses implicit FTPS on port 990. Its live upload
path closes the data connection, then waits at most two seconds for the
control response with `voidresp()`. A `TimeoutError` is accepted as a
completed transfer. An `error_reply` is also accepted when its reply
begins with `200`. This is the behavior to preserve.
Do not describe the path as using TLS `unwrap()`: the live construction
does not enable it. Enabling it without a bounded wait could hang while
waiting for the peer's TLS close notification. The current timeout-based
handling has not been verified on hardware against every printer and FTP
server combination.
## Print preflight and recovery
For normal LAN prints, `PrintJob` performs a preflight before the real
send. When eMMC is eligible it tries the native tunnel, then it sends a
small `verify_job` upload through the selected agent. The latter is a real
upload, not a special protocol command. Non-Bambu agents therefore upload
the probe too.
> **Do not re-enable eMMC by default** without hardware coverage for the
> affected devices. It is opt-in because the tunnel can hang during upload
> on some printers.
The whole send, including the thread hop and the recovery fork:
```mermaid
sequenceDiagram
participant UI as Send UI (UI thread)
participant J as PrintJob (worker)
participant A as Selected IPrinterAgent
participant P as Printer
UI->>J: Start send
opt eMMC eligible - off by default
J->>P: Native Bambu tunnel attempt
Note over J,P: Can hang on some printers
end
J->>A: verify_job preflight
Note over J,A: A real upload, not a protocol probe -<br/>non-Bambu agents upload it too
A->>P: Upload probe
alt Preflight and upload succeed
J->>A: Upload the real job
A->>P: Upload, then request print start
Note over A,P: The start response may stay open while<br/>the printer prepares - a timeout is not<br/>proof of failure, so check reported print state
A-->>UI: Result from the reported print state
else Upload fails
J-->>UI: Failure callback, marshalled to the UI thread
Note over UI: Re-resolve the machine here.<br/>Never reuse a machine pointer captured<br/>on the worker - agent or machine may have changed
alt Printer still connected
UI->>UI: Explain that storage upload failed
else Printer disconnected
UI->>UI: Open the IP or access-code flow
end
end
```
An upload failure and a disconnected printer need different recovery:
| Condition | UI response |
| --- | --- |
| Printer is still connected | Explain that storage upload failed. |
| Printer is disconnected | Open the IP or access-code flow. |
> **Do not retain a machine pointer from a worker callback.** The callback
> that chooses between these two outcomes runs on the UI thread and
> re-resolves the machine there, because the selected agent or machine can
> change first. The connection check is adequate for choosing the message,
> but is not a strong enough signal to authorize a reconnect.
## Moonraker upload and start
`MoonrakerPrinterAgent` uploads through Moonraker HTTP, then requests the
print start separately. The start endpoint may keep its response open
while the printer prepares the job. A timeout after that request is not
automatically proof that the start failed: the agent checks the reported
print state before deciding the result.
The legacy print-host Moonraker path implements its own upload and start
logic. It is not the agent path and should not be changed as an implicit
side effect of agent work.
## Maintenance checklist
- Test the selected connection path, not just another path on the same
printer.
- Preserve cancellation and progress callbacks across upload and start.
- Treat `verify_job` as an actual upload when estimating storage effects.
- Keep eMMC opt-in until its hanging behavior is resolved and verified.
- Keep the connected-upload-failure dialog distinct from the disconnected
recovery flow.

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# Printer-agent capability matrix
This is a compact lookup for the built-in Moonraker family. It combines
implementation state with recorded evidence. It is not a promise that every
firmware configuration behaves the same way. Python plug-in behavior depends
on the plug-in, not on this matrix.
Use [testing and troubleshooting](../testing.md) before calling a live-printer
result complete.
For a quicker tour of the controls users actually see, open the
[annotated Device-tab view](device-tab-annotations.html). The annotations
explain the important routing constraints; this matrix remains the compact
cross-agent reference.
## Status definitions
- Supported - implemented, with a relevant live-printer result recorded.
- Partial - an important condition, limitation, or defect applies.
- Unsupported - no applicable implementation, or deliberate refusal.
- Not verified - implemented or source-inspected, but without a relevant live
result.
`Base` means `MoonrakerPrinterAgent`. Qidi, Creality, and Snapmaker inherit
from it unless a row identifies an override.
## Connection and status
| Capability | Base | Qidi | Creality | Snapmaker |
| --- | --- | --- | --- | --- |
| Direct LAN connection with API key | Supported | Supported | Not verified | Not verified |
| WebSocket status updates | Supported | Supported | Not verified | Not verified |
| Reconnect and fresh status | Partial | Partial | Partial | Partial |
| Discovery and cloud binding | Unsupported | Unsupported | Unsupported | Unsupported |
| Device identity with a configured port | Partial | Partial | Partial | Partial |
- Reconnect completion can leave the Device tab with stale status.
- A bare IP and `host:port` can become separate device identities.
- The Base and Qidi Supported grades come from prior hardware sessions. They
were carried into this rewrite and not rerun.
## Controls
| Capability | Base | Qidi | Creality | Snapmaker |
| --- | --- | --- | --- | --- |
| Home and arbitrary G-code | Not verified | Not verified | Not verified | Not verified |
| Bed and nozzle temperature | Not verified | Not verified | Not verified | Not verified |
| Pause, resume, and cancel | Not verified | Not verified | Not verified | Not verified |
| Configured chamber light | Partial | Partial | Partial | Partial |
| Jog and manual extrusion | Partial | Partial | Not verified | Not verified |
| Legacy part-fan speed control | Partial | Partial | Not verified | Not verified |
| Structured fan, chamber, and AI controls | Unsupported | Unsupported | Unsupported | Unsupported |
| AMS RFID, calibration, and tray control | Unsupported | Unsupported | Unsupported | Unsupported |
- Chamber light needs a recognised light object.
- Base and Qidi jog works, but can leave relative positioning active. Do not
use it as a general safe-control test until its G-code state is restored.
- Base and Qidi part-fan control works through legacy `gcode_line` while
`is_enable_np` is false. Adding `cfg`, `fun`, `aux`, and `stat` flips that
flag and routes fan and extruder controls to unsupported structured commands.
- Creality and Snapmaker inherit the source path but have no separate live
evidence for jog or fan control.
## Printing
| Capability | Base | Qidi | Creality | Snapmaker |
| --- | --- | --- | --- | --- |
| Upload G-code without starting | Not verified | Not verified | Not verified | Not verified |
| Upload and start a local print | Not verified | Not verified | Not verified | Not verified |
| Mapped multi-material print | Unsupported | Not verified | Unsupported | Unsupported |
| Cloud or SD-card start variants | Unsupported | Partial | Unsupported | Unsupported |
| Cancel during upload | Not verified | Not verified | Not verified | Not verified |
| Send with no nozzle identity | Not applicable | Not verified | Not applicable | Not applicable |
- Qidi applies mapping before it routes the real local print path.
- Some Qidi print variants can reach base success stubs after mapping.
- Qidi tolerates missing nozzle data in source, but that Send preflight is not
hardware-verified.
## Filament
| Capability | Base | Qidi | Creality | Snapmaker |
| --- | --- | --- | --- | --- |
| Sync mode | Not verified | Not verified | Not verified | Not verified |
| Read installed material and slots | Partial | Not verified | Not verified | Not verified |
| Slot, material, and colour refresh | Unsupported | Not verified | Not verified | Not verified |
| Cleanup after removed material | Not verified | Not verified | Not verified | Not verified |
| Load, unload, or write a slot | Unsupported | Partial | Unsupported | Unsupported |
| Auto Refill | Unsupported | Unsupported | Unsupported | Unsupported |
- All built-in agents use pull-mode sync.
- Base reads Happy Hare or AFC data when present. Qidi has print-time mapping;
Creality has CFS logic; Snapmaker reads printer arrays and NFC data.
- The Base Device-tab slot refresh uses a proprietary AMS command and has no
generic Moonraker translation.
- Generic write-side macros stay unsupported until their printer contract is
known and verified.
## Camera
| Capability | Base | Qidi | Creality | Snapmaker |
| --- | --- | --- | --- | --- |
| Discover a Moonraker webcam | Not verified | Not verified | Not verified | Unsupported |
| Provide a camera source | Not verified | Not verified | Not verified | Not verified |
| Live camera view | Not verified | Not verified | Not verified | Not verified |
| Snapshot-only camera start | Unsupported | Unsupported | Unsupported | Not verified |
| Camera start renewal and teardown | Unsupported | Unsupported | Unsupported | Partial |
| Print thumbnail | Not verified | Not verified | Not verified | Not verified |
- Snapmaker bypasses webcam discovery with a local snapshot-polling page.
- Its renewal and teardown path has lifetime risks without live evidence.
- Moonraker thumbnail endpoint responses and filename-cache behavior need live
coverage.
## Python plug-ins
| Capability | Python plug-in agent |
| --- | --- |
| Registration and re-registration | Not verified - lifecycle tests cover replacement |
| Duplicate agent ID | Not verified - conflict is rejected and reported |
| Disable or unload | Not verified - deregistration is tested; session teardown needs coverage |
| Capability surface | Defined by the plug-in and exposed Python API |
## Reading the matrix safely
- `Partial` is not a softer form of `Supported`. It names a condition that must
be checked before use. `Not verified` means the code was found, but no
relevant live result is recorded.
- Pair each claim with the evidence grades in the testing guide. This matters
especially for CFS, Snapmaker camera, MMU macros, Qidi Send preflight, and
thumbnail endpoints.
## Background - deliberate exclusions
The matrix excludes Bambu-specific cloud binding, RFID, calibration, and
camera-control features from the Moonraker family. They use different protocol
contracts and are deliberately refused when no safe Klipper equivalent exists.

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<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>Printer-agent manual checklist</title>
<style>
:root { color-scheme: light dark; --bg:#111827; --panel:#1f2937; --line:#4b5563;
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gap:8px; align-items:center; margin:16px 0; } button { border:1px solid var(--line);
border-radius:6px; padding:6px 10px; cursor:pointer; color:inherit; background:var(--panel); }
button[data-state="pass"].active { color:#062d1d; background:var(--pass); }
button[data-state="fail"].active { color:#3b0808; background:var(--fail); }
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.progress > div { height:100%; width:0; background:var(--pass); transition:width .15s; }
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code { overflow-wrap:anywhere; } @media (max-width:600px) { body { padding:16px; }
.meta { grid-template-columns:1fr; } .case-head { display:block; } .actions { margin-top:8px; } }
</style>
</head>
<body>
<h1>Printer-agent manual checklist</h1>
<p class="muted">Record what the printer did, not just what the UI displayed. Mark a case
blocked when the required printer, configuration, or safe test condition is unavailable.</p>
<section class="meta" aria-label="Test context">
<label>Agent and printer<input id="target" placeholder="for example: Moonraker - printer model"></label>
<label>Firmware and configuration<input id="environment" placeholder="firmware, MMU, camera, API key setup"></label>
<label>Build or package<input id="build" placeholder="version or build identifier"></label>
<label>Tester and date<input id="tester" placeholder="name and date"></label>
</section>
<div class="toolbar">
<strong id="summary">0 of 0 cases marked</strong>
<div class="progress" aria-label="Checklist progress"><div id="bar"></div></div>
<button id="export" type="button">Export Markdown</button>
<button id="reset" type="button">Reset checklist</button>
</div>
<p id="restore-warning" class="restore-warning" hidden>Saved checklist data could not be
restored. You can export the current blank checklist or use Reset to remove the saved data.</p>
<p class="muted">Use Pass only after observing the expected result. Fail needs enough evidence
to reproduce it. Include response text, log markers, or firmware behavior in the note.</p>
<section>
<h2>Connect and observe status</h2>
<div class="case" data-id="connect">
<div class="case-head"><div><h3>Connect to the selected printer</h3>
<p>Expected: the Device tab receives a fresh status update after connection. Do not use a
successful connection return alone as the result.</p></div><div class="actions"></div></div><textarea placeholder="Evidence, result, or blocker"></textarea></div>
<div class="case" data-id="status">
<div class="case-head"><div><h3>Observe live status changes</h3>
<p>Expected: temperature and target changes, fan state, print state, filename, progress,
elapsed time, and homing state reach the UI while the printer changes state.</p></div><div class="actions"></div></div><textarea placeholder="Evidence, result, or blocker"></textarea></div>
<div class="case" data-id="reconnect">
<div class="case-head"><div><h3>Disconnect and reconnect</h3>
<p>Expected: a second connection produces new status messages and does not create a duplicate
device. Record the post-reconnect status evidence.</p></div><div class="actions"></div></div><textarea placeholder="Evidence, result, or blocker"></textarea></div>
<div class="case" data-id="network-errors">
<div class="case-head"><div><h3>Handle network and response failures</h3>
<p>Expected: for discovery, status, G-code, upload, and print start, exercise controlled
HTTP 401, 404, and 500 responses, invalid JSON, and refused sockets. Each operation must
fail clearly or offer a retry, without a crash or a false success. Record the operation,
injected failure, UI result, and any retry.</p></div><div class="actions"></div></div><textarea placeholder="Operation, injected failure, UI result, retry, and evidence"></textarea></div>
</section>
<section>
<h2>Controls and printing</h2>
<div class="case" data-id="controls">
<div class="case-head"><div><h3>Exercise safe controls</h3>
<p>Expected: home, bed and nozzle temperature, and a harmless G-code command take effect on
the printer. Do not use Moonraker jog as a safe control test while it can leave relative
positioning active.</p></div><div class="actions"></div></div><textarea placeholder="Commands sent and printer-side result"></textarea></div>
<div class="case" data-id="fifo-order">
<div class="case-head"><div><h3>Verify queued command order under latency</h3>
<p>Expected: queue three harmless, uniquely marked commands while a proxy, network shaper,
or request log introduces or records latency. The printer-side log must show the markers in
the same order they were queued. Record the latency method and observed order.</p></div><div class="actions"></div></div><textarea placeholder="Queued markers, latency method, printer-side order, and result"></textarea></div>
<div class="case" data-id="send-only">
<div class="case-head"><div><h3>Send a file without starting it</h3>
<p>Expected: the file appears on the printer and no print starts.</p></div><div class="actions"></div></div><textarea placeholder="Filename and observed result"></textarea></div>
<div class="case" data-id="print">
<div class="case-head"><div><h3>Start a small print</h3>
<p>Expected: upload completes, the printer starts the selected file, and status transitions
to printing.</p></div><div class="actions"></div></div><textarea placeholder="Filename, response, and observed result"></textarea></div>
<div class="case" data-id="active-print-controls">
<div class="case-head"><div><h3>Pause, resume, and cancel an active print</h3>
<p>Expected: after the small print is actively printing, pause it and observe a paused state
on both printer and UI; resume it and observe printing again; then cancel it and observe the
printer stop and the UI leave the active or paused state.</p></div><div class="actions"></div></div><textarea placeholder="State transitions and printer-side result"></textarea></div>
<div class="case" data-id="print-failure">
<div class="case-head"><div><h3>Check upload failure handling</h3>
<p>Expected: cancellation during upload and a missing input fail clearly and do not begin a
partial or unintended print.</p></div><div class="actions"></div></div><textarea placeholder="Failure path and observed result"></textarea></div>
</section>
<section>
<h2>Filament, camera, and agent-specific checks</h2>
<div class="case" data-id="filament-read">
<div class="case-head"><div><h3>Refresh material-system data</h3>
<p>Expected: populated slots, empty slots, material, colour, and a live change are represented
correctly. Moonraker-family agents pull this data; do not expect a subscription callback.</p></div><div class="actions"></div></div><textarea placeholder="MMU or box configuration and observed result"></textarea></div>
<div class="case" data-id="filament-cleanup">
<div class="case-head"><div><h3>Clear material data when filament or the system is absent</h3>
<p>Expected: remove filament or disable the material system, refresh, and confirm the UI no
longer shows obsolete slots, material names, or colours.</p></div><div class="actions"></div></div><textarea placeholder="Change made, refresh evidence, and remaining or cleared data"></textarea></div>
<div class="case" data-id="filament-write">
<div class="case-head"><div><h3>Verify print-time mapping where supported</h3>
<p>Expected: only agents with a documented mapping implementation change printer-side mapping.
Do not attempt load, unload, or slot-setting macros unless their printer-specific contract is
known and safe.</p></div><div class="actions"></div></div><textarea placeholder="Mapping path, printer configuration, and result"></textarea></div>
<div class="case" data-id="qidi-nozzle-preflight">
<div class="case-head"><div><h3>Check Qidi Send preflight with missing nozzle identity</h3>
<p>Expected: on a Qidi agent and compatible single-nozzle slice, Send proceeds when the
Device tab has no reported nozzle diameter or type. It must not stop with
<code>PrintStatusNozzleDataInvalid</code>. Record any reported identity and any mismatch
result separately; this does not approve a known mismatch.</p></div><div class="actions"></div></div><textarea placeholder="Slice, reported nozzle data, preflight result, and printer-side result"></textarea></div>
<div class="case" data-id="camera">
<div class="case-head"><div><h3>Verify a camera feed</h3>
<p>Expected: frames advance and switching printers does not display a stale feed. For Snapmaker,
observe immediately before and after 300 seconds in one open view. The renewal result is
unknown until hardware evidence exists. Then swap agents and shut down the app to exercise
teardown around the detached callback's raw-<code>this</code> lifetime risk.</p></div><div class="actions"></div></div><textarea placeholder="Camera type, timestamps, agent swap or shutdown result, and evidence"></textarea></div>
<div class="case" data-id="thumbnail">
<div class="case-head"><div><h3>Verify the print thumbnail</h3>
<p>Expected: test a reused filename after its thumbnail changes, response payloads with both
<code>thumbnail_path</code> and <code>relative_path</code>, and a path below the G-code
root. The displayed image must match the current file in each case.</p></div><div class="actions"></div></div><textarea placeholder="Filename, endpoint key and path, displayed image, and observed result"></textarea></div>
<div class="case" data-id="plugin">
<div class="case-head"><div><h3>Reload a Python printer-agent plug-in</h3>
<p>Expected: the capability registers once, duplicate agent IDs are rejected visibly, and
disable or unload removes the agent cleanly.</p></div><div class="actions"></div></div><textarea placeholder="Plug-in identifier, actions, and observed result"></textarea></div>
</section>
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@@ -1,249 +0,0 @@
# Testing and troubleshooting printer agents
*Owns evidence grades, the automated and manual verification passes, and
the open-defect register. Every "not hardware-verified" note elsewhere in
this guide resolves to a grade defined here.*
This page describes how to assess a printer-agent change without treating
source inspection as a hardware result. Use the
[manual checklist](reference/manual-checklist.html) for a repeatable live-printer
pass, and use the [capability matrix](reference/capability-matrix.md) to decide
which cases apply to the agent being changed.
## Evidence grades
Keep these grades separate in reviews and release notes.
- Source-inspected - the current implementation was read. It establishes
intended behavior, not printer compatibility.
- Automated - a targeted test ran. It covers its inputs and assertions, not a
printer, firmware version, or network failure that it does not model.
- Hardware-verified - the stated behavior was observed on a named class of
live printer. Record the model, firmware, configuration, and result with the
test evidence.
Do not call a capability supported by hardware solely because the code compiles or
a unit test passes. Conversely, a hardware observation should not be generalized
to every Moonraker-family printer without checking its configuration.
## Carried hardware evidence
Prior hardware sessions verified direct Moonraker-family connection, live
WebSocket status, and jog on both a Qidi/Moonraker printer and a generic
Moonraker box. The jog moved the printer but could leave relative positioning
active. This evidence establishes the Moonraker-base and Qidi grades in the
capability matrix. It was carried into this rewrite and was not rerun here.
It does not establish those behaviors for Creality or Snapmaker, and it does
not cover Qidi-specific filament discovery, box mapping, or print wrappers.
## Build and automated tests
Run the smallest relevant test target first, then broaden the run if the change
crosses shared agent, plug-in, or Device-tab code. Set
`<configured-build-dir>` to the CMake build tree that was already configured for
the compiler, generator, and build type you intend to use. Do not replace it
with the source directory or assume a `build` subdirectory exists.
```powershell
cmake --build <configured-build-dir> --config RelWithDebInfo --target slic3rutils_tests
cmake --build <configured-build-dir> --config RelWithDebInfo --target printer_agent_plugin_tests
ctest --test-dir <configured-build-dir>/tests/libslic3r --output-on-failure
```
`--config RelWithDebInfo` is needed for multi-config generators such as Visual
Studio. Omit it only when the configured generator is single-config and its
build type was selected at configure time. Parallel-build options belong to the
generator: for example, pass `--parallel 6` to CMake when the generator
supports it, or use the generator's own trailing arguments only when that
generator documents them. Do not combine a changed working directory, a
generator-specific flag, and an assumed build-tree layout in one command.
On Windows, start from an MSVC developer environment. A shell without the MSVC
include paths can fail in dependencies before it compiles Orca code, with errors
such as `C1083: Cannot open include file: 'stddef.h'`, `'time.h'`, or `'cstdint'`.
Those signatures are environment failures, not evidence against the agent change.
If a machine exhausts MSVC precompiled-header memory, use the documented lower
parallelism command:
```powershell
cmake --build <configured-build-dir> --config RelWithDebInfo --target slic3rutils_tests --parallel 6
```
Errors such as `C3859: Failed to create virtual memory for PCH` and `C1076:
internal heap limit reached` are machine-specific resource failures. If a build
appears hung and file operations are blocked, inspect for idle `cl.exe` processes
holding locks before changing source.
Relevant automated coverage includes:
- `tests/slic3rutils/test_qidi_printer_agent.cpp` validates malformed and null
Qidi slot responses without throwing.
- `tests/slic3rutils/test_printer_agent.cpp` checks the public printer-agent
surface, including filament-sync mode exposure.
- `tests/slic3rutils/test_printer_agent_plugin.cpp` exercises plug-in
registration, replacement, conflict handling, and deregistration.
Do not present a historic test count, failure count, or skipped-test count as the
current state. Run the command above and attach its own output when a current
result is needed.
## Manual hardware verification
Use a small, disposable model and a printer that can safely accept the actions.
The checklist groups the work in the order below.
1. Confirm the printer accepts its configured URL and API key, then select it in
the Device tab. Verify a fresh status update, not merely a successful connect
return code.
2. Observe temperatures, targets, fan state, print state, filename, progress,
elapsed time, and axis homing while the printer changes state.
3. Exercise safe idle controls first: home, bed and nozzle temperature, and a
harmless G-code command. Verify the printer's action as well as the UI
response.
4. Send a small file without starting it, then start a small print. Once the
print is active, pause it, confirm the printer and UI both enter a paused
state, resume it, and confirm both return to printing. Cancel only after
observing an active or paused print, then confirm that the printer stops and
the UI leaves that state. Cancel an upload and retry a missing input so that
failure handling is observed too.
5. For Moonraker command workers, send three harmless, uniquely marked commands
while a proxy, network shaper, or request log introduces or records latency.
Pass only if the printer-side log records the markers in the same order they
were queued. Record the latency method and the observed order.
6. For a material system, verify populated slots, empty slots, material, colour,
refresh after a change, and cleanup when the system is absent or filament is
removed. The latter must remove obsolete slot or material data from the UI.
Do not infer write support from read support.
7. For Qidi, use a compatible single-nozzle slice and Send it while the Device
tab has no reported nozzle diameter or type. Pass only if Send proceeds past
preflight without `PrintStatusNozzleDataInvalid`; record any reported
diameter/type and any mismatch message separately. This checks the intended
tolerance for missing identity data, not that a mismatched known nozzle is
safe.
8. Verify the camera only on hardware that advertises or implements it. Check
that frames advance, switching printers starts the newly selected camera, and
closing or changing the view does not leave misleading stale output. For
Snapmaker, also test immediately before and after 300 seconds in an
uninterrupted view. The expected renewal result is unknown until hardware
evidence exists. Swap agents and shut down the app after the camera cases to
exercise teardown around the detached callback's raw-`this` lifetime risk.
9. For Moonraker thumbnails, test a reused filename after its thumbnail changes,
responses that use `thumbnail_path` and `relative_path`, and a thumbnail in a
subdirectory below the G-code root. Record the endpoint payload and displayed
image for each case.
10. Disconnect and reconnect the printer, then confirm that new status messages
still reach the UI. A reconnect completion alone is insufficient evidence.
11. Test network and response failures for discovery, status, G-code, upload,
and print start. For each operation, exercise HTTP 401, 404, and 500,
invalid JSON, and a refused socket with a controlled proxy or test server.
Each case must fail clearly or offer a retry, without a crash or a false
success. Record the operation, injected failure, UI result, and any retry.
For Moonraker, record whether the thumbnail endpoint returns the response shape
the agent expects. That response has not yet been verified across a live
Moonraker deployment.
## Troubleshooting by symptom
### Connection appears successful but the Device tab stays stale
Treat status freshness as the connection result. Enable `ORCA_NETWORK_DEBUG` and
look for a new `parse_json: dev_id=` entry after the connection or reconnection.
The unresolved reconnect-delivery problem can complete the second connection
without delivering any new parsed messages. Capture an instrumented second
connection before changing dispatch or message-delay logic, because both remain
plausible causes.
Check identity too. One path can use a bare IP address while another uses
`host:port`; configuring a port can therefore create two machine objects. Do not
diagnose a duplicate as a printer-agent failure until the identities are
compared.
### A control reports success but the printer did not change
First establish that the command has a documented translation in the capability
matrix. Unsupported commands are deliberately rejected rather than silently
accepted. For Moonraker, queued controls are asynchronous, so wait for the
printer-side result and capture the request or log before concluding it was lost.
Moonraker jog is a special case. The current path can leave the printer in
relative positioning mode after a jog. Do not use it as a general verification
control until it is changed to save state, issue `G91` and the move, then restore
state with `SAVE_GCODE_STATE` and `RESTORE_GCODE_STATE`. Extruder-relative moves
use a separate `M83` path.
### A thumbnail is missing or belongs to an earlier print
The thumbnail lookup accepts both `thumbnail_path` and `relative_path`, but the
live endpoint response is not yet verified. The cache is keyed by filename, so
reusing a common name can retain the previous image. Test a distinct filename
before changing the lookup. Paths below the G-code root also need live coverage
for the `relative_path` fallback.
### Filament looks stale, blank, or does not follow an edit
Moonraker-family agents use pull-mode filament sync. Verify the pull request and
the resulting Device-tab update rather than expecting a subscription callback.
Read-side discovery does not establish load, unload, slot-setting, or Auto Refill
support. Happy Hare and AFC macro names are printer-side configuration; do not
guess them. A guessed macro can silently do nothing or issue the wrong action.
### A Python agent disappears or cannot be enabled
Check its agent ID first. A duplicate ID is rejected and the conflicting
capability is disabled rather than auto-promoted later, because automatic
promotion could change the active printer implementation without user intent.
Reload and teardown also need a live check: registration tests cover lifecycle
logic, but a plug-in can still be exposed to API drift or a teardown race in a
real session.
## Known defects and safeguards
- Reconnect delivery remains unresolved. Instrument the second connection before
attempting a fix; the observed failure is stale data after a completed reconnect.
- Moonraker jog can leave relative mode active. Keep the future state-save and
restore sequence together so the jog cannot affect later G-code positioning.
- Qidi's nozzle-data Send-preflight tolerance for unreported diameter and type
has not received a hardware verification.
- A configured `host:port` can coexist with a bare-IP machine identity. This can
duplicate devices and confuse selection.
- Moonraker thumbnail caching can show an old image when a filename is reused.
- Moonraker filament data can be stale, and its pull/read path does not provide
safe generic write-side MMU operations.
- Duplicate plug-in agent IDs are rejected. There is no automatic fallback to a
losing capability after the winner unloads.
- Plug-in implementations can drift from the Python printer-agent API. Treat an
import or interface error as a plug-in compatibility issue until proved otherwise.
- Snapmaker camera callbacks can outlive their view during agent replacement or
shutdown because the detached path retains a raw `this` pointer. Treat a crash
or stale callback during those transitions as a source-derived use-after-free
risk until the lifetime is made explicit.
- Snapmaker writes an IP-specific local camera HTML file below the application
cache. The source contains no cleanup path, so residual files can accumulate
for each unique printer IP. This is source-derived and was not reproduced.
## Not yet hardware-verified
- Moonraker command-worker FIFO behavior under recorded or injected network
latency.
- Moonraker thumbnail responses: reused filenames, `thumbnail_path`,
`relative_path`, and subdirectory paths.
- Snapmaker camera behavior on a live U1: frames, renewal across a long-open
view including the 300-second boundary, switching between printers, agent
replacement, and shutdown teardown.
- Whether Snapmaker's renewal cadence prevents a stale-frame interval. Do not
shorten it as a workaround without resolving the printer-side behavior first.
- Creality CFS detection and preset scoring on a real printer.
- Qidi Send preflight when firmware omits nozzle diameter and type.
- Moonraker-family write-side MMU commands. They remain blocked on verified,
printer-specific macro contracts.
## Background - source locations for maintainers
The Moonraker command worker, status stream, print path, and thumbnail
lookup live in `MoonrakerPrinterAgent`. Qidi maps its material box before routing
to the Moonraker base. Snapmaker adds the camera start request and its snapshot
page. Python agent registration and conflict handling live in
`NetworkAgentFactory`.

View File

@@ -1,111 +0,0 @@
# Move `wxInspectable` into `DPIAware` — Implementation Plan
> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
**Goal:** Move `wxInspector::wxInspectable` from individual leaf classes into the common `DPIAware<P>` template so every DPIAware widget is automatically inspectable and gets the inspector keyboard shortcut.
**Architecture:** `DPIAware<P>` gains `wxInspector::wxInspectable` as a second base class and calls `SetupInspectorAccelerator(this)` in its constructor. `DPIDialog` and `MainFrame` drop their now-redundant `wxInspectable` inheritance and `SetupInspectorAccelerator` calls.
**Tech Stack:** C++17, wxWidgets, wxInspector
## Global Constraints
- Build with `D:\VisualStudio\2026\Community\Common7\IDE\CommonExtensions\Microsoft\CMake\CMake\bin\cmake.exe`
- Use `--config RelWithDebInfo` for all builds
- Cross-platform: must compile on Windows, macOS, and Linux
- Match existing code style: PascalCase classes, `#pragma once`
- Do NOT commit files under `.superpowers/`
- Do NOT commit `task.md`
---
### Task 1: Move `wxInspectable` and `SetupInspectorAccelerator` into `DPIAware<P>`
**Files:**
- Modify: `src/slic3r/GUI/GUI_Utils.hpp:92` (DPIAware template — add wxInspectable base + SetupInspectorAccelerator call)
- Modify: `src/slic3r/GUI/GUI_Utils.hpp:276` (DPIDialog — drop wxInspectable + SetupInspectorAccelerator)
- Modify: `src/slic3r/GUI/MainFrame.hpp:96` (MainFrame — drop wxInspectable)
- Modify: `src/slic3r/GUI/MainFrame.cpp:304` (MainFrame constructor — drop SetupInspectorAccelerator)
**Interfaces:**
- Consumes: Nothing (standalone refactor)
- Produces: All DPIAware widgets automatically inherit `wxInspector::wxInspectable` and get Ctrl+Shift+I accelerator
- [ ] **Step 1: Add `wxInspectable` to `DPIAware<P>` and call `SetupInspectorAccelerator`**
In `src/slic3r/GUI/GUI_Utils.hpp`, line 92, change the base class:
```cpp
// Before:
template<class P> class DPIAware : public P
// After:
template<class P> class DPIAware : public P, public wxInspector::wxInspectable
```
In the constructor body of `DPIAware<P>`, after `this->CenterOnParent();` (currently line 110), add:
```cpp
SetupInspectorAccelerator(this);
```
(`<wx/inspector/inspector.h>` is already included at line 23.)
- [ ] **Step 2: Remove redundant `wxInspectable` and `SetupInspectorAccelerator` from `DPIDialog`**
In `src/slic3r/GUI/GUI_Utils.hpp`, line 276, change:
```cpp
// Before:
class DPIDialog : public DPIAware<wxDialog>, public wxInspector::wxInspectable
// After:
class DPIDialog : public DPIAware<wxDialog>
```
In the `DPIDialog` constructor body, remove the `SetupInspectorAccelerator(this);` line (currently line 286). The rest of the constructor stays.
- [ ] **Step 3: Remove redundant `wxInspectable` from `MainFrame`**
In `src/slic3r/GUI/MainFrame.hpp`, line 96, change:
```cpp
// Before:
class MainFrame : public DPIFrame, public wxInspector::wxInspectable
// After:
class MainFrame : public DPIFrame
```
`MainFrame` now gets `wxInspectable` through `DPIFrame``DPIAware<wxFrame>`.
- [ ] **Step 4: Remove redundant `SetupInspectorAccelerator` from `MainFrame` constructor**
In `src/slic3r/GUI/MainFrame.cpp`, line 304, remove the line:
```cpp
SetupInspectorAccelerator(this);
```
It is now called automatically by the `DPIAware<wxFrame>` constructor.
- [ ] **Step 5: Build to verify compilation**
```powershell
$cmakePath = "D:\VisualStudio\2026\Community\Common7\IDE\CommonExtensions\Microsoft\CMake\CMake\bin\cmake.exe"
& $cmakePath --build . --config RelWithDebInfo --target ALL_BUILD -- -m
```
Expected: Build succeeds with zero new errors or warnings.
- [ ] **Step 6: Commit**
```bash
git add src/slic3r/GUI/GUI_Utils.hpp src/slic3r/GUI/MainFrame.hpp src/slic3r/GUI/MainFrame.cpp
git commit -m "refactor: move wxInspectable and SetupInspectorAccelerator into DPIAware
DPIAware<P> now inherits wxInspector::wxInspectable and calls
SetupInspectorAccelerator in its constructor, making all DPIAware
widgets automatically appear in the inspector tree with the
Ctrl+Shift+I shortcut. Remove redundant wxInspectable inheritance
and SetupInspectorAccelerator calls from DPIDialog and MainFrame.
Co-Authored-By: Claude <noreply@anthropic.com>"
```

View File

@@ -1,753 +0,0 @@
# wxInspector Plugins for OrcaSlicer — Implementation Plan
> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
**Goal:** Build two wxInspector plugins (DPIAware + CustomWidgets) that expose OrcaSlicer custom control properties in the inspector's property grid.
**Architecture:** Two plugins in a shared folder under `src/slic3r/Utils/wxInspectorPlugins/`. DPIAwarePlugin uses `dynamic_cast<DPIFrame*>/<DPIDialog*>` for detection; CustomWidgetsPlugin uses per-type `dynamic_cast`. Both registered as static singletons via a single inline function in `Registration.hpp`, called from `MainFrame` constructor.
**Tech Stack:** C++17, wxWidgets, wxInspector plugin API (`wx/inspector/plugin.h`, `wx/inspector/inspector.h`), OrcaSlicer custom widget headers
## Global Constraints
- Plugins placed under `src/slic3r/Utils/wxInspectorPlugins/`
- Build with `D:\VisualStudio\2026\Community\Common7\IDE\CommonExtensions\Microsoft\CMake\CMake\bin\cmake.exe`
- Minimal source changes: only trivial (one-line) getters/setters added to existing classes
- Cross-platform: must compile on Windows, macOS, and Linux
- Match existing code style: PascalCase classes, snake_case functions, `#pragma once`
---
### Task 1: Add getters/setters to existing Orca widget headers
**Files:**
- Modify: `src/slic3r/GUI/GUI_Utils.hpp` (DPIAware template — add 4 methods)
- Modify: `src/slic3r/GUI/Widgets/Button.hpp` (add 3 getters)
- Modify: `src/slic3r/GUI/Widgets/CheckBox.hpp` (add 1 getter)
- Modify: `src/slic3r/GUI/Widgets/TextInput.hpp` (add 1 getter)
- Modify: `src/slic3r/GUI/Widgets/LabeledStaticBox.hpp` (add 4 getter declarations)
- Modify: `src/slic3r/GUI/Widgets/LabeledStaticBox.cpp` (add 4 getter implementations)
**Interfaces:**
- Consumes: Nothing (prerequisite for all other tasks)
- Produces:
- `DPIAware<P>::set_scale_factor(float)`, `DPIAware<P>::set_prev_scale_factor(float)`, `DPIAware<P>::set_em_unit(int)`, `DPIAware<P>::force_rescale() const`
- `Button::GetStyle()`, `Button::GetType()`, `Button::IsSelected()`
- `CheckBox::IsHalfChecked()`
- `TextInput::GetCornerRadius()`
- `LabeledStaticBox::GetCornerRadius()`, `LabeledStaticBox::GetBorderWidth()`, `LabeledStaticBox::GetBorderColor()`, `LabeledStaticBox::GetScale()`
- [ ] **Step 1: Add DPIAware setters/getter in GUI_Utils.hpp**
After line 184 (`float prev_scale_factor() const { return m_prev_scale_factor; }`), add:
```cpp
void set_scale_factor(float v) { m_scale_factor = v; }
void set_prev_scale_factor(float v) { m_prev_scale_factor = v; }
void set_em_unit(int v) { m_em_unit = v; }
bool force_rescale() const { return m_force_rescale; }
```
- [ ] **Step 2: Add Button getters in Button.hpp**
After line 79 (`void SetSelected(bool selected = true) { m_selected = selected; }`), add:
```cpp
ButtonStyle GetStyle() const { return m_style; }
ButtonType GetType() const { return m_type; }
bool IsSelected() const { return m_selected; }
```
- [ ] **Step 3: Add CheckBox getter in CheckBox.hpp**
After line 16 (`void SetHalfChecked(bool value = true);`), add:
```cpp
bool IsHalfChecked() const { return m_half_checked; }
```
- [ ] **Step 4: Add TextInput getter in TextInput.hpp**
After line 44 (`void SetCornerRadius(double radius);`), add:
```cpp
int GetCornerRadius() const { return static_cast<int>(radius); }
```
(Note: `radius` is inherited from `StaticBox` which has it as a protected `double` member.)
- [ ] **Step 5: Add LabeledStaticBox getter declarations in LabeledStaticBox.hpp**
After line 46 (`bool Enable(bool enable) override;`), add:
```cpp
int GetCornerRadius() const { return m_radius; }
int GetBorderWidth() const { return m_border_width; }
StateColor GetBorderColor() const { return border_color; }
float GetScale() const { return m_scale; }
```
(Note: all of `m_radius`, `m_border_width`, `border_color`, `m_scale` are protected members, accessible to inline methods.)
- [ ] **Step 6: Commit**
```bash
git add src/slic3r/GUI/GUI_Utils.hpp src/slic3r/GUI/Widgets/Button.hpp src/slic3r/GUI/Widgets/CheckBox.hpp src/slic3r/GUI/Widgets/TextInput.hpp src/slic3r/GUI/Widgets/LabeledStaticBox.hpp
git commit -m "feat: add getters/setters for wxInspector plugin access
Add minimal public accessors to DPIAware (set_scale_factor,
set_prev_scale_factor, set_em_unit, force_rescale), Button
(GetStyle, GetType, IsSelected), CheckBox (IsHalfChecked),
TextInput (GetCornerRadius), and LabeledStaticBox
(GetCornerRadius, GetBorderWidth, GetBorderColor, GetScale)."
```
---
### Task 2: Create Registration helper header
**Files:**
- Create: `src/slic3r/Utils/wxInspectorPlugins/Registration.hpp`
**Interfaces:**
- Consumes: Nothing (forward-declares plugin classes)
- Produces: `RegisterOrcaInspectorPlugins()`
- [ ] **Step 1: Create directory**
```bash
mkdir -p src/slic3r/Utils/wxInspectorPlugins
```
- [ ] **Step 2: Write Registration.hpp**
```cpp
#pragma once
namespace wxInspector {
class wxInspectorPlugin;
void RegisterPlugin(wxInspectorPlugin* plugin);
}
// Forward declare our plugins
class DPIAwarePlugin;
class CustomWidgetsPlugin;
inline void RegisterOrcaInspectorPlugins()
{
static DPIAwarePlugin dpiaware;
static CustomWidgetsPlugin customWidgets;
wxInspector::RegisterPlugin(&dpiaware);
wxInspector::RegisterPlugin(&customWidgets);
}
```
- [ ] **Step 3: Commit**
```bash
git add src/slic3r/Utils/wxInspectorPlugins/Registration.hpp
git commit -m "feat: add wxInspector plugin registration helper
Add RegisterOrcaInspectorPlugins() inline function that creates
and registers the DPIAwarePlugin and CustomWidgetsPlugin as
static instances (matching wxInspector's built-in pattern)."
```
---
### Task 3: Create DPIAwarePlugin
**Files:**
- Create: `src/slic3r/Utils/wxInspectorPlugins/DPIAwarePlugin.hpp`
- Create: `src/slic3r/Utils/wxInspectorPlugins/DPIAwarePlugin.cpp`
**Interfaces:**
- Consumes: Task 1 (DPIAware getters/setters), Task 2 (registration pattern)
- Produces: `class DPIAwarePlugin : public wxInspector::wxInspectorPlugin`
- [ ] **Step 1: Write DPIAwarePlugin.hpp**
```cpp
#pragma once
#include <wx/inspector/plugin.h>
class DPIAwarePlugin : public wxInspector::wxInspectorPlugin
{
public:
wxString GetName() const override;
bool CanProvideProperties(wxClassInfo* info) override;
wxVector<wxInspector::PropertyDef> GetProperties(
wxInspector::InspectableObject& obj) override;
};
```
- [ ] **Step 2: Write DPIAwarePlugin.cpp**
```cpp
#include "DPIAwarePlugin.hpp"
#include "slic3r/GUI/GUI_Utils.hpp" // DPIFrame, DPIDialog, DPIAware<P>
#include <wx/window.h>
namespace {
template<typename T>
void addDPIProps(T* dpi, wxVector<wxInspector::PropertyDef>& props)
{
using namespace wxInspector;
props.push_back({"Scale Factor", "DPI Scaling", PropertyType::String,
wxString::Format("%.2f", dpi->scale_factor()), false, {},
[dpi]() { return wxString::Format("%.2f", dpi->scale_factor()); },
[dpi](const wxString& v) {
double val;
if (wxSscanf(v, "%lf", &val) != 1) return false;
dpi->set_scale_factor((float) val);
return true;
}});
props.push_back({"Prev Scale Factor", "DPI Scaling", PropertyType::String,
wxString::Format("%.2f", dpi->prev_scale_factor()), false, {},
[dpi]() { return wxString::Format("%.2f", dpi->prev_scale_factor()); },
[dpi](const wxString& v) {
double val;
if (wxSscanf(v, "%lf", &val) != 1) return false;
dpi->set_prev_scale_factor((float) val);
return true;
}});
props.push_back({"EM Unit", "DPI Scaling", PropertyType::Integer,
wxString::Format("%d", dpi->em_unit()), false, {},
[dpi]() { return wxString::Format("%d", dpi->em_unit()); },
[dpi](const wxString& v) {
long val;
if (!v.ToLong(&val)) return false;
dpi->set_em_unit((int) val);
return true;
}});
props.push_back({"Normal Font", "DPI Scaling", PropertyType::ReadOnly,
dpi->normal_font().GetNativeFontInfoDesc(), true, {},
[dpi]() { return dpi->normal_font().GetNativeFontInfoDesc(); },
nullptr});
props.push_back({"Force Rescale", "DPI Scaling", PropertyType::Boolean,
dpi->force_rescale() ? "true" : "false", true, {},
[dpi]() { return dpi->force_rescale() ? "true" : "false"; },
nullptr});
}
} // anonymous namespace
wxString DPIAwarePlugin::GetName() const
{
return "OrcaDPIAware";
}
bool DPIAwarePlugin::CanProvideProperties(wxClassInfo* info)
{
return info->IsKindOf(CLASSINFO(wxWindow));
}
wxVector<wxInspector::PropertyDef> DPIAwarePlugin::GetProperties(
wxInspector::InspectableObject& obj)
{
wxVector<wxInspector::PropertyDef> props;
wxWindow* win = obj.AsWindow();
if (!win) return props;
if (auto* frame = dynamic_cast<DPIFrame*>(win)) {
addDPIProps(frame, props);
} else if (auto* dlg = dynamic_cast<DPIDialog*>(win)) {
addDPIProps(dlg, props);
}
return props;
}
```
- [ ] **Step 3: Commit**
```bash
git add src/slic3r/Utils/wxInspectorPlugins/DPIAwarePlugin.hpp src/slic3r/Utils/wxInspectorPlugins/DPIAwarePlugin.cpp
git commit -m "feat: add DPIAware wxInspector plugin
Exposes DPI scaling properties (scale_factor, prev_scale_factor,
em_unit, normal_font, force_rescale) on DPIFrame and DPIDialog
widgets. Uses dynamic_cast for detection and a template helper
to capture the correct static type for lambda accessors."
```
---
### Task 4: Create CustomWidgetsPlugin
**Files:**
- Create: `src/slic3r/Utils/wxInspectorPlugins/CustomWidgetsPlugin.hpp`
- Create: `src/slic3r/Utils/wxInspectorPlugins/CustomWidgetsPlugin.cpp`
**Interfaces:**
- Consumes: Task 1 (all widget getters), Task 2 (registration pattern)
- Produces: `class CustomWidgetsPlugin : public wxInspector::wxInspectorPlugin`
- [ ] **Step 1: Write CustomWidgetsPlugin.hpp**
```cpp
#pragma once
#include <wx/inspector/plugin.h>
class CustomWidgetsPlugin : public wxInspector::wxInspectorPlugin
{
public:
wxString GetName() const override;
bool CanProvideProperties(wxClassInfo* info) override;
wxVector<wxInspector::PropertyDef> GetProperties(
wxInspector::InspectableObject& obj) override;
private:
void addButtonProps(class Button* btn,
wxVector<wxInspector::PropertyDef>& props);
void addCheckBoxProps(class CheckBox* cb,
wxVector<wxInspector::PropertyDef>& props);
void addTextInputProps(class TextInput* ti,
wxVector<wxInspector::PropertyDef>& props);
void addSwitchButtonProps(class SwitchButton* sb,
wxVector<wxInspector::PropertyDef>& props);
void addProgressBarProps(class ProgressBar* pb,
wxVector<wxInspector::PropertyDef>& props);
void addLabelProps(class Label* lbl,
wxVector<wxInspector::PropertyDef>& props);
void addLabeledStaticBoxProps(class LabeledStaticBox* lsb,
wxVector<wxInspector::PropertyDef>& props);
};
```
- [ ] **Step 2: Write CustomWidgetsPlugin.cpp — includes and GetName/CanProvideProperties**
```cpp
#include "CustomWidgetsPlugin.hpp"
#include "slic3r/GUI/Widgets/Button.hpp"
#include "slic3r/GUI/Widgets/CheckBox.hpp"
#include "slic3r/GUI/Widgets/TextInput.hpp"
#include "slic3r/GUI/Widgets/SwitchButton.hpp"
#include "slic3r/GUI/Widgets/ProgressBar.hpp"
#include "slic3r/GUI/Widgets/Label.hpp"
#include "slic3r/GUI/Widgets/LabeledStaticBox.hpp"
#include <wx/window.h>
#include <wx/tglbtn.h>
wxString CustomWidgetsPlugin::GetName() const
{
return "OrcaCustomWidgets";
}
bool CustomWidgetsPlugin::CanProvideProperties(wxClassInfo* info)
{
return info->IsKindOf(CLASSINFO(wxWindow));
}
wxVector<wxInspector::PropertyDef> CustomWidgetsPlugin::GetProperties(
wxInspector::InspectableObject& obj)
{
wxVector<wxInspector::PropertyDef> props;
wxWindow* win = obj.AsWindow();
if (!win) return props;
if (auto* btn = dynamic_cast<Button*>(win))
addButtonProps(btn, props);
if (auto* cb = dynamic_cast<CheckBox*>(win))
addCheckBoxProps(cb, props);
if (auto* ti = dynamic_cast<TextInput*>(win))
addTextInputProps(ti, props);
if (auto* sb = dynamic_cast<SwitchButton*>(win))
addSwitchButtonProps(sb, props);
if (auto* pb = dynamic_cast<ProgressBar*>(win))
addProgressBarProps(pb, props);
if (auto* lbl = dynamic_cast<Label*>(win))
addLabelProps(lbl, props);
if (auto* lsb = dynamic_cast<LabeledStaticBox*>(win))
addLabeledStaticBoxProps(lsb, props);
return props;
}
```
- [ ] **Step 3: Write CustomWidgetsPlugin.cpp — addButtonProps**
```cpp
void CustomWidgetsPlugin::addButtonProps(Button* btn,
wxVector<wxInspector::PropertyDef>& props)
{
using namespace wxInspector;
wxVector<wxString> styleChoices;
styleChoices.push_back("Regular");
styleChoices.push_back("Confirm");
styleChoices.push_back("Alert");
styleChoices.push_back("Disabled");
auto styleToStr = [](ButtonStyle s) -> wxString {
switch (s) {
case ButtonStyle::Regular: return "Regular";
case ButtonStyle::Confirm: return "Confirm";
case ButtonStyle::Alert: return "Alert";
case ButtonStyle::Disabled: return "Disabled";
}
return "Regular";
};
props.push_back({"Button Style", "Orca Button", PropertyType::Choice,
styleToStr(btn->GetStyle()), false, styleChoices,
[btn, styleToStr]() { return styleToStr(btn->GetStyle()); },
[btn](const wxString& v) {
ButtonStyle s = ButtonStyle::Regular;
if (v == "Confirm") s = ButtonStyle::Confirm;
else if (v == "Alert") s = ButtonStyle::Alert;
else if (v == "Disabled") s = ButtonStyle::Disabled;
btn->SetStyle(s, btn->GetType());
return true;
}});
wxVector<wxString> typeChoices;
typeChoices.push_back("Compact");
typeChoices.push_back("Window");
typeChoices.push_back("Choice");
typeChoices.push_back("Parameter");
typeChoices.push_back("Icon");
typeChoices.push_back("Expanded");
auto typeToStr = [](ButtonType t) -> wxString {
switch (t) {
case ButtonType::Compact: return "Compact";
case ButtonType::Window: return "Window";
case ButtonType::Choice: return "Choice";
case ButtonType::Parameter: return "Parameter";
case ButtonType::Icon: return "Icon";
case ButtonType::Expanded: return "Expanded";
}
return "Compact";
};
props.push_back({"Button Type", "Orca Button", PropertyType::Choice,
typeToStr(btn->GetType()), false, typeChoices,
[btn, typeToStr]() { return typeToStr(btn->GetType()); },
[btn](const wxString& v) {
ButtonType t = ButtonType::Compact;
if (v == "Window") t = ButtonType::Window;
else if (v == "Choice") t = ButtonType::Choice;
else if (v == "Parameter") t = ButtonType::Parameter;
else if (v == "Icon") t = ButtonType::Icon;
else if (v == "Expanded") t = ButtonType::Expanded;
btn->SetStyle(btn->GetStyle(), t);
return true;
}});
props.push_back({"Selected", "Orca Button", PropertyType::Boolean,
btn->IsSelected() ? "true" : "false", false, {},
[btn]() { return btn->IsSelected() ? "true" : "false"; },
[btn](const wxString& v) {
btn->SetSelected(v == "true");
btn->Refresh();
return true;
}});
}
```
- [ ] **Step 4: Write CustomWidgetsPlugin.cpp — addCheckBoxProps**
```cpp
void CustomWidgetsPlugin::addCheckBoxProps(CheckBox* cb,
wxVector<wxInspector::PropertyDef>& props)
{
using namespace wxInspector;
props.push_back({"Half Checked", "Orca CheckBox", PropertyType::Boolean,
cb->IsHalfChecked() ? "true" : "false", false, {},
[cb]() { return cb->IsHalfChecked() ? "true" : "false"; },
[cb](const wxString& v) {
cb->SetHalfChecked(v == "true");
return true;
}});
}
```
- [ ] **Step 5: Write CustomWidgetsPlugin.cpp — addTextInputProps**
```cpp
void CustomWidgetsPlugin::addTextInputProps(TextInput* ti,
wxVector<wxInspector::PropertyDef>& props)
{
using namespace wxInspector;
props.push_back({"Label", "Orca TextInput", PropertyType::String,
ti->GetLabel(), false, {},
[ti]() { return ti->GetLabel(); },
[ti](const wxString& v) { ti->SetLabel(v); return true; }});
props.push_back({"Text Value", "Orca TextInput", PropertyType::String,
ti->GetTextCtrl()->GetValue(), false, {},
[ti]() { return ti->GetTextCtrl()->GetValue(); },
[ti](const wxString& v) { ti->GetTextCtrl()->SetValue(v); return true; }});
props.push_back({"Corner Radius", "Orca TextInput", PropertyType::Integer,
wxString::Format("%d", ti->GetCornerRadius()), false, {},
[ti]() { return wxString::Format("%d", ti->GetCornerRadius()); },
[ti](const wxString& v) {
long val;
if (!v.ToLong(&val)) return false;
ti->SetCornerRadius((double) val);
ti->Refresh();
return true;
}});
}
```
- [ ] **Step 6: Write CustomWidgetsPlugin.cpp — addSwitchButtonProps**
```cpp
void CustomWidgetsPlugin::addSwitchButtonProps(SwitchButton* sb,
wxVector<wxInspector::PropertyDef>& props)
{
using namespace wxInspector;
props.push_back({"Value", "Orca SwitchButton", PropertyType::Boolean,
sb->GetValue() ? "true" : "false", false, {},
[sb]() { return sb->GetValue() ? "true" : "false"; },
[sb](const wxString& v) {
sb->SetValue(v == "true");
return true;
}});
}
```
(Note: `GetValue()` and `SetValue()` are inherited from `wxBitmapToggleButton``wxToggleButton`.)
- [ ] **Step 7: Write CustomWidgetsPlugin.cpp — addProgressBarProps**
```cpp
void CustomWidgetsPlugin::addProgressBarProps(ProgressBar* pb,
wxVector<wxInspector::PropertyDef>& props)
{
using namespace wxInspector;
props.push_back({"Proportion", "Orca ProgressBar", PropertyType::String,
wxString::Format("%.2f", pb->m_proportion), false, {},
[pb]() { return wxString::Format("%.2f", pb->m_proportion); },
[pb](const wxString& v) {
double val;
if (wxSscanf(v, "%lf", &val) != 1) return false;
pb->m_proportion = val;
pb->Refresh();
return true;
}});
props.push_back({"Show Number", "Orca ProgressBar", PropertyType::Boolean,
pb->m_shownumber ? "true" : "false", false, {},
[pb]() { return pb->m_shownumber ? "true" : "false"; },
[pb](const wxString& v) {
pb->m_shownumber = (v == "true");
pb->Refresh();
return true;
}});
}
```
(Note: `m_proportion` and `m_shownumber` are public members on `ProgressBar`.)
- [ ] **Step 8: Write CustomWidgetsPlugin.cpp — addLabelProps**
```cpp
void CustomWidgetsPlugin::addLabelProps(Label* lbl,
wxVector<wxInspector::PropertyDef>& props)
{
using namespace wxInspector;
bool isHyperlink = (lbl->GetWindowStyleFlag() & 0x0020) != 0; // LB_HYPERLINK
props.push_back({"Is Hyperlink", "Orca Label", PropertyType::Boolean,
isHyperlink ? "true" : "false", true, {},
[lbl]() {
return (lbl->GetWindowStyleFlag() & 0x0020) ? "true" : "false";
},
nullptr});
props.push_back({"Font Point Size", "Orca Label", PropertyType::ReadOnly,
wxString::Format("%d", lbl->GetFont().GetPointSize()), true, {},
[lbl]() {
return wxString::Format("%d", lbl->GetFont().GetPointSize());
},
nullptr});
}
```
- [ ] **Step 9: Write CustomWidgetsPlugin.cpp — addLabeledStaticBoxProps**
```cpp
void CustomWidgetsPlugin::addLabeledStaticBoxProps(LabeledStaticBox* lsb,
wxVector<wxInspector::PropertyDef>& props)
{
using namespace wxInspector;
props.push_back({"Corner Radius", "LabeledStaticBox", PropertyType::Integer,
wxString::Format("%d", lsb->GetCornerRadius()), false, {},
[lsb]() { return wxString::Format("%d", lsb->GetCornerRadius()); },
[lsb](const wxString& v) {
long val;
if (!v.ToLong(&val)) return false;
lsb->SetCornerRadius((int) val);
return true;
}});
props.push_back({"Border Width", "LabeledStaticBox", PropertyType::Integer,
wxString::Format("%d", lsb->GetBorderWidth()), false, {},
[lsb]() { return wxString::Format("%d", lsb->GetBorderWidth()); },
[lsb](const wxString& v) {
long val;
if (!v.ToLong(&val)) return false;
lsb->SetBorderWidth((int) val);
return true;
}});
// Border Color: display as hex string
wxColour bc = lsb->GetBorderColor().colorForStates(0);
props.push_back({"Border Color", "LabeledStaticBox", PropertyType::String,
bc.GetAsString(wxC2S_HTML_SYNTAX), false, {},
[lsb]() {
return lsb->GetBorderColor()
.colorForStates(0)
.GetAsString(wxC2S_HTML_SYNTAX);
},
[lsb](const wxString& v) {
wxColour c(v);
if (!c.IsOk()) return false;
lsb->SetBorderColor(StateColor(c));
return true;
}});
props.push_back({"Scale", "LabeledStaticBox", PropertyType::ReadOnly,
wxString::Format("%.2f", lsb->GetScale()), true, {},
[lsb]() { return wxString::Format("%.2f", lsb->GetScale()); },
nullptr});
}
```
- [ ] **Step 10: Commit**
```bash
git add src/slic3r/Utils/wxInspectorPlugins/CustomWidgetsPlugin.hpp src/slic3r/Utils/wxInspectorPlugins/CustomWidgetsPlugin.cpp
git commit -m "feat: add OrcaCustomWidgets wxInspector plugin
Exposes Orca-specific properties on 7 widget types:
- Button: Style, Type, Selected
- CheckBox: Half Checked
- TextInput: Label, Text Value, Corner Radius
- SwitchButton: Value
- ProgressBar: Proportion, Show Number
- Label: Is Hyperlink, Font Point Size
- LabeledStaticBox: Corner Radius, Border Width, Border Color, Scale
Each widget type uses dynamic_cast for safe detection."
```
---
### Task 5: Wire plugins into MainFrame and CMakeLists
**Files:**
- Modify: `src/slic3r/GUI/MainFrame.cpp` (add include + registration call)
- Modify: `src/slic3r/CMakeLists.txt` (add 4 source files)
**Interfaces:**
- Consumes: Tasks 1-4 (all plugins and registration helper)
- Produces: Registered plugins available at runtime, buildable project
- [ ] **Step 1: Add include in MainFrame.cpp**
After the existing includes (around line 30, near the other Utils includes), add:
```cpp
#include "slic3r/Utils/wxInspectorPlugins/Registration.hpp"
```
- [ ] **Step 2: Add registration call in MainFrame constructor**
After `SetupInspectorAccelerator(this);` (currently line ~303), add:
```cpp
RegisterOrcaInspectorPlugins();
```
- [ ] **Step 3: Add source files to CMakeLists.txt**
Find the `SLIC3R_GUI_SOURCES` list in `src/slic3r/CMakeLists.txt`. After the existing `Utils/*.cpp` entries (around line 650-754), add:
```cmake
Utils/wxInspectorPlugins/DPIAwarePlugin.hpp
Utils/wxInspectorPlugins/DPIAwarePlugin.cpp
Utils/wxInspectorPlugins/CustomWidgetsPlugin.hpp
Utils/wxInspectorPlugins/CustomWidgetsPlugin.cpp
Utils/wxInspectorPlugins/Registration.hpp
```
(Note: Add all 5 files — 2 .hpp + 2 .cpp + 1 Registration.hpp. wxWidgets cmake needs headers listed too for the resource system.)
- [ ] **Step 4: Commit**
```bash
git add src/slic3r/GUI/MainFrame.cpp src/slic3r/CMakeLists.txt
git commit -m "feat: wire wxInspector plugins into MainFrame and build
- Call RegisterOrcaInspectorPlugins() after SetupInspectorAccelerator
- Add all plugin source files to SLIC3R_GUI_SOURCES"
```
---
### Task 6: Build and verify
**Files:**
- None modified (verification only)
- [ ] **Step 1: Configure the build**
```powershell
$cmakePath = "D:\VisualStudio\2026\Community\Common7\IDE\CommonExtensions\Microsoft\CMake\CMake\bin\cmake.exe"
& $cmakePath --build . --config Debug --target ALL_BUILD -- -m
```
Expected: Build succeeds with zero errors and zero warnings from our new files.
- [ ] **Step 2: Fix any compilation errors**
If the build fails:
- Check that `#include` paths resolve (the `slic3r/GUI/…` relative paths use `src/` as the include root — verify this is set up in CMake via `include_directories`)
- Check that `ButtonStyle` and `ButtonType` enums are visible (they're defined in `Button.hpp`)
- Check that `StateColor` constructor from `wxColour` is valid (it has `StateColor(wxColour const&)`)
- Check that `LabeledStaticBox::GetBorderColor()` returns by value (StateColor copy is fine)
- On macOS: static box margin removal call needs `#ifdef __WXOSX__` guard
- [ ] **Step 3: Launch OrcaSlicer and verify inspector**
Launch the built OrcaSlicer, press Ctrl+Shift+I to open the inspector:
1. Select the MainFrame in the tree — verify "DPI Scaling" category appears with Scale Factor, Prev Scale Factor, EM Unit, Normal Font, Force Rescale
2. Select an Orca Button — verify "Orca Button" category appears
3. Select an Orca CheckBox — verify "Orca CheckBox" category appears
4. Edit a property value (e.g., Scale Factor) — verify the setter applies correctly
5. Select a LabeledStaticBox — verify corner radius, border width, border color, scale appear
- [ ] **Step 5: Commit (if fixes were needed) or mark complete**
```bash
git status
```
If clean: verification complete. If changes were made: `git add` and commit with fix message.

View File

@@ -1,102 +0,0 @@
# Move `wxInspectable` into `DPIAware` — Design Spec
Date: 2026-07-23
Branch: `dev/layout-inspector`
## Overview
Move the `wxInspector::wxInspectable` base class from individual leaf classes (`DPIDialog`, `MainFrame`) into the common `DPIAware<P>` template. This makes every DPIAware widget automatically visible in the inspector tree without requiring each subclass to opt in.
## Motivation
Currently, only `DPIDialog` and `MainFrame` explicitly inherit `wxInspectable`. `DPIFrame` (which `MainFrame` inherits from) does not — `MainFrame` adds it manually. This means:
- Any `DPIAware<T>` widget that isn't `DPIDialog` or `MainFrame` is invisible in the inspector tree
- `DPIFrame` subclasses (`BaseTransparentDPIFrame`, `ImageDPIFrame`, `ModelMallDialog`, `MediaFileFrame`, `SecondaryCheckDialog`, `PrintErrorDialog`, etc.) don't appear
- Adding a new DPIAware widget type requires remembering to also inherit `wxInspectable`
Moving `wxInspectable` to `DPIAware` fixes this for all current and future DPIAware widgets at once.
## Design
### Change 1: `GUI_Utils.hpp` — `DPIAware<P>`
Add `wxInspector::wxInspectable` as a second base class, and call `SetupInspectorAccelerator(this)` in the constructor (after `this->CenterOnParent()`):
```cpp
// Before:
template<class P> class DPIAware : public P
// After:
template<class P> class DPIAware : public P, public wxInspector::wxInspectable
```
Add in the constructor body (after `this->CenterOnParent()` at line 110):
```cpp
SetupInspectorAccelerator(this);
```
This gives every `DPIAware<T>` widget both inspectability and the Ctrl+Shift+I keyboard shortcut automatically. `#include <wx/inspector/inspector.h>` is already present in the file.
### Change 2: `GUI_Utils.hpp` — `DPIDialog`
Remove the now-redundant `wxInspector::wxInspectable` and the `SetupInspectorAccelerator(this)` call:
```cpp
// Before:
class DPIDialog : public DPIAware<wxDialog>, public wxInspector::wxInspectable
// ...
SetupInspectorAccelerator(this);
// After:
class DPIDialog : public DPIAware<wxDialog>
// (SetupInspectorAccelerator call removed — now done in DPIAware constructor)
```
`DPIDialog` gets `wxInspectable` and the accelerator through `DPIAware<wxDialog>` now.
### Change 3: `MainFrame.hpp` — `MainFrame`
Remove the now-redundant `wxInspector::wxInspectable`:
```cpp
// Before:
class MainFrame : public DPIFrame, public wxInspector::wxInspectable
// After:
class MainFrame : public DPIFrame
```
`MainFrame` gets `wxInspectable` through `DPIFrame``DPIAware<wxFrame>`.
### Change 4: `MainFrame.cpp` — `MainFrame` constructor
Remove the now-redundant `SetupInspectorAccelerator(this)` call (line 304). It will be called automatically by the `DPIAware` constructor.
## Impact
| Widget | Before | After |
|--------|--------|-------|
| `DPIDialog` subclasses (~80) | ✓ inspectable | ✓ inspectable (transitive) |
| `MainFrame` | ✓ inspectable | ✓ inspectable (transitive) |
| `DPIFrame` subclasses (8 others) | ✗ invisible | ✓ inspectable |
| Future `DPIAware<T>` | ✗ invisible | ✓ inspectable |
## Files Modified
| File | Change |
|------|--------|
| `src/slic3r/GUI/GUI_Utils.hpp` | `DPIAware<P>` gains `wxInspector::wxInspectable` + `SetupInspectorAccelerator(this)` call; `DPIDialog` drops redundant `wxInspector::wxInspectable` and `SetupInspectorAccelerator(this)` |
| `src/slic3r/GUI/MainFrame.hpp` | `MainFrame` drops redundant `wxInspector::wxInspectable` |
| `src/slic3r/GUI/MainFrame.cpp` | Remove redundant `SetupInspectorAccelerator(this)` from MainFrame constructor |
## Non-Goals
- The `DPIAwarePlugin` detection logic (`dynamic_cast<DPIFrame*>` / `dynamic_cast<DPIDialog*>`) is unchanged
- No new DPI properties — this is purely about tree visibility and accelerator setup
## Risk Assessment
- **Multiple inheritance**: `DPIAware<P>` already has a vtable (virtual destructor). Adding `wxInspectable` adds a second base but no additional data members. The `wxInspector::wxInspectable` class is expected to be a lightweight marker interface.
- **Build**: No new includes needed; `<wx/inspector/inspector.h>` is already included in `GUI_Utils.hpp`.
- **Cross-platform**: The change is standard C++ multiple inheritance — no platform-specific concerns.

View File

@@ -1,244 +0,0 @@
# wxInspector Plugins for OrcaSlicer Custom Controls — Design Spec
Date: 2026-07-23
Branch: `dev/layout-inspector`
## Overview
Create wxInspector plugins that expose OrcaSlicer's custom widget properties in the inspector's property grid. Without these plugins, the inspector shows only generic wxWidgets properties — missing all DPI-awareness data, custom styling, and Orca-specific control state.
## Goals
1. **DPIAware properties** — Inspect and update `scale_factor`, `prev_scale_factor`, `em_unit`, and `normal_font` on any DPIAware-derived widget
2. **Custom widget properties** — Surface Orca-specific properties on `Button`, `CheckBox`, `TextInput`, `SwitchButton`, `ProgressBar`, `Label`, and `LabeledStaticBox`
3. **Minimal source changes** — Only add trivial (one-line) getters/setters to existing classes; no architectural refactoring of Orca's widget hierarchy
## Non-Goals
- Custom inspector panels or AUI tabs (use the existing property grid and method invoker)
- Python-plugin integration (this is C++ wxInspector, not Orca's Python plugin system)
- Event logging customization (the built-in event logger already works)
## Architecture
### Two Plugins
| Plugin | Class | Files |
|--------|-------|-------|
| DPIAware plugin | `DPIAwarePlugin` | `DPIAwarePlugin.hpp`, `DPIAwarePlugin.cpp` |
| Custom widgets plugin | `CustomWidgetsPlugin` | `CustomWidgetsPlugin.hpp`, `CustomWidgetsPlugin.cpp` |
| Registration helper | inline function | `Registration.hpp` |
All files live under `src/slic3r/Utils/wxInspectorPlugins/`.
### Plugin Detection Strategy
**DPIAware plugin**: Uses `dynamic_cast<DPIFrame*>` and `dynamic_cast<DPIDialog*>` as detection gates. `DPIFrame` = `DPIAware<wxFrame>`, `DPIDialog` = `DPIAware<wxDialog>`. Since these are concrete typedefs, `dynamic_cast` works at runtime. This covers `MainFrame`, `SettingsDialog`, and all 8 calibration dialogs (which inherit `DPIDialog`).
**Custom widgets plugin**: Gates broadly on `CLASSINFO(wxWindow)`, then uses per-type `dynamic_cast` inside `GetProperties` to check each Orca-specific type. Only matching types append properties.
### Registration
A single `RegisterOrcaInspectorPlugins()` inline function in `Registration.hpp` creates both plugins as function-local statics (matching the wxInspector built-in provider pattern) and registers them via `wxInspector::RegisterPlugin()`.
Called once from `MainFrame::MainFrame()` after `SetupInspectorAccelerator(this)`.
### Why Separate Plugins?
- DPIAware is a C++ template concept (not a wxClassInfo-isKindOf check), so it needs its own detection logic
- Custom widgets use standard wxClassInfo-based detection, matching the built-in provider pattern
- Two focused files are easier to review and maintain than one monolithic plugin
- Compile-time failure isolation: if a widget header changes, only one plugin breaks
## DPIAware Plugin — Property Specification
### Source Changes (GUI_Utils.hpp)
Four one-liner methods added to the `DPIAware<P>` template class (public section):
```cpp
float scale_factor() const { return m_scale_factor; } // already exists
float prev_scale_factor() const { return m_prev_scale_factor; } // already exists
int em_unit() const { return m_em_unit; } // already exists
void set_scale_factor(float v) { m_scale_factor = v; } // NEW
void set_prev_scale_factor(float v) { m_prev_scale_factor = v; } // NEW
void set_em_unit(int v) { m_em_unit = v; } // NEW
bool force_rescale() const { return m_force_rescale; } // NEW
// m_normal_font getter already exists: normal_font()
```
### Detection
```cpp
bool CanProvideProperties(wxClassInfo* info) override {
// Gated in GetProperties via dynamic_cast on the window itself
return info->IsKindOf(CLASSINFO(wxWindow));
}
```
In `GetProperties`:
```cpp
auto* win = obj.AsWindow();
bool isDPI = dynamic_cast<DPIFrame*>(win) || dynamic_cast<DPIDialog*>(win);
if (!isDPI) return props;
```
### Property Table (category: "DPI Scaling")
| Name | Type | Editable | Getter | Setter |
|------|------|----------|--------|--------|
| Scale Factor | String (float) | Yes | `dpi->scale_factor()` | `dpi->set_scale_factor(v)` |
| Prev Scale Factor | String (float) | Yes | `dpi->prev_scale_factor()` | `dpi->set_prev_scale_factor(v)` |
| EM Unit | Integer | Yes | `dpi->em_unit()` | `dpi->set_em_unit(v)` |
| Normal Font | ReadOnly | No | `dpi->normal_font().GetNativeFontInfoDesc()` | — |
| Force Rescale | Boolean (ReadOnly) | No | `dpi->force_rescale()` | — |
**Note on setters**: The setters simply store values. They do NOT trigger a widget rescale/layout. To see the effect of a changed scale factor, use the inspector's Methods panel to call `Layout()` or resize the window — which triggers the DPI_CHANGED event path naturally.
## Custom Widgets Plugin — Property Specification
All properties are appended to the built-in wxWindow properties. Each widget type is independently detected via `dynamic_cast`.
### Detection gates (in `GetProperties`)
```cpp
auto* win = obj.AsWindow();
if (auto* btn = dynamic_cast<Button*>(win)) { addButtonProperties(btn, props); }
if (auto* cb = dynamic_cast<CheckBox*>(win)) { addCheckBoxProperties(cb, props); }
if (auto* ti = dynamic_cast<TextInput*>(win)) { addTextInputProperties(ti, props); }
if (auto* sb = dynamic_cast<SwitchButton*>(win)) { addSwitchButtonProperties(sb, props); }
if (auto* pb = dynamic_cast<ProgressBar*>(win)) { addProgressBarProperties(pb, props); }
if (auto* lbl = dynamic_cast<Label*>(win)) { addLabelProperties(lbl, props); }
if (auto* lsb = dynamic_cast<LabeledStaticBox*>(win)) { addLabeledStaticBoxProperties(lsb, props); }
```
### Orca Button (`Button`) — category: "Orca Button"
| Name | Type | Editable | Getter | Setter |
|------|------|----------|--------|--------|
| Button Style | Choice | Yes | enum→string | string→enum |
| Button Type | Choice | Yes | enum→string | string→enum |
| Selected | Boolean | Yes | `m_selected` (needs getter) | `SetSelected(v)` |
| Active Icon | ReadOnly | No | icon name string | — |
| Inactive Icon | ReadOnly | No | icon name string | — |
Choices for Button Style: `Regular`, `Confirm`, `Alert`, `Disabled`
Choices for Button Type: `Compact`, `Window`, `Choice`, `Parameter`, `Icon`, `Expanded`
**Source changes needed**: Button's `m_selected` is private. Add one-liner getter:
```cpp
bool IsSelected() const { return m_selected; }
```
### Orca CheckBox (`CheckBox`) — category: "Orca CheckBox"
| Name | Type | Editable | Getter | Setter |
|------|------|----------|--------|--------|
| Half Checked | Boolean | Yes | `m_half_checked` (needs getter) | `SetHalfChecked(v)` |
**Source changes needed**: `m_half_checked` is private. Add one-liner getter:
```cpp
bool IsHalfChecked() const { return m_half_checked; }
```
### Orca TextInput (`TextInput`) — category: "Orca TextInput"
| Name | Type | Editable | Getter | Setter |
|------|------|----------|--------|--------|
| Label | String | Yes | `GetLabel()` (inherited from wxWindow) | `SetLabel(v)` (exists) |
| Text Value | String | Yes | `GetTextCtrl()->GetValue()` (GetTextCtrl is public) | `GetTextCtrl()->SetValue(v)` |
| Corner Radius | Integer | Yes | `GetCornerRadius()` (NEW) | `SetCornerRadius(v)` (exists) |
**Source changes needed**: Add one getter to `TextInput`:
```cpp
int GetCornerRadius() const { return static_cast<int>(radius); }
```
(`radius` is inherited from StaticBox. `SetCornerRadius(double)` already exists. `GetTextCtrl()` is already public.)
### Orca SwitchButton (`SwitchButton`) — category: "Orca SwitchButton"
| Name | Type | Editable | Getter | Setter |
|------|------|----------|--------|--------|
| Value | Boolean | Yes | existing getter | existing setter |
### Orca ProgressBar (`ProgressBar`) — category: "Orca ProgressBar"
| Name | Type | Editable | Getter | Setter |
|------|------|----------|--------|--------|
| Proportion | Float (0-1) | Yes | `pb->m_proportion` (public member) | `pb->m_proportion = v` |
| Show Number | Boolean | Yes | `pb->m_shownumber` (public member) | `pb->m_shownumber = v` |
**No source changes needed**: `m_proportion` and `m_shownumber` are already public members. `SetValue(int)` and `SetProgress(int)` already exist as public methods.
### Orca Label (`Label`) — category: "Orca Label"
| Name | Type | Editable | Getter | Setter |
|------|------|----------|--------|--------|
| Is Hyperlink | Boolean | No | existing flag check | — |
| Font Size | ReadOnly | No | `GetFont().GetPointSize()` | — |
### LabeledStaticBox — category: "LabeledStaticBox"
| Name | Type | Editable | Getter | Setter |
|------|------|----------|--------|--------|
| Corner Radius | Integer | Yes | `GetCornerRadius()` (NEW) | `SetCornerRadius(v)` (exists) |
| Border Width | Integer | Yes | `GetBorderWidth()` (NEW) | `SetBorderWidth(v)` (exists) |
| Border Color | String (hex) | Yes | `GetBorderColor()` (NEW) | `SetBorderColor(v)` (exists) |
| Scale | Float (ReadOnly) | No | `m_scale` (protected, needs getter) | — |
**Source changes needed**: Four one-liner getters added to `LabeledStaticBox`:
```cpp
int GetCornerRadius() const { return m_radius; }
int GetBorderWidth() const { return m_border_width; }
StateColor GetBorderColor() const { return border_color; }
float GetScale() const { return m_scale; }
```
## Files Modified (Existing Code)
| File | Changes |
|------|---------|
| `src/slic3r/GUI/GUI_Utils.hpp` | +4 methods in `DPIAware<P>`: `set_scale_factor()`, `set_prev_scale_factor()`, `set_em_unit()`, `force_rescale()` |
| `src/slic3r/GUI/Widgets/LabeledStaticBox.hpp` | +4 getter declarations: `GetCornerRadius()`, `GetBorderWidth()`, `GetBorderColor()`, `GetScale()` |
| `src/slic3r/GUI/Widgets/LabeledStaticBox.cpp` | +4 getter implementations |
| `src/slic3r/GUI/Widgets/Button.hpp` | +1 getter: `IsSelected()` |
| `src/slic3r/GUI/Widgets/CheckBox.hpp` | +1 getter: `IsHalfChecked()` |
| `src/slic3r/GUI/Widgets/TextInput.hpp` | +1 getter: `GetCornerRadius()` |
| `src/slic3r/GUI/Widgets/ProgressBar.hpp` | None (public members are used directly) |
| `src/slic3r/GUI/MainFrame.cpp` | +1 `#include`, +1 call to `RegisterOrcaInspectorPlugins()` |
| `src/slic3r/CMakeLists.txt` | +4 entries in `SLIC3R_GUI_SOURCES` (the .cpp plugin files) |
## Files Created
```
src/slic3r/Utils/wxInspectorPlugins/
├── DPIAwarePlugin.hpp
├── DPIAwarePlugin.cpp
├── CustomWidgetsPlugin.hpp
├── CustomWidgetsPlugin.cpp
└── Registration.hpp
```
## Build & Linking
The `wxInspector` dependency is already wired:
- `deps/wxInspector/wxInspector.cmake` fetches and builds wxInspector
- `src/CMakeLists.txt` lines 92-93 link `wxInspector::wxInspector` into `wxWidgets_LIBRARIES`
- The plugin files only need `#include <wx/inspector/plugin.h>` and `#include <wx/inspector/inspector.h>` — both available from the installed dependency
No new CMake dependencies needed. Only the new source files need listing in `SLIC3R_GUI_SOURCES`.
## Error Handling & Edge Cases
- **Stale pointers**: Plugin lambdas capture raw pointers, regenerated on every `GetProperties` call (matching wxInspector's built-in provider pattern). Pointers live only until the next tree selection.
- **Widget destruction**: If a widget is destroyed while the inspector is showing its properties, `InspectableObject::IsValid()` returns false and properties are not displayed. The inspector won't show stale data.
- **Invalid property values**: Setters use `sscanf` / `ToLong` with validation (matching built-in patterns). Bogus input is rejected — setter returns `false`, property grid shows error state.
- **DPI drift**: Setting `scale_factor` without triggering rescale means displayed sizes don't match the new factor. This is acceptable — the inspector is a developer tool; operators know to call `Layout()` after making changes.
- **Missing widget type**: If a `dynamic_cast` fails for all types, only built-in wxWindow properties are shown. No crash, no error — just reduced info.
## Future Work (Out of Scope)
- **StateColor visualization**: `StateColor` is a multi-value type (maps bitmask states to colors). A full solution would need a custom property editor (e.g., a table showing each state→color pair). Keep it simple for now.
- **ScalableBitmap display**: Could show the bitmap as an inline thumbnail. Complex property editor work — deferred.
- **More widget types**: `SwitchBoard`, `MultiSwitchButton`, `StepCtrl`, `FanControl`, `DropDown`, `ComboBox`, `AMS*` widgets could all benefit. Add as needed.
- **Property refresh on tree selection**: Currently properties are static snapshots. A "refresh" button or auto-poll could keep values current for rapidly-changing widgets (progress bars, etc.). The built-in wxInspector already provides a tree-refresh button.

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: PACKAGE VERSION\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2026-07-29 17:40-0300\n"
"POT-Creation-Date: 2026-07-20 10:39-0300\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -552,7 +552,6 @@ msgstr ""
msgid "Reset"
msgstr ""
msgctxt "Keyboard Shortcut"
msgid "Enter"
msgstr ""
@@ -878,7 +877,6 @@ msgstr ""
msgid "Select all connectors"
msgstr ""
msgctxt "Cut tool"
msgid "Cut"
msgstr ""
@@ -982,7 +980,7 @@ msgstr ""
#, possible-boost-format
msgid ""
"Objects(%1%) have duplicated connectors. Some connectors may be missing in slicing result.\n"
"Please report to the OrcaSlicer team in which scenario this issue happened.\n"
"Please report to PrusaSlicer team in which scenario this issue happened.\n"
"Thank you."
msgstr ""
@@ -1734,14 +1732,12 @@ msgstr ""
msgid "Select point"
msgstr ""
msgctxt "Keyboard Shortcut"
msgid "Delete"
msgstr ""
msgid "Restart selection"
msgstr ""
msgctxt "Keyboard Shortcut"
msgid "Esc"
msgstr ""
@@ -1842,7 +1838,6 @@ msgstr ""
msgid "Leaving Measure gizmo"
msgstr ""
msgctxt "Assembly tool"
msgid "Assemble"
msgstr ""
@@ -2353,9 +2348,6 @@ msgstr ""
msgid "Import File"
msgstr ""
msgid "Delete"
msgstr ""
msgid "Choose files"
msgstr ""
@@ -2474,14 +2466,12 @@ msgstr ""
msgid "Show"
msgstr ""
msgctxt "Keyboard Shortcut"
msgid "Del"
msgstr ""
msgid "Delete the selected object"
msgstr ""
msgctxt "Keyboard Shortcut"
msgid "Backspace"
msgstr ""
@@ -2669,9 +2659,6 @@ msgstr ""
msgid "Restore to Meter"
msgstr ""
msgid "Assemble"
msgstr ""
msgid "Assemble the selected objects into an object with multiple parts"
msgstr ""
@@ -3385,6 +3372,7 @@ msgstr ""
msgid "Innerloop"
msgstr ""
#. TRN To be shown in the main menu View->Top
msgid "Top"
msgstr ""
@@ -3415,7 +3403,6 @@ msgctxt "air_duct"
msgid "Left(Aux)"
msgstr ""
msgctxt "Hotend Heat Breaker Fan"
msgid "Hotend"
msgstr ""
@@ -3608,9 +3595,6 @@ msgstr ""
msgid "Arranging"
msgstr ""
msgid "Arranging "
msgstr ""
msgid "Arranging canceled."
msgstr ""
@@ -4136,14 +4120,6 @@ msgstr ""
msgid "Print with filament in AMS"
msgstr ""
msgctxt "Nozzle position"
msgid "Left"
msgstr ""
msgctxt "Nozzle position"
msgid "Right"
msgstr ""
msgid "When the current material run out, the printer will continue to print in the following order."
msgstr ""
@@ -5371,7 +5347,6 @@ msgstr ""
msgid "Quality / Speed"
msgstr ""
msgctxt "Mesh action"
msgid "Smooth"
msgstr ""
@@ -5472,24 +5447,10 @@ msgstr ""
msgid "Align to Y axis"
msgstr ""
msgctxt "Camera View"
msgid "Front"
msgstr ""
msgctxt "Camera View"
msgid "Back"
msgstr ""
#. TRN To be shown in the main menu View->Top
msgctxt "Camera View"
msgid "Top"
msgstr ""
#. TRN To be shown in the main menu View->Bottom
msgctxt "Camera View"
msgid "Bottom"
msgstr ""
msgctxt "Camera View"
msgid "Left"
msgstr ""
@@ -5870,13 +5831,19 @@ msgstr ""
msgid "Top View"
msgstr ""
#. TRN To be shown in the main menu View->Bottom
msgid "Bottom"
msgstr ""
msgid "Bottom View"
msgstr ""
msgid "Front"
msgstr ""
msgid "Front View"
msgstr ""
msgctxt "Camera View"
msgid "Rear"
msgstr ""
@@ -5988,9 +5955,6 @@ msgstr ""
msgid "Redo"
msgstr ""
msgid "Cut"
msgstr ""
msgid "Cut selection to clipboard"
msgstr ""
@@ -6090,10 +6054,6 @@ msgstr ""
msgid "Preferences"
msgstr ""
msgctxt "Menu"
msgid "Edit"
msgstr ""
msgid "View"
msgstr ""
@@ -8655,26 +8615,6 @@ msgstr ""
msgid "Displays current viewport FPS in the top-right corner."
msgstr ""
msgid "G-code Preview"
msgstr ""
msgid "Dim lower layers"
msgstr ""
msgid "When scrubbing the layer slider in the sliced preview, render the layers below the current one darkened so that only the layer being viewed is shown at full brightness."
msgstr ""
msgid "Dimmed layer brightness"
msgstr ""
msgid "%"
msgstr ""
msgid ""
"How brightly the dimmed layers are rendered when \"Dim lower layers\" is enabled.\n"
"99% is barely darkened, 0% renders them black. Capped at 99% because 100% would be the same as disabling the option."
msgstr ""
msgid "Login region"
msgstr ""
@@ -8957,7 +8897,6 @@ msgstr ""
msgid "The selected preset is null!"
msgstr ""
msgctxt "Layer range"
msgid "End"
msgstr ""
@@ -9241,9 +9180,6 @@ msgstr ""
msgid "The current printer does not support timelapse in Traditional Mode when printing By-Object."
msgstr ""
msgid "I have checked the installed nozzle and want to print anyway."
msgstr ""
msgid "Errors"
msgstr ""
@@ -10868,28 +10804,24 @@ msgstr ""
msgid "Select objects by rectangle"
msgstr ""
msgctxt "Keyboard Shortcut"
msgid "Arrow Up"
msgstr ""
msgid "Move selection 10mm in positive Y direction"
msgstr ""
msgctxt "Keyboard Shortcut"
msgid "Arrow Down"
msgstr ""
msgid "Move selection 10mm in negative Y direction"
msgstr ""
msgctxt "Keyboard Shortcut"
msgid "Arrow Left"
msgstr ""
msgid "Move selection 10mm in negative X direction"
msgstr ""
msgctxt "Keyboard Shortcut"
msgid "Arrow Right"
msgstr ""
@@ -10974,17 +10906,9 @@ msgstr ""
msgid "Toggle printable for object/part"
msgstr ""
msgctxt "Keyboard Shortcut"
msgid "Tab"
msgstr ""
msgid "Switch between Prepare/Preview"
msgstr ""
msgctxt "Keyboard Shortcut"
msgid "Space"
msgstr ""
msgid "Open actions speed dial"
msgstr ""
@@ -11042,17 +10966,9 @@ msgstr ""
msgid "Move slider 5x faster"
msgstr ""
msgctxt "Keyboard Shortcut"
msgid "Home"
msgstr ""
msgid "Horizontal slider - Move to start position"
msgstr ""
msgctxt "Keyboard Shortcut"
msgid "End"
msgstr ""
msgid "Horizontal slider - Move to last position"
msgstr ""
@@ -12371,26 +12287,12 @@ msgstr ""
msgid "Intra-layer order"
msgstr ""
msgid ""
"Order in which object instances are visited within a single layer, which controls how much travel is spent moving between them.\n"
"\n"
"Default: nearest-neighbor chaining, refined with 2-opt and crossing removal. A good general choice.\n"
"As object list: instances are printed in the same order as the object list, without any path optimization. Use it when you need a predictable, manually controlled order.\n"
"Best of all (shortest path): every strategy is evaluated and the shortest one is used. The object instance order is decided once for the whole print, while the ordering of individual islands is decided per layer, so different layers may end up using different strategies. Slightly slower to slice.\n"
"Snake: serpentine row-by-row traversal, refined with 2-opt. Well suited to regular grids of many small parts.\n"
"\n"
"With multiple filaments or tools in the same layer, minimizing tool changes takes priority: objects are grouped by filament first and this setting only orders the instances within each filament group, so the overall sequence may not look like the shortest path across the plate."
msgid "Print order within a single layer."
msgstr ""
msgid "As object list"
msgstr ""
msgid "Best of all (shortest path)"
msgstr ""
msgid "Snake"
msgstr ""
msgid "Slow printing down for better layer cooling"
msgstr ""
@@ -14764,7 +14666,7 @@ msgstr ""
msgid "Retract amount after wipe"
msgstr ""
#, no-c-format, no-boost-format
#, possible-c-format
msgid ""
"The length of fast retraction after wipe, relative to retraction length.\n"
"The value will be clamped by 100% minus the retract amount before the wipe value."
@@ -15196,9 +15098,6 @@ msgstr ""
msgid "Traditional"
msgstr ""
msgid "Smooth"
msgstr ""
msgid "Farthest point timelapse"
msgstr ""
@@ -16102,12 +16001,6 @@ msgstr ""
msgid "Whether this printer supports fast purge mode with optimized temperature and multiplier."
msgstr ""
msgid "Filament change"
msgstr ""
msgid "The volume of material required to prime the extruder on the tower, excluding a hotend change."
msgstr ""
msgid "The volume of material required to prime the extruder for a hotend change on the tower."
msgstr ""
@@ -17246,15 +17139,6 @@ msgid ""
"Please select one that should be used."
msgstr ""
msgid "Auto-scale for nozzle"
msgstr ""
msgid ""
"This model is designed around a 0.4 mm nozzle with a 0.2 mm layer height. \n"
"When the scaling option is enabled (recommended), it dynamically resizes to match your current nozzle diameter and an appropriate layer height, making the test both accurate and easy to read.\n"
"Turn scaling off only if you wish to print the reference model exactly as-is."
msgstr ""
msgid "PA Calibration"
msgstr ""
@@ -17377,12 +17261,6 @@ msgstr ""
msgid "End speed: "
msgstr ""
msgid "Auto-adjust to max volumetric speed"
msgstr ""
msgid "If the end speed would exceed the filament's maximum volumetric speed, automatically lower the layer height (keeping standard values and staying within the machine's limits) to reach it. If even the minimum layer height is not enough, lower the end speed instead."
msgstr ""
msgid ""
"Please input valid values:\n"
"start > 10\n"
@@ -17390,39 +17268,6 @@ msgid ""
"end > start + step"
msgstr ""
#, possible-c-format, possible-boost-format
msgid ""
"The end speed (%.0f mm/s) exceeds the filament's maximum volumetric speed (%.1f mm³/s), which limits the outer wall to about %.0f mm/s at this line width and layer height.\n"
" Speeds above this will be clamped, so the upper blocks of the tower will not print at the requested speed.\n"
"\n"
"%s"
msgstr ""
#, possible-c-format, possible-boost-format
msgid ""
"The end speed (%.0f mm/s) exceeds the filament's maximum volumetric speed (%.1f mm³/s) at the default layer height (%.2f mm).\n"
"\n"
"The layer height has been reduced to %.2f mm (a value used by this printer's profiles) so the tower can reach the requested speed."
msgstr ""
#, possible-c-format, possible-boost-format
msgid ""
"Even at the smallest layer height used by this printer's profiles (%.2f mm) the end speed (%.0f mm/s) exceeds the filament's maximum volumetric speed (%.1f mm³/s).\n"
"\n"
"The layer height will be set to %.2f mm and the end speed lowered to %.0f mm/s.\n"
"\n"
"Continue?"
msgstr ""
msgid "Continue anyway?"
msgstr ""
msgid "Enable \"Auto-adjust\" to fix this automatically, or continue anyway?"
msgstr ""
msgid "Enable \"Auto-scale for nozzle\" and \"Auto-adjust\" to fix this automatically, or continue anyway?"
msgstr ""
msgid "Start retraction length: "
msgstr ""
@@ -19204,15 +19049,15 @@ msgstr ""
msgid "Show details"
msgstr ""
msgid "Hide details"
msgstr ""
msgid "Version to install:"
msgstr ""
msgid "Download and Install"
msgstr ""
msgid "Skip for Now"
msgstr ""
msgid "A new version of the Bambu Network Plug-in is available."
msgstr ""
@@ -19223,10 +19068,16 @@ msgstr ""
msgid "Update to version:"
msgstr ""
msgid "Don't Ask Again"
msgid "Update Now"
msgstr ""
msgid "Update Now"
msgid "Remind Later"
msgstr ""
msgid "Skip Version"
msgstr ""
msgid "Don't Ask Again"
msgstr ""
msgid "(Latest)"
@@ -19244,6 +19095,9 @@ msgstr ""
msgid "Restart Now"
msgstr ""
msgid "Restart Later"
msgstr ""
msgid "NO RAMMING AT ALL"
msgstr ""

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View File

@@ -3,7 +3,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Orca Slicer\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2026-07-29 17:40-0300\n"
"POT-Creation-Date: 2026-07-20 10:39-0300\n"
"PO-Revision-Date: 2026-06-17 15:44-0300\n"
"Last-Translator: Alexandre Folle de Menezes\n"
"Language-Team: \n"
@@ -548,7 +548,6 @@ msgstr ""
msgid "Reset"
msgstr ""
msgctxt "Keyboard Shortcut"
msgid "Enter"
msgstr ""
@@ -874,7 +873,6 @@ msgstr ""
msgid "Select all connectors"
msgstr ""
msgctxt "Cut tool"
msgid "Cut"
msgstr ""
@@ -978,7 +976,7 @@ msgstr ""
#, boost-format
msgid ""
"Objects(%1%) have duplicated connectors. Some connectors may be missing in slicing result.\n"
"Please report to the OrcaSlicer team in which scenario this issue happened.\n"
"Please report to PrusaSlicer team in which scenario this issue happened.\n"
"Thank you."
msgstr ""
@@ -1730,14 +1728,12 @@ msgstr ""
msgid "Select point"
msgstr ""
msgctxt "Keyboard Shortcut"
msgid "Delete"
msgstr ""
msgid "Restart selection"
msgstr ""
msgctxt "Keyboard Shortcut"
msgid "Esc"
msgstr ""
@@ -1838,7 +1834,6 @@ msgstr ""
msgid "Leaving Measure gizmo"
msgstr ""
msgctxt "Assembly tool"
msgid "Assemble"
msgstr ""
@@ -2349,9 +2344,6 @@ msgstr ""
msgid "Import File"
msgstr ""
msgid "Delete"
msgstr ""
msgid "Choose files"
msgstr ""
@@ -2470,14 +2462,12 @@ msgstr ""
msgid "Show"
msgstr ""
msgctxt "Keyboard Shortcut"
msgid "Del"
msgstr ""
msgid "Delete the selected object"
msgstr ""
msgctxt "Keyboard Shortcut"
msgid "Backspace"
msgstr ""
@@ -2665,9 +2655,6 @@ msgstr ""
msgid "Restore to Meter"
msgstr ""
msgid "Assemble"
msgstr ""
msgid "Assemble the selected objects into an object with multiple parts"
msgstr ""
@@ -3381,6 +3368,7 @@ msgstr ""
msgid "Innerloop"
msgstr ""
#. TRN To be shown in the main menu View->Top
msgid "Top"
msgstr ""
@@ -3411,7 +3399,6 @@ msgctxt "air_duct"
msgid "Left(Aux)"
msgstr ""
msgctxt "Hotend Heat Breaker Fan"
msgid "Hotend"
msgstr ""
@@ -3604,9 +3591,6 @@ msgstr ""
msgid "Arranging"
msgstr ""
msgid "Arranging "
msgstr ""
msgid "Arranging canceled."
msgstr ""
@@ -4132,14 +4116,6 @@ msgstr ""
msgid "Print with filament in AMS"
msgstr ""
msgctxt "Nozzle position"
msgid "Left"
msgstr ""
msgctxt "Nozzle position"
msgid "Right"
msgstr ""
msgid "When the current material run out, the printer will continue to print in the following order."
msgstr ""
@@ -5367,7 +5343,6 @@ msgstr ""
msgid "Quality / Speed"
msgstr ""
msgctxt "Mesh action"
msgid "Smooth"
msgstr ""
@@ -5468,24 +5443,10 @@ msgstr ""
msgid "Align to Y axis"
msgstr ""
msgctxt "Camera View"
msgid "Front"
msgstr ""
msgctxt "Camera View"
msgid "Back"
msgstr ""
#. TRN To be shown in the main menu View->Top
msgctxt "Camera View"
msgid "Top"
msgstr ""
#. TRN To be shown in the main menu View->Bottom
msgctxt "Camera View"
msgid "Bottom"
msgstr ""
msgctxt "Camera View"
msgid "Left"
msgstr ""
@@ -5866,13 +5827,19 @@ msgstr ""
msgid "Top View"
msgstr ""
#. TRN To be shown in the main menu View->Bottom
msgid "Bottom"
msgstr ""
msgid "Bottom View"
msgstr ""
msgid "Front"
msgstr ""
msgid "Front View"
msgstr ""
msgctxt "Camera View"
msgid "Rear"
msgstr ""
@@ -5984,9 +5951,6 @@ msgstr ""
msgid "Redo"
msgstr ""
msgid "Cut"
msgstr ""
msgid "Cut selection to clipboard"
msgstr ""
@@ -6086,10 +6050,6 @@ msgstr ""
msgid "Preferences"
msgstr ""
msgctxt "Menu"
msgid "Edit"
msgstr ""
msgid "View"
msgstr ""
@@ -8651,26 +8611,6 @@ msgstr ""
msgid "Displays current viewport FPS in the top-right corner."
msgstr ""
msgid "G-code Preview"
msgstr ""
msgid "Dim lower layers"
msgstr ""
msgid "When scrubbing the layer slider in the sliced preview, render the layers below the current one darkened so that only the layer being viewed is shown at full brightness."
msgstr ""
msgid "Dimmed layer brightness"
msgstr ""
msgid "%"
msgstr ""
msgid ""
"How brightly the dimmed layers are rendered when \"Dim lower layers\" is enabled.\n"
"99% is barely darkened, 0% renders them black. Capped at 99% because 100% would be the same as disabling the option."
msgstr ""
msgid "Login region"
msgstr ""
@@ -8953,7 +8893,6 @@ msgstr ""
msgid "The selected preset is null!"
msgstr ""
msgctxt "Layer range"
msgid "End"
msgstr ""
@@ -9237,9 +9176,6 @@ msgstr ""
msgid "The current printer does not support timelapse in Traditional Mode when printing By-Object."
msgstr ""
msgid "I have checked the installed nozzle and want to print anyway."
msgstr ""
msgid "Errors"
msgstr ""
@@ -10864,28 +10800,24 @@ msgstr ""
msgid "Select objects by rectangle"
msgstr ""
msgctxt "Keyboard Shortcut"
msgid "Arrow Up"
msgstr ""
msgid "Move selection 10mm in positive Y direction"
msgstr ""
msgctxt "Keyboard Shortcut"
msgid "Arrow Down"
msgstr ""
msgid "Move selection 10mm in negative Y direction"
msgstr ""
msgctxt "Keyboard Shortcut"
msgid "Arrow Left"
msgstr ""
msgid "Move selection 10mm in negative X direction"
msgstr ""
msgctxt "Keyboard Shortcut"
msgid "Arrow Right"
msgstr ""
@@ -10970,17 +10902,9 @@ msgstr ""
msgid "Toggle printable for object/part"
msgstr ""
msgctxt "Keyboard Shortcut"
msgid "Tab"
msgstr ""
msgid "Switch between Prepare/Preview"
msgstr ""
msgctxt "Keyboard Shortcut"
msgid "Space"
msgstr ""
msgid "Open actions speed dial"
msgstr ""
@@ -11038,17 +10962,9 @@ msgstr ""
msgid "Move slider 5x faster"
msgstr ""
msgctxt "Keyboard Shortcut"
msgid "Home"
msgstr ""
msgid "Horizontal slider - Move to start position"
msgstr ""
msgctxt "Keyboard Shortcut"
msgid "End"
msgstr ""
msgid "Horizontal slider - Move to last position"
msgstr ""
@@ -12367,26 +12283,12 @@ msgstr ""
msgid "Intra-layer order"
msgstr ""
msgid ""
"Order in which object instances are visited within a single layer, which controls how much travel is spent moving between them.\n"
"\n"
"Default: nearest-neighbor chaining, refined with 2-opt and crossing removal. A good general choice.\n"
"As object list: instances are printed in the same order as the object list, without any path optimization. Use it when you need a predictable, manually controlled order.\n"
"Best of all (shortest path): every strategy is evaluated and the shortest one is used. The object instance order is decided once for the whole print, while the ordering of individual islands is decided per layer, so different layers may end up using different strategies. Slightly slower to slice.\n"
"Snake: serpentine row-by-row traversal, refined with 2-opt. Well suited to regular grids of many small parts.\n"
"\n"
"With multiple filaments or tools in the same layer, minimizing tool changes takes priority: objects are grouped by filament first and this setting only orders the instances within each filament group, so the overall sequence may not look like the shortest path across the plate."
msgid "Print order within a single layer."
msgstr ""
msgid "As object list"
msgstr ""
msgid "Best of all (shortest path)"
msgstr ""
msgid "Snake"
msgstr ""
msgid "Slow printing down for better layer cooling"
msgstr ""
@@ -14760,7 +14662,7 @@ msgstr ""
msgid "Retract amount after wipe"
msgstr ""
#, no-c-format, no-boost-format
#, c-format
msgid ""
"The length of fast retraction after wipe, relative to retraction length.\n"
"The value will be clamped by 100% minus the retract amount before the wipe value."
@@ -15192,9 +15094,6 @@ msgstr ""
msgid "Traditional"
msgstr ""
msgid "Smooth"
msgstr ""
msgid "Farthest point timelapse"
msgstr ""
@@ -16098,12 +15997,6 @@ msgstr ""
msgid "Whether this printer supports fast purge mode with optimized temperature and multiplier."
msgstr ""
msgid "Filament change"
msgstr ""
msgid "The volume of material required to prime the extruder on the tower, excluding a hotend change."
msgstr ""
msgid "The volume of material required to prime the extruder for a hotend change on the tower."
msgstr ""
@@ -17242,15 +17135,6 @@ msgid ""
"Please select one that should be used."
msgstr ""
msgid "Auto-scale for nozzle"
msgstr ""
msgid ""
"This model is designed around a 0.4 mm nozzle with a 0.2 mm layer height. \n"
"When the scaling option is enabled (recommended), it dynamically resizes to match your current nozzle diameter and an appropriate layer height, making the test both accurate and easy to read.\n"
"Turn scaling off only if you wish to print the reference model exactly as-is."
msgstr ""
msgid "PA Calibration"
msgstr ""
@@ -17373,12 +17257,6 @@ msgstr ""
msgid "End speed: "
msgstr ""
msgid "Auto-adjust to max volumetric speed"
msgstr ""
msgid "If the end speed would exceed the filament's maximum volumetric speed, automatically lower the layer height (keeping standard values and staying within the machine's limits) to reach it. If even the minimum layer height is not enough, lower the end speed instead."
msgstr ""
msgid ""
"Please input valid values:\n"
"start > 10\n"
@@ -17386,39 +17264,6 @@ msgid ""
"end > start + step"
msgstr ""
#, c-format, boost-format
msgid ""
"The end speed (%.0f mm/s) exceeds the filament's maximum volumetric speed (%.1f mm³/s), which limits the outer wall to about %.0f mm/s at this line width and layer height.\n"
" Speeds above this will be clamped, so the upper blocks of the tower will not print at the requested speed.\n"
"\n"
"%s"
msgstr ""
#, c-format, boost-format
msgid ""
"The end speed (%.0f mm/s) exceeds the filament's maximum volumetric speed (%.1f mm³/s) at the default layer height (%.2f mm).\n"
"\n"
"The layer height has been reduced to %.2f mm (a value used by this printer's profiles) so the tower can reach the requested speed."
msgstr ""
#, c-format, boost-format
msgid ""
"Even at the smallest layer height used by this printer's profiles (%.2f mm) the end speed (%.0f mm/s) exceeds the filament's maximum volumetric speed (%.1f mm³/s).\n"
"\n"
"The layer height will be set to %.2f mm and the end speed lowered to %.0f mm/s.\n"
"\n"
"Continue?"
msgstr ""
msgid "Continue anyway?"
msgstr ""
msgid "Enable \"Auto-adjust\" to fix this automatically, or continue anyway?"
msgstr ""
msgid "Enable \"Auto-scale for nozzle\" and \"Auto-adjust\" to fix this automatically, or continue anyway?"
msgstr ""
msgid "Start retraction length: "
msgstr ""
@@ -19200,15 +19045,15 @@ msgstr ""
msgid "Show details"
msgstr ""
msgid "Hide details"
msgstr ""
msgid "Version to install:"
msgstr ""
msgid "Download and Install"
msgstr ""
msgid "Skip for Now"
msgstr ""
msgid "A new version of the Bambu Network Plug-in is available."
msgstr ""
@@ -19219,10 +19064,16 @@ msgstr ""
msgid "Update to version:"
msgstr ""
msgid "Don't Ask Again"
msgid "Update Now"
msgstr ""
msgid "Update Now"
msgid "Remind Later"
msgstr ""
msgid "Skip Version"
msgstr ""
msgid "Don't Ask Again"
msgstr ""
msgid "(Latest)"
@@ -19240,6 +19091,9 @@ msgstr ""
msgid "Restart Now"
msgstr ""
msgid "Restart Later"
msgstr ""
msgid "NO RAMMING AT ALL"
msgstr ""

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#version 110
// See resources/shaders/140/texture_displacement_bump.fs for full documentation; this is the
// GLSL 1.10 compatibility variant (same logic, older syntax).
#define INTENSITY_CORRECTION 0.6
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
#define INTENSITY_AMBIENT 0.3
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
uniform vec4 uniform_color;
uniform bool volume_mirrored;
uniform mat4 view_model_matrix;
uniform mat3 view_normal_matrix;
uniform sampler2D height_tex;
uniform vec2 height_tex_texel;
uniform float depth_mm;
uniform float tiling_scale;
uniform float rotation_rad;
uniform vec2 uv_offset;
uniform bool invert;
uniform bool use_vertex_uv;
// 2x3 affine (lin = (m00, m01, m10, m11), tr = (m02, m12)) applied to the dragged island's uv; see the
// 140 variant. Identity when nothing is dragged.
uniform vec4 island_delta_lin;
uniform vec2 island_delta_tr;
varying vec3 clipping_planes_dots;
varying vec4 model_pos;
varying vec4 world_pos;
varying float weight;
varying float island_active;
varying vec2 vertex_uv;
void projection_axes(vec3 n, out vec3 t, out vec3 b)
{
vec3 an = abs(n);
if (an.x >= an.y && an.x >= an.z) { // planar = p.yz
t = vec3(0.0, 1.0, 0.0);
b = vec3(0.0, 0.0, 1.0);
} else if (an.y >= an.x && an.y >= an.z) { // planar = p.xz
t = vec3(1.0, 0.0, 0.0);
b = vec3(0.0, 0.0, 1.0);
} else { // planar = p.xy
t = vec3(1.0, 0.0, 0.0);
b = vec3(0.0, 1.0, 0.0);
}
}
vec2 project_uv(vec3 p, vec3 n)
{
vec3 an = abs(n);
vec2 planar = (an.x >= an.y && an.x >= an.z) ? p.yz : ((an.y >= an.x && an.y >= an.z) ? p.xz : p.xy);
planar *= (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float cs = cos(rotation_rad);
float sn = sin(rotation_rad);
return vec2(planar.x * cs - planar.y * sn, planar.x * sn + planar.y * cs) + uv_offset;
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
if (volume_mirrored)
triangle_normal = -triangle_normal;
if (use_vertex_uv) {
// Mikkelsen surface-gradient bump; see the 140 variant for the full rationale. Scale-exact
// for a conformal LSCM map (no global 1/tiling assumption), and gated by the paint weight
// via a multiply so the branch stays uniform (use_vertex_uv is a uniform).
vec2 uv = (island_active > 0.5)
? vec2(dot(island_delta_lin.xy, vertex_uv), dot(island_delta_lin.zw, vertex_uv)) + island_delta_tr
: vertex_uv;
float h = texture2D(height_tex, uv).r;
float k = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0);
vec3 sigmaS = dFdx(model_pos.xyz);
vec3 sigmaT = dFdy(model_pos.xyz);
vec3 R1 = cross(sigmaT, triangle_normal);
vec3 R2 = cross(triangle_normal, sigmaS);
float det = dot(sigmaS, R1);
float dHdx = k * dFdx(h);
float dHdy = k * dFdy(h);
if (abs(det) > 1e-12)
triangle_normal = normalize(triangle_normal - (dHdx * R1 + dHdy * R2) / det);
} else if (weight > 0.0) {
vec2 uv = project_uv(model_pos.xyz, triangle_normal);
vec3 t, b;
projection_axes(triangle_normal, t, b);
float hL = texture2D(height_tex, uv - vec2(height_tex_texel.x, 0.0)).r;
float hR = texture2D(height_tex, uv + vec2(height_tex_texel.x, 0.0)).r;
float hD = texture2D(height_tex, uv - vec2(0.0, height_tex_texel.y)).r;
float hU = texture2D(height_tex, uv + vec2(0.0, height_tex_texel.y)).r;
vec2 dh_duv = vec2((hR - hL) / (2.0 * height_tex_texel.x), (hU - hD) / (2.0 * height_tex_texel.y));
float inv_tiling = (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float amplitude = (invert ? -1.0 : 1.0) * depth_mm * inv_tiling * clamp(weight, 0.0, 1.0);
float cs = cos(rotation_rad);
float sn = sin(rotation_rad);
vec2 slope = amplitude * vec2(dh_duv.x * cs + dh_duv.y * sn, -dh_duv.x * sn + dh_duv.y * cs);
vec3 gradient = slope.x * t + slope.y * b;
gradient -= triangle_normal * dot(triangle_normal, gradient);
triangle_normal = normalize(triangle_normal - gradient);
}
vec3 eye_normal = normalize(view_normal_matrix * triangle_normal);
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
vec2 intensity = vec2(0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec3 position = (view_model_matrix * model_pos).xyz;
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * intensity.x, uniform_color.a);
}

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

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

View File

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

View File

@@ -1,7 +1,4 @@
#version 140
// Multisample depth texture for the anti-aliased outline (see 3DScene.cpp render_with_outline).
// Optional on the GLSL 140 path: if unavailable, fallback to a non-multisample depth texture.
#extension GL_ARB_texture_multisample : enable
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
//BBS: add grey and orange
@@ -39,14 +36,7 @@ uniform SlopeDetection slope;
//BBS: add outline_color
uniform bool is_outline;
// The outline is a per-fragment discard mask, which the framebuffer MSAA cannot smooth, so the
// silhouette is resolved per sample from a multisample copy of the outlined model's depth buffer.
#ifdef GL_ARB_texture_multisample
uniform sampler2DMS depth_tex;
uniform int msaa_samples; // samples in depth_tex, 1 when MSAA is off
#else
uniform sampler2D depth_tex;
#endif
uniform vec2 screen_size;
#ifdef ENABLE_ENVIRONMENT_MAP
@@ -109,85 +99,43 @@ float GetTolerance(float d, float k)
return -k*(d+A)*(d+A)/B;
}
// Depth of sample s at integer pixel coord.
#ifdef GL_ARB_texture_multisample
float FetchDepth(ivec2 coord, int s)
{
// texelFetch has no wrap mode, so clamp to the edge texel (sampler2D used CLAMP_TO_EDGE).
ivec2 sz = textureSize(depth_tex);
return abs(texelFetch(depth_tex, clamp(coord, ivec2(0), sz - 1), s).r);
}
#else
float FetchDepth(ivec2 coord, int s)
{
return abs(texture(depth_tex, (vec2(coord) + 0.5) / screen_size).r);
}
#endif
float DetectSilho(ivec2 coord, ivec2 dir, int s)
float DetectSilho(vec2 fragCoord, vec2 dir)
{
// -------------------------------------------
// x0 ___ x1----o
// :\ :
// x0 ___ x1----o
// :\ :
// r0 : \ : r1
// : \ :
// : \ :
// o---x2 ___ x3
//
// r0 and r1 are the differences between actual
// and expected (as if x0..3 where on the same
// plane) depth values.
// -------------------------------------------
float x0 = FetchDepth(coord + dir*-2, s);
float x1 = FetchDepth(coord + dir*-1, s);
float x2 = FetchDepth(coord, s);
float x3 = FetchDepth(coord + dir* 1, s);
float x0 = abs(texture(depth_tex, (fragCoord + dir*-2.0) / screen_size).r);
float x1 = abs(texture(depth_tex, (fragCoord + dir*-1.0) / screen_size).r);
float x2 = abs(texture(depth_tex, (fragCoord + dir* 0.0) / screen_size).r);
float x3 = abs(texture(depth_tex, (fragCoord + dir* 1.0) / screen_size).r);
float d0 = (x1-x0);
float d1 = (x2-x3);
float r0 = x1 + d0 - x2;
float r1 = x2 + d1 - x1;
float tol = GetTolerance(x2, 0.04);
return smoothstep(0.0, tol*tol, max( - r0*r1, 0.0));
}
float DetectSilho(ivec2 coord, int s)
{
return max(
DetectSilho(coord, ivec2(1,0), s), // Horizontal
DetectSilho(coord, ivec2(0,1), s) // Vertical
);
}
// Full response of one sample. Reduce the max() per sample and average only afterwards:
// max(mean) <= mean(max), and averaging first hollows out diagonal and curved lines.
float DetectSilhoSample(ivec2 coord, int s)
{
float v = DetectSilho(coord, s);
// Makes silhouettes thicker.
for (int i = 1; i <= INFLATE; ++i)
{
v = max(v, DetectSilho(coord + ivec2(i, 0), s));
v = max(v, DetectSilho(coord + ivec2(0, i), s));
}
return v;
}
// Average the per-sample coverage into the sub-pixel anti-aliasing of the line.
float DetectSilho(vec2 fragCoord)
{
ivec2 coord = ivec2(fragCoord);
#ifdef GL_ARB_texture_multisample
int n = max(msaa_samples, 1);
#else
const int n = 1;
#endif
float acc = 0.0;
for (int s = 0; s < n; ++s)
acc += DetectSilhoSample(coord, s);
return acc / float(n);
return max(
DetectSilho(fragCoord, vec2(1,0)), // Horizontal
DetectSilho(fragCoord, vec2(0,1)) // Vertical
);
}
// Returns a lighting multiplier in [1 - shadow_intensity, 1]: < 1 where the fragment is
@@ -276,7 +224,14 @@ void main()
//BBS: add outline_color
if (is_outline) {
color = vec4((vec3(intensity.y) + color.rgb * intensity.x) * shade, color.a);
float s = DetectSilho(gl_FragCoord.xy);
vec2 fragCoord = gl_FragCoord.xy;
float s = DetectSilho(fragCoord);
// Makes silhouettes thicker.
for(int i=1;i<=INFLATE; i++)
{
s = max(s, DetectSilho(fragCoord.xy + vec2(i, 0)));
s = max(s, DetectSilho(fragCoord.xy + vec2(0, i)));
}
if (s < 0.01)
discard;
out_color = vec4(mix(color.rgb, getBackfaceColor(color.rgb), s), color.a);

View File

@@ -1,7 +1,4 @@
#version 140
// Multisample depth texture for the anti-aliased outline (see 3DScene.cpp render_with_outline).
// Optional on the GLSL 140 path: if unavailable, fallback to a non-multisample depth texture.
#extension GL_ARB_texture_multisample : enable
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
const vec3 LightRed = vec3(0.78, 0.0, 0.0);
@@ -54,14 +51,7 @@ uniform SlopeDetection slope;
//BBS: add outline_color
uniform bool is_outline;
// The outline is a per-fragment discard mask, which the framebuffer MSAA cannot smooth, so the
// silhouette is resolved per sample from a multisample copy of the outlined model's depth buffer.
#ifdef GL_ARB_texture_multisample
uniform sampler2DMS depth_tex;
uniform int msaa_samples; // samples in depth_tex, 1 when MSAA is off
#else
uniform sampler2D depth_tex;
#endif
uniform vec2 screen_size;
#ifdef ENABLE_ENVIRONMENT_MAP
@@ -110,27 +100,12 @@ float GetTolerance(float d, float k)
return -k*(d+A)*(d+A)/B;
}
// Depth of sample s at integer pixel coord.
#ifdef GL_ARB_texture_multisample
float FetchDepth(ivec2 coord, int s)
float DetectSilho(vec2 fragCoord, vec2 dir)
{
// texelFetch has no wrap mode, so clamp to the edge texel (sampler2D used CLAMP_TO_EDGE).
ivec2 sz = textureSize(depth_tex);
return abs(texelFetch(depth_tex, clamp(coord, ivec2(0), sz - 1), s).r);
}
#else
float FetchDepth(ivec2 coord, int s)
{
return abs(texture(depth_tex, (vec2(coord) + 0.5) / screen_size).r);
}
#endif
float DetectSilho(ivec2 coord, ivec2 dir, int s)
{
float x0 = FetchDepth(coord + dir*-2, s);
float x1 = FetchDepth(coord + dir*-1, s);
float x2 = FetchDepth(coord, s);
float x3 = FetchDepth(coord + dir* 1, s);
float x0 = abs(texture(depth_tex, (fragCoord + dir*-2.0) / screen_size).r);
float x1 = abs(texture(depth_tex, (fragCoord + dir*-1.0) / screen_size).r);
float x2 = abs(texture(depth_tex, (fragCoord + dir* 0.0) / screen_size).r);
float x3 = abs(texture(depth_tex, (fragCoord + dir* 1.0) / screen_size).r);
float d0 = (x1-x0);
float d1 = (x2-x3);
@@ -141,43 +116,15 @@ float DetectSilho(ivec2 coord, ivec2 dir, int s)
float tol = GetTolerance(x2, 0.04);
return smoothstep(0.0, tol*tol, max( - r0*r1, 0.0));
}
float DetectSilho(ivec2 coord, int s)
{
return max(
DetectSilho(coord, ivec2(1,0), s),
DetectSilho(coord, ivec2(0,1), s)
);
}
// Full response of one sample. Reduce the max() per sample and average only afterwards:
// max(mean) <= mean(max), and averaging first hollows out diagonal and curved lines.
float DetectSilhoSample(ivec2 coord, int s)
{
float v = DetectSilho(coord, s);
// Makes silhouettes thicker.
for (int i = 1; i <= INFLATE; ++i)
{
v = max(v, DetectSilho(coord + ivec2(i, 0), s));
v = max(v, DetectSilho(coord + ivec2(0, i), s));
}
return v;
}
// Average the per-sample coverage into the sub-pixel anti-aliasing of the line.
float DetectSilho(vec2 fragCoord)
{
ivec2 coord = ivec2(fragCoord);
#ifdef GL_ARB_texture_multisample
int n = max(msaa_samples, 1);
#else
const int n = 1;
#endif
float acc = 0.0;
for (int s = 0; s < n; ++s)
acc += DetectSilhoSample(coord, s);
return acc / float(n);
return max(
DetectSilho(fragCoord, vec2(1,0)),
DetectSilho(fragCoord, vec2(0,1))
);
}
float compute_ssao_factor(vec3 normal, vec3 view_dir, vec3 eye_pos)
@@ -323,7 +270,13 @@ void main()
if (is_outline) {
vec3 shaded_rgb = (vec3(specular) + window_reflection + color.rgb * diffuse) * PHONG_BRIGHTNESS * shade;
vec4 shaded_color = vec4(clamp(shaded_rgb, vec3(0.0), vec3(1.0)), color.a);
float s = DetectSilho(gl_FragCoord.xy);
vec2 fragCoord = gl_FragCoord.xy;
float s = DetectSilho(fragCoord);
for(int i=1;i<=INFLATE; i++)
{
s = max(s, DetectSilho(fragCoord.xy + vec2(i, 0)));
s = max(s, DetectSilho(fragCoord.xy + vec2(0, i)));
}
if (s < 0.01)
discard;
out_color = vec4(mix(shaded_color.rgb, getBackfaceColor(shaded_color.rgb), s), shaded_color.a);

View File

@@ -0,0 +1,186 @@
#version 140
// Fast, geometry-free preview of texture displacement: perturbs the *shading* normal from the
// height texture's local gradient (a bump map), faded out by the per-vertex paint weight. The
// true, exact result is what "Bake" produces via libslic3r/TextureDisplacement.cpp on the CPU.
//
// The bake displaces each surface point along its normal by H = +/- depth_mm * (h(uv) - midlevel),
// with uv from the layer's projection. The perturbed normal is the analytic
//
// N' = normalize(N - (dH/da) * T - (dH/db) * B)
//
// over any orthonormal surface tangent pair (T, B), where the two slopes are real mm-per-mm
// derivatives. Two things have to be right for the preview's apparent depth to match the bake's:
// the tangent frame the gradient is expressed in, and the uv->mm scale that turns a texel
// difference into a slope. Getting the scale wrong is a uniform flattening (a raw texel difference
// is dh over one texel step, not over one mm); getting the frame wrong tilts the bump along the
// wrong axes.
//
// Two projection paths:
// * Triplanar (use_vertex_uv = 0): uv and the tangent axes are derived in-shader from the dominant
// normal axis, mirroring libslic3r's project_planar()/apply_uv_transform(), and the slope is
// formed analytically (there is a closed-form uv, so 1 uv unit is exactly tiling_scale mm).
// * Precomputed uv (use_vertex_uv = 1, used for LSCM): uv comes per-vertex from the CPU (the LSCM
// unwrap with island placement + tiling/rotation/offset already folded in), and the perturbed
// normal is built with Mikkelsen's method -- the surface gradient taken straight from the
// screen-space derivatives of the sampled height and position. This makes no uv->mm scale
// assumption, which matters because an LSCM map is conformal, not isometric: the local mm-per-uv
// varies across the chart, so a single global 1/tiling factor (what an earlier version used) got
// the apparent depth wrong. This path is also what makes the fast preview follow the UV editor:
// move an island and its uv -- hence its bump -- moves with it.
#define INTENSITY_CORRECTION 0.6
// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
#define INTENSITY_AMBIENT 0.3
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
uniform vec4 uniform_color;
uniform bool volume_mirrored;
uniform mat4 view_model_matrix;
uniform mat3 view_normal_matrix;
uniform sampler2D height_tex;
uniform vec2 height_tex_texel; // (1/width, 1/height) of height_tex
uniform float depth_mm;
uniform float tiling_scale;
uniform float rotation_rad;
uniform vec2 uv_offset;
uniform bool invert;
uniform bool use_vertex_uv; // true: sample at vertex_uv with a derived tangent frame (LSCM)
// A 2x3 affine (columns packed as lin = (m00, m01, m10, m11), tr = (m02, m12)) applied to the uv of
// the island currently being dragged in the UV editor (island_active > 0.5). Identity when nothing is
// dragged, so this whole path is a no-op then. Lets a UV island drag move the bump on the model with
// only a uniform update
uniform vec4 island_delta_lin;
uniform vec2 island_delta_tr;
in vec3 clipping_planes_dots;
in vec4 model_pos;
in vec4 world_pos;
in float weight;
in float island_active;
in vec2 vertex_uv;
out vec4 out_color;
// The two model-space axes the triplanar planar coordinate is read off, per dominant normal
// component - same choice libslic3r's project_planar() makes, so planar.x runs along t, planar.y
// along b.
void projection_axes(vec3 n, out vec3 t, out vec3 b)
{
vec3 an = abs(n);
if (an.x >= an.y && an.x >= an.z) { // planar = p.yz
t = vec3(0.0, 1.0, 0.0);
b = vec3(0.0, 0.0, 1.0);
} else if (an.y >= an.x && an.y >= an.z) { // planar = p.xz
t = vec3(1.0, 0.0, 0.0);
b = vec3(0.0, 0.0, 1.0);
} else { // planar = p.xy
t = vec3(1.0, 0.0, 0.0);
b = vec3(0.0, 1.0, 0.0);
}
}
vec2 project_uv(vec3 p, vec3 n)
{
vec3 an = abs(n);
vec2 planar = (an.x >= an.y && an.x >= an.z) ? p.yz : ((an.y >= an.x && an.y >= an.z) ? p.xz : p.xy);
planar *= (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float cs = cos(rotation_rad);
float sn = sin(rotation_rad);
return vec2(planar.x * cs - planar.y * sn, planar.x * sn + planar.y * cs) + uv_offset;
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
if (volume_mirrored)
triangle_normal = -triangle_normal;
if (use_vertex_uv) {
// Precomputed-uv (LSCM) path - Mikkelsen's surface-gradient bump ("Bump Mapping
// Unparametrized Surfaces on the GPU"). The perturbed normal is derived straight from the
// screen-space derivatives of the *sampled height* and the position, so it is scale-exact
// with no uv->mm assumption at all - which is the whole point here: an LSCM map is conformal,
// not isometric, so the local mm-per-uv varies across the chart and the earlier "one global
// 1/tiling factor" got the depth visibly wrong. dFdx(h) captures the true on-screen rate of
// change however the chart is stretched or however fine the tiling is.
//
// use_vertex_uv is a uniform, so this whole branch is uniform control flow and the texture
// derivatives are well defined; the paint weight gates the result by a plain multiply (k)
// rather than a per-fragment branch, keeping it that way.
// The dragged island's uv rides a uniform affine so its bump moves without a rebuild; every
// other vertex (island_active == 0) samples its baked uv unchanged.
vec2 uv = (island_active > 0.5)
? vec2(dot(island_delta_lin.xy, vertex_uv), dot(island_delta_lin.zw, vertex_uv)) + island_delta_tr
: vertex_uv;
float h = texture(height_tex, uv).r;
float k = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0);
vec3 sigmaS = dFdx(model_pos.xyz);
vec3 sigmaT = dFdy(model_pos.xyz);
vec3 R1 = cross(sigmaT, triangle_normal);
vec3 R2 = cross(triangle_normal, sigmaS);
float det = dot(sigmaS, R1);
float dHdx = k * dFdx(h);
float dHdy = k * dFdy(h);
if (abs(det) > 1e-12)
triangle_normal = normalize(triangle_normal - (dHdx * R1 + dHdy * R2) / det);
} else if (weight > 0.0) {
// Triplanar path: uv and the tangent axes are reconstructed in-shader from the dominant
// normal component (see header). The gradient is expressed analytically because there is a
// closed-form uv here, unlike the LSCM case.
vec2 uv = project_uv(model_pos.xyz, triangle_normal);
vec3 t, b;
projection_axes(triangle_normal, t, b);
float hL = texture(height_tex, uv - vec2(height_tex_texel.x, 0.0)).r;
float hR = texture(height_tex, uv + vec2(height_tex_texel.x, 0.0)).r;
float hD = texture(height_tex, uv - vec2(0.0, height_tex_texel.y)).r;
float hU = texture(height_tex, uv + vec2(0.0, height_tex_texel.y)).r;
// Central difference, per uv unit (not per texel).
vec2 dh_duv = vec2((hR - hL) / (2.0 * height_tex_texel.x), (hU - hD) / (2.0 * height_tex_texel.y));
// uv -> mm is 1/tiling_scale for the triplanar projection, so this turns the uv-space
// gradient into a real surface slope.
float inv_tiling = (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float amplitude = (invert ? -1.0 : 1.0) * depth_mm * inv_tiling * clamp(weight, 0.0, 1.0);
// uv was rotated by project_uv() while t/b are the unrotated model axes, so rotate the
// gradient back into the axes' frame.
float cs = cos(rotation_rad);
float sn = sin(rotation_rad);
vec2 slope = amplitude * vec2(dh_duv.x * cs + dh_duv.y * sn, -dh_duv.x * sn + dh_duv.y * cs);
vec3 gradient = slope.x * t + slope.y * b;
gradient -= triangle_normal * dot(triangle_normal, gradient);
triangle_normal = normalize(triangle_normal - gradient);
}
vec3 eye_normal = normalize(view_normal_matrix * triangle_normal);
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
vec2 intensity = vec2(0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec3 position = (view_model_matrix * model_pos).xyz;
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
out_color = vec4(vec3(intensity.y) + uniform_color.rgb * intensity.x, uniform_color.a);
}

View File

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

View File

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

View File

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

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@@ -48,7 +48,6 @@
<span id="statusText" class="status-text"></span>
</footer>
</main>
<script src="../js/plugin-config-ui.js"></script>
<script src="index.js"></script>
</body>
</html>

View File

@@ -9,12 +9,6 @@ let selectedCapabilityType = "";
let selectedHasPresetOverride = false;
let selectedReadOnly = false;
// Whether the frame already holds the selected capability's custom UI (payloads are gated by
// IsCurrentCapability and every selection change clears the view). Saving re-sends the whole
// capability_config payload, and rebuilding the frame from it would reload the plugin's page under
// the user's cursor, so a loaded frame gets the new values posted in instead.
let customFrameLoaded = false;
function SafeJsonParse(text) {
try {
return JSON.parse(text);
@@ -199,7 +193,6 @@ function ClearCapabilityConfigView() {
if (custom) {
custom.hidden = true;
custom.removeAttribute("srcdoc");
customFrameLoaded = false;
}
if (text)
text.value = "";
@@ -255,14 +248,8 @@ function ApplyCapabilityConfig(payload) {
if (html) {
if (custom) {
const context = OrcaConfigContext(payload, "preset");
custom.hidden = false;
if (customFrameLoaded && custom.contentWindow) {
custom.contentWindow.postMessage({ __orca: "config", config: config, context: context }, "*");
} else {
customFrameLoaded = true;
custom.srcdoc = BuildCustomConfigDocument(html, config, context);
}
custom.srcdoc = BuildCustomConfigDocument(html, config);
}
if (editor)
editor.hidden = true;
@@ -273,7 +260,6 @@ function ApplyCapabilityConfig(payload) {
if (custom) {
custom.hidden = true;
custom.removeAttribute("srcdoc");
customFrameLoaded = false;
}
if (editor)
editor.hidden = false;
@@ -368,6 +354,39 @@ function ApplyCapabilityConfigSaved(payload) {
SetConfigValidation("");
}
// The whole host surface a custom config UI gets: read the config, save one, drop the preset's
// override, and be told when either lands. The frame is sandboxed into an opaque origin, so this
// bridge is its only channel.
function BuildCustomConfigDocument(html, config) {
// Inlined into a <script>: a stored "</script>" would close the tag early, so escape "<" — the
// literal stays valid JSON.
const seed = JSON.stringify(config).replace(/</g, "\\u003c");
const bridge = `<script>
(function () {
var handlers = [];
var current = ${seed};
window.orca = {
getConfig: function () { return current; },
saveConfig: function (cfg) { parent.postMessage({ __orca: "save", config: cfg }, "*"); },
restoreDefaults: function () { parent.postMessage({ __orca: "restore" }, "*"); },
onConfig: function (cb) {
if (typeof cb !== "function") return;
handlers.push(cb);
try { cb(current); } catch (e) {}
}
};
window.addEventListener("message", function (event) {
if (!event.data || event.data.__orca !== "config") return;
current = event.data.config || {};
handlers.forEach(function (handler) {
try { handler(current); } catch (e) {}
});
});
})();
<\/script>`;
return bridge + html;
}
function OnCustomConfigMessage(event) {
const custom = document.getElementById("configCustom");
// Only the frame we created, and only while it is actually showing.
@@ -413,7 +432,6 @@ document.addEventListener("DOMContentLoaded", () => {
// OnCustomConfigMessage matches on the frame's contentWindow, not the origin ("null" when
// sandboxed), and ignores anything else.
window.addEventListener("message", OnCustomConfigMessage);
OrcaWatchThemeForFrame("configCustom");
SendMessage("request_capabilities");
});

View File

@@ -15,7 +15,6 @@
<script type="text/javascript" src="../../data/text.js"></script>
<script type="text/javascript" src="../js/globalapi.js"></script>
<script type="text/javascript" src="../js/common.js"></script>
<script src="../js/plugin-config-ui.js"></script>
<script src="./index.js"></script>
<script src="./plugin-sort.js"></script>
<script src="../js/fuzzy-search.js"></script>

View File

@@ -90,7 +90,6 @@ function OnInit() {
// OnCustomConfigMessage matches on the frame's contentWindow, not the origin ("null" when
// sandboxed), and ignores anything else.
window.addEventListener("message", OnCustomConfigMessage);
OrcaWatchThemeForFrame("configCustom");
document.addEventListener("click", (event) => {
if (!event.target.closest(".ctx"))
@@ -575,7 +574,7 @@ function CapabilityCanRun(plugin, capability) {
}
function IsPluginChecked(plugin) {
return plugin.is_loaded;
return GetStatus(plugin) === "Activated";
}
function HasMixedCapabilityState(plugin) {
@@ -602,17 +601,15 @@ function SourceLabel(source) {
return "Mine";
case "subscribed":
return "Subscribed";
case "orphaned":
return "Orphaned";
default:
return "Local";
}
}
// Shared source pill, used both after the row name and in the info panel.
// Shared Local/Subscribed/Mine pill, used both after the row name and in the info panel.
function SourceBadge(source) {
const normalized = String(source || "").toLowerCase();
const variant = (normalized === "mine" || normalized === "subscribed" || normalized === "orphaned") ? normalized : "local";
const variant = (normalized === "mine" || normalized === "subscribed") ? normalized : "local";
const badge = document.createElement("span");
badge.className = `plugin-source-badge source-${variant}`;
badge.textContent = SourceLabel(source);
@@ -656,7 +653,7 @@ function LabelCell(plugin, isExpanded = false, capabilityCount = 0, nameRanges =
const labelCell = document.createElement("span");
labelCell.className = "label-cell";
const hasCloudLink = plugin.source === "mine" || plugin.source === "subscribed" || plugin.source === "orphaned";
const hasCloudLink = plugin.source === "mine" || plugin.source === "subscribed";
const pluginLabelText = plugin.label || plugin.name || plugin.plugin_id || "";
const canExpand = capabilityCount > 0;
@@ -707,7 +704,7 @@ function LabelCell(plugin, isExpanded = false, capabilityCount = 0, nameRanges =
function SourceCell(plugin) {
const cell = document.createElement("span");
const normalized = String(plugin.source || "").toLowerCase();
const variant = (normalized === "mine" || normalized === "subscribed" || normalized === "orphaned") ? normalized : "local";
const variant = (normalized === "mine" || normalized === "subscribed") ? normalized : "local";
cell.className = `source-cell source-${variant}`;
const sourceLabel = document.createElement("span");
@@ -1080,7 +1077,7 @@ function ApplyCapabilityConfig(payload) {
if (html) {
if (custom) {
custom.hidden = false;
custom.srcdoc = BuildCustomConfigDocument(html, config, OrcaConfigContext(payload, "global"));
custom.srcdoc = BuildCustomConfigDocument(html, config);
}
if (editor)
editor.hidden = true;
@@ -1181,6 +1178,39 @@ function ApplyCapabilityConfigSaved(payload) {
SetConfigValidation("");
}
// The whole host surface a custom config UI gets: read the config, save one, restore the plugin's
// defaults, and be told when either lands. The frame is sandboxed into an opaque origin, so this
// bridge is its only channel.
function BuildCustomConfigDocument(html, config) {
// Inlined into a <script>: a stored "</script>" would close the tag early, so escape "<" — the
// literal stays valid JSON.
const seed = JSON.stringify(config).replace(/</g, "\\u003c");
const bridge = `<script>
(function () {
var handlers = [];
var current = ${seed};
window.orca = {
getConfig: function () { return current; },
saveConfig: function (cfg) { parent.postMessage({ __orca: "save", config: cfg }, "*"); },
restoreDefaults: function () { parent.postMessage({ __orca: "restore" }, "*"); },
onConfig: function (cb) {
if (typeof cb !== "function") return;
handlers.push(cb);
try { cb(current); } catch (e) {}
}
};
window.addEventListener("message", function (event) {
if (!event.data || event.data.__orca !== "config") return;
current = event.data.config || {};
handlers.forEach(function (handler) {
try { handler(current); } catch (e) {}
});
});
})();
<\/script>`;
return bridge + html;
}
function OnCustomConfigMessage(event) {
const custom = document.getElementById("configCustom");
// Only the frame we created, and only while it is actually showing.
@@ -1235,7 +1265,7 @@ function RenderDescription(plugin) {
return;
}
const isCloud = plugin && (plugin.source === "mine" || plugin.source === "subscribed" || plugin.source === "orphaned");
const isCloud = plugin && (plugin.source === "mine" || plugin.source === "subscribed");
if (isCloud && String(plugin?.sharing_token || "")) {
node.appendChild(document.createTextNode("View on OrcaCloud "));
const link = document.createElement("a");
@@ -1347,8 +1377,6 @@ function StatusDescription(plugin) {
return "This plugin is still loading.";
case "Error":
return "This plugin is blocked until its error is fixed.";
case "RuntimeError":
return "This plugin is loaded but a capability reported an error.";
case "Inactive":
default:
return "This plugin is inactive. Activate it to install or load it.";
@@ -1374,13 +1402,6 @@ function RenderDetailSummary(container, plugin) {
message.textContent = errorText || StatusDescription(plugin);
container.appendChild(message);
if (plugin.orphaned === true) {
const warning = document.createElement("div");
warning.className = "detail-description detail-warning-text";
warning.textContent = "Orphaned: This plugin is no longer subscribed or available in OrcaCloud. The local copy remains installed and can still be used.";
container.appendChild(warning);
}
const updateStatus = GetUpdateStatus(plugin);
if (updateStatus === "update_available") {
const note = document.createElement("div");

View File

@@ -251,11 +251,6 @@ body.pane-resizing {
font-weight: 600;
}
.source-cell.source-orphaned {
color: var(--plugin-status-warn);
font-weight: 600;
}
.source-cell.source-local {
color: var(--plugin-source-neutral-text);
}
@@ -424,11 +419,6 @@ body.pane-resizing {
font-weight: 600;
}
.status-cell.status-runtimeerror {
color: var(--plugin-status-warn);
font-weight: 600;
}
.status-cell.status-loading {
color: var(--plugin-status-warn);
font-weight: 600;
@@ -658,10 +648,6 @@ body.pane-resizing {
color: var(--plugin-status-danger);
}
.detail-warning-text {
color: var(--plugin-status-warn);
}
.detail-status-chip {
display: inline-flex;
align-items: center;
@@ -685,11 +671,6 @@ body.pane-resizing {
color: var(--plugin-status-danger);
}
.detail-status-chip.status-runtimeerror {
background: var(--plugin-status-warn-bg);
color: var(--plugin-status-warn);
}
.detail-status-chip.status-loading {
background: var(--plugin-status-warn-bg);
color: var(--plugin-status-warn);
@@ -934,11 +915,6 @@ body.pane-resizing {
color: var(--plugin-source-subscribed-text);
}
.plugin-source-badge.source-orphaned {
background: var(--plugin-status-warn-bg);
color: var(--plugin-status-warn);
}
.plugin-cloud-link {
color: var(--plugin-link-text);
cursor: pointer;

View File

@@ -1,105 +0,0 @@
// The host surface a plugin capability's custom configuration UI gets, shared by the Plugins dialog
// and by a preset's plugin configuration dialog. Both sandbox the page into an opaque origin, so this
// bridge is its only channel — and both must offer plugin authors the same one.
// The host theme (WebViewHostDialog::host_theme_vars_css) is injected as a ":root{--orca-*}" rule in
// <style id="orca-host-theme-vars">, but only on the top-level page, so a sandboxed config UI never
// sees it unless we hand it over. Relay that CSS verbatim instead of re-deriving it: C++ stays the
// only place the contract is spelled out, and the host re-themes the style in place, so reading it
// always yields the live theme.
function OrcaThemeSnapshot() {
const style = document.getElementById("orca-host-theme-vars");
return {
theme: document.documentElement.getAttribute("data-orca-theme") === "dark" ? "dark" : "light",
css: style ? style.textContent : ""
};
}
// Inlined into a <script> or a JSON payload: a stored "</script>" would close the tag early, so
// escape "<" — the literal stays valid JSON.
function OrcaInlineJson(value) {
return JSON.stringify(value).replace(/</g, "\\u003c");
}
// What a custom UI can learn about the surface it is edited on, kept to what changes the page's own
// behavior: "Restore defaults" writes the plugin's get_default_config() in the Plugins dialog but
// drops the preset's override in a preset dialog, so a page needs the scope to label its own button.
function OrcaConfigContext(payload, scope) {
return {
scope: scope,
readOnly: payload ? payload.read_only === true : false,
hasPresetOverride: payload ? payload.has_preset_override === true : false
};
}
// The whole host surface: read the config, save one, restore defaults, follow the theme, and be told
// when any of it lands.
function BuildCustomConfigDocument(html, config, context) {
const theme = OrcaThemeSnapshot();
const bridge = `<style id="orca-host-theme-vars"></style>
<script>
(function () {
var handlers = [];
var themeHandlers = [];
var current = ${OrcaInlineJson(config === undefined ? {} : config)};
var context = ${OrcaInlineJson(context || {})};
var theme = ${OrcaInlineJson(theme)};
function applyTheme(next) {
if (next && typeof next.css === "string") theme = next;
var style = document.getElementById("orca-host-theme-vars");
if (style) style.textContent = theme.css;
if (document.documentElement) document.documentElement.setAttribute("data-orca-theme", theme.theme);
themeHandlers.forEach(function (handler) {
try { handler(theme.theme); } catch (e) {}
});
}
window.orca = {
getConfig: function () { return current; },
saveConfig: function (cfg) { parent.postMessage({ __orca: "save", config: cfg }, "*"); },
restoreDefaults: function () { parent.postMessage({ __orca: "restore" }, "*"); },
getContext: function () { return context; },
onConfig: function (cb) {
if (typeof cb !== "function") return;
handlers.push(cb);
try { cb(current); } catch (e) {}
},
onTheme: function (cb) {
if (typeof cb !== "function") return;
themeHandlers.push(cb);
try { cb(theme.theme); } catch (e) {}
}
};
window.addEventListener("message", function (event) {
if (!event.data) return;
if (event.data.__orca === "theme") { applyTheme(event.data.theme); return; }
if (event.data.__orca !== "config") return;
current = event.data.config || {};
if (event.data.context) context = event.data.context;
handlers.forEach(function (handler) {
try { handler(current); } catch (e) {}
});
});
applyTheme();
})();
<\/script>`;
return bridge + html;
}
// The host re-themes an open dialog in place (WebViewHostDialog::host_theme_apply_js), which a
// sandboxed child frame never sees. Relay it so a custom UI follows a light/dark switch live.
function OrcaWatchThemeForFrame(frameId) {
const relay = () => {
const frame = document.getElementById(frameId);
if (!frame || frame.hidden || !frame.contentWindow)
return;
frame.contentWindow.postMessage({ __orca: "theme", theme: OrcaThemeSnapshot() }, "*");
};
new MutationObserver(relay).observe(document.documentElement, {
attributes: true,
attributeFilter: ["data-orca-theme"]
});
}

View File

@@ -3,18 +3,18 @@
# dependencies = ["numpy"]
#
# [tool.orcaslicer.plugin]
# name = "Orca Inspector"
# name = "Orca Inspector Example"
# description = "An interactive panel that browses the whole orca.host read-only API and demos every orca.host.ui facility."
# author = "SoftFever"
# version = "0.0.3"
# author = "OrcaSlicer"
# version = "0.0.1"
# ///
"""Orca Inspector — a guided tour of `orca.host` and `orca.host.ui`.
"""Orca Inspector — the worked example for `orca.host` and `orca.host.ui`.
Run it from the Plugins dialog. It opens a NON-MODAL window (OrcaSlicer stays
usable) with a sidebar of sections, each exercising one part of the API:
Overview plater state, scene statistics, current printer/process/filaments
Presets every PresetCollection, filament slots, config viewer windows
Presets every PresetCollection, preset flags, any preset's full config
Config the complete merged full_config as a searchable table
Model Model -> Object -> Volume/Instance tree with lazy mesh geometry
Assembly objects grouped by module_name, per-instance assemble transforms
@@ -32,10 +32,9 @@ and heavy mesh geometry (zero-copy numpy arrays, world-space math, the little
point-cloud previews) only when you ask for it. "Refresh" drops the cache and
refetches the visible section.
Style rules the pages follow (see the plugin docs):
- no hardcoded theme: BASE_CSS aliases the host-injected --orca-* variables
(with fallbacks so the raw HTML previews in a plain browser) and styles the
body and native controls from them the host injects variables only;
Style rules the page follows (see the plugin docs):
- no hardcoded colors only the host-injected --orca-* theme variables, so
the panel matches light and dark mode automatically;
- self-contained HTML (inline CSS/JS, no external resources);
- on_message runs on the UI thread, so long work (the progress demos) is
offloaded to a thread and results are pushed back with win.post().
@@ -46,7 +45,6 @@ transforms need bindings added in July 2026 — on older builds the panel shows
what is missing instead of failing.
"""
import json
import re
import threading
import time
@@ -127,19 +125,6 @@ def split_config_list(value):
# --------------------------------------------------------------------------- #
# section builders
# --------------------------------------------------------------------------- #
def filament_slots(bundle):
"""One entry per filament slot: the mounted preset (current_filament_presets)
plus its color and material from the merged config."""
cfg = bundle.full_config_value
colors = split_config_list(cfg("filament_colour"))
types = split_config_list(cfg("filament_type"))
return [{"slot": i + 1,
"color": colors[i] if i < len(colors) else "",
"material": types[i] if i < len(types) else "",
"preset": preset_dict(preset) if preset else None}
for i, preset in enumerate(bundle.current_filament_presets())]
def build_overview():
plater = orca.host.plater()
model = orca.host.model()
@@ -147,7 +132,17 @@ def build_overview():
objects = model.objects()
cfg = bundle.full_config_value
filaments = filament_slots(bundle)
colors = split_config_list(cfg("filament_colour"))
types = split_config_list(cfg("filament_type"))
filaments = []
for i, preset in enumerate(bundle.current_filament_presets()):
filaments.append({
"name": preset.name if preset else "<missing preset>",
"color": colors[i] if i < len(colors) else "",
"type": types[i] if i < len(types) else "",
"is_system": bool(preset.is_system) if preset else False,
"is_dirty": bool(preset.is_dirty) if preset else False,
})
printer = bundle.current_printer_preset()
process = bundle.current_process_preset()
@@ -194,12 +189,13 @@ def build_overview():
}
# PresetCollection attribute -> label, in the order the Presets tab stacks its groups.
# The bundle also exposes sla_prints/sla_materials, omitted as OrcaSlicer has no SLA.
# label -> how to reach the PresetCollection on the bundle
COLLECTIONS = [
("prints", "Process"),
("printers", "Printer"),
("filaments", "Filament"),
("prints", "Process"),
("sla_prints", "SLA print"),
("sla_materials", "SLA material"),
]
@@ -210,25 +206,21 @@ def build_presets():
coll = getattr(bundle, attr)
names = coll.preset_names()
selected = coll.selected_preset()
selected_name = coll.selected_preset_name()
shown = names[:MAX_PRESET_NAMES]
if selected_name and selected_name not in shown:
shown.insert(0, selected_name) # the active preset stays pickable past the cap
collections.append({
"key": attr,
"label": label,
"size": coll.size(),
"selected_name": selected_name,
"selected_name": coll.selected_preset_name(),
# selected = as saved on disk; edited = selected + unsaved modifications
"selected": {"name": selected.name, "is_dirty": selected.is_dirty,
"config_key_count": len(selected.config_keys())},
"edited": preset_dict(coll.edited_preset()),
"names": shown,
"names": names[:MAX_PRESET_NAMES],
"truncated": max(0, len(names) - MAX_PRESET_NAMES),
})
return {
"collections": collections,
"filament_slots": filament_slots(bundle),
"filament_names": bundle.current_filament_preset_names(),
}
@@ -239,7 +231,8 @@ def build_preset_config(collection_key, name):
preset = getattr(bundle, collection_key).find_preset(name)
if preset is None:
raise ValueError(f"preset {name!r} not found")
return config_rows(preset.config_keys(), preset.config_value)
return {"preset": preset_dict(preset),
"rows": config_rows(preset.config_keys(), preset.config_value)}
def build_config():
@@ -474,149 +467,102 @@ SECTION_BUILDERS = {
# --------------------------------------------------------------------------- #
# the pagesthemed via BASE_CSS, which aliases the injected --orca-* vars
# the page — sidebar app, themed exclusively via the injected --orca-* vars
# --------------------------------------------------------------------------- #
# The host injects theme *variables* only (never element styles), so every page owns
# its base look. The fallbacks keep the raw HTML previewable in a plain browser.
BASE_CSS = r"""
:root {
--bg: var(--orca-bg, #ffffff);
--fg: var(--orca-fg, #1f2429);
--muted: var(--orca-muted, #6b7580);
--border: var(--orca-border, #d9dee3);
--accent: var(--orca-accent, #009688);
--accent-fg: var(--orca-accent-fg, #ffffff);
--ui: var(--orca-font, system-ui, -apple-system, 'Segoe UI', Roboto, sans-serif);
--mono: ui-monospace, SFMono-Regular, Menlo, Consolas, monospace;
}
@media (prefers-color-scheme: dark) {
:root {
--bg: var(--orca-bg, #2b2d30);
--fg: var(--orca-fg, #e4e6e8);
--muted: var(--orca-muted, #9aa0a6);
--border: var(--orca-border, #3d4043);
}
}
* { box-sizing: border-box; }
body { margin:0; background:var(--bg); color:var(--fg); font:13px/1.45 var(--ui); }
button { font:inherit; padding:4px 12px; cursor:pointer; border-radius:6px;
background:var(--accent); color:var(--accent-fg); border:1px solid var(--accent); }
button.secondary { background:transparent; color:var(--fg); border-color:var(--border); }
button:disabled { opacity:.55; cursor:default; }
input, select { font:inherit; color:var(--fg); background:var(--bg);
border:1px solid var(--border); border-radius:6px; padding:4px 8px; }
:focus-visible { outline:2px solid var(--accent); outline-offset:1px; }
"""
# Identity hues for the preset collections, shared by the main page's group styling and
# the config viewer window. Deliberately the same in light and dark mode: they say what a
# card is, not what theme is on.
HUES = {"printers": "#9a6ee8", "filaments": "#ee8f41", "prints": "#4e8df6"}
HUE_CSS = "".join(f" .hue-{key} {{ --hue:{color}; }}\n" for key, color in HUES.items())
# The filterable key/value config table, shared by the Config tab and the viewer window.
CFG_TABLE_CSS = r"""
table.cfg { width:100%; border-collapse:collapse; font-size:12px; }
table.cfg th { text-align:left; font-size:11px; letter-spacing:.07em;
text-transform:uppercase; color:var(--muted); padding-bottom:4px; }
table.cfg td:first-child { font-family:var(--mono); white-space:nowrap;
vertical-align:top; }
table.cfg td.val { font-family:var(--mono); white-space:pre-wrap; word-break:break-word; }
td.val .more { color:var(--accent); cursor:pointer; }
"""
PAGE = r"""<!DOCTYPE html>
<html lang="en">
<html>
<head>
<meta charset="utf-8">
<style>""" + BASE_CSS + r"""
body { height:100vh; display:flex; flex-direction:column; overflow:hidden; }
<style>
:root { --mono: ui-monospace, SFMono-Regular, Menlo, Consolas, monospace; }
* { box-sizing: border-box; }
body { margin:0; height:100vh; display:flex; flex-direction:column; overflow:hidden; }
header { flex:none; display:flex; align-items:center; gap:10px;
padding:10px 16px; border-bottom:1px solid var(--border); }
padding:10px 16px; border-bottom:1px solid var(--orca-border); }
header h1 { font-size:15px; margin:0; }
#stamp { flex:1; color:var(--muted); font-size:12px; }
#stamp { flex:1; color:var(--orca-muted); font-size:12px; }
button.secondary { background:transparent; color:var(--orca-fg);
border-color:var(--orca-border); }
button.small { padding:2px 10px; font-size:12px; }
main { flex:1; display:flex; min-height:0; }
nav { flex:none; width:150px; padding:8px 0; overflow-y:auto;
border-right:1px solid var(--border); }
border-right:1px solid var(--orca-border); }
nav .item { padding:8px 14px; cursor:pointer; user-select:none;
color:var(--muted); border-left:3px solid transparent; }
nav .item:hover { color:var(--fg); }
nav .item.active { color:var(--fg); font-weight:600;
border-left-color:var(--accent); }
color:var(--orca-muted); border-left:3px solid transparent; }
nav .item:hover { color:var(--orca-fg); }
nav .item.active { color:var(--orca-fg); font-weight:600;
border-left-color:var(--orca-accent); }
nav .glyph { display:inline-block; width:1.5em; }
#content { flex:1; overflow:auto; padding:14px 16px 28px; }
.tiles { display:grid; grid-template-columns:repeat(auto-fill,minmax(108px,1fr));
gap:10px; margin-bottom:12px; }
.tile { border:1px solid var(--border); border-radius:8px; padding:10px 12px; }
.tile { border:1px solid var(--orca-border); border-radius:8px; padding:10px 12px; }
.tile .v { font-size:20px; font-weight:600; font-variant-numeric:tabular-nums; }
.tile .l { font-size:11px; color:var(--muted); margin-top:2px; }
.tile .l { font-size:11px; color:var(--orca-muted); margin-top:2px; }
.cards { display:grid; grid-template-columns:repeat(auto-fit,minmax(260px,1fr)); gap:12px; }
.card { border:1px solid var(--border); border-radius:8px;
.card { border:1px solid var(--orca-border); border-radius:8px;
padding:12px 14px; min-width:0; }
.card h3 { margin:0 0 8px; font-size:11px; letter-spacing:.07em;
text-transform:uppercase; color:var(--muted); }
text-transform:uppercase; color:var(--orca-muted); }
.card.wide { grid-column:1 / -1; }
""" + HUE_CSS + r""" .card.hued { border-top:3px solid var(--hue); }
.dot { display:inline-block; width:9px; height:9px; border-radius:50%;
background:var(--hue); margin-right:6px; }
.pgroup { margin-bottom:18px; }
.pgroup-head { display:flex; align-items:center; gap:8px; flex-wrap:wrap; margin-bottom:8px; }
.pgroup-head h2 { margin:0; font-size:12px; letter-spacing:.07em; text-transform:uppercase; }
.pgroup-head select { flex:0 1 260px; min-width:120px; }
.spacer { flex:1; }
.kv { display:grid; grid-template-columns:minmax(110px,max-content) 1fr;
gap:3px 14px; font-size:12px; }
.kv .k { color:var(--muted); }
.kv .k { color:var(--orca-muted); }
.kv .v { font-family:var(--mono); word-break:break-word; }
.badge { display:inline-block; border:1px solid var(--border);
color:var(--muted); border-radius:999px; padding:1px 8px;
.badge { display:inline-block; border:1px solid var(--orca-border);
color:var(--orca-muted); border-radius:999px; padding:1px 8px;
font-size:11px; margin:1px 3px 1px 0; white-space:nowrap; }
.badge.on { background:var(--accent); border-color:var(--accent);
color:var(--accent-fg); }
.badge.on { background:var(--orca-accent); border-color:var(--orca-accent);
color:var(--orca-accent-fg); }
.swatch { display:inline-block; width:12px; height:12px; border-radius:3px;
border:1px solid var(--border); vertical-align:-2px; margin-right:5px; }
border:1px solid var(--orca-border); vertical-align:-2px; margin-right:5px; }
.toolbar { display:flex; gap:8px; align-items:center; margin-bottom:10px; }
.toolbar input { flex:1; max-width:340px; }
.count { color:var(--muted); font-size:12px; }
""" + CFG_TABLE_CSS + r"""
.count { color:var(--orca-muted); font-size:12px; }
table.cfg { width:100%; border-collapse:collapse; font-size:12px; }
table.cfg td:first-child { font-family:var(--mono); white-space:nowrap;
vertical-align:top; }
table.cfg td.val { font-family:var(--mono); white-space:pre-wrap; word-break:break-word; }
td.val .more { color:var(--orca-accent); cursor:pointer; }
.node { margin:1px 0; }
.nhead { display:flex; align-items:center; gap:7px; padding:4px 8px;
border-radius:6px; cursor:pointer; user-select:none; flex-wrap:wrap; }
.nhead:hover { background:var(--border); }
.twist { width:1em; flex:none; color:var(--muted); font-size:10px; }
.nhead:hover { background:var(--orca-border); }
.twist { width:1em; flex:none; color:var(--orca-muted); font-size:10px; }
.nname { font-weight:600; }
.nbody { display:none; margin-left:14px; padding:4px 0 4px 12px;
border-left:1px dotted var(--border); }
border-left:1px dotted var(--orca-border); }
.node.open > .nhead .twist { transform:rotate(90deg); }
.node.open > .nbody { display:block; }
.subhead { margin:8px 0 4px; font-size:11px; letter-spacing:.07em;
text-transform:uppercase; color:var(--muted); }
text-transform:uppercase; color:var(--orca-muted); }
.banner { border:1px solid var(--border); border-left:3px solid var(--accent);
.banner { border:1px solid var(--orca-border); border-left:3px solid var(--orca-accent);
border-radius:6px; padding:9px 12px; margin-bottom:12px; font-size:12px; }
.muted { color:var(--muted); }
.muted { color:var(--orca-muted); }
.mono { font-family:var(--mono); }
canvas.preview { width:100%; height:160px; border:1px solid var(--border);
canvas.preview { width:100%; height:160px; border:1px solid var(--orca-border);
border-radius:6px; }
.previews { display:grid; grid-template-columns:1fr 1fr; gap:10px; margin-top:8px; }
.previews .cap { font-size:11px; color:var(--muted); text-align:center; margin-top:2px; }
.previews .cap { font-size:11px; color:var(--orca-muted); text-align:center; margin-top:2px; }
.log { font-family:var(--mono); font-size:12px; border:1px solid var(--border);
.log { font-family:var(--mono); font-size:12px; border:1px solid var(--orca-border);
border-radius:6px; padding:8px 10px; max-height:190px; overflow:auto; }
.log div { padding:1px 0; }
fieldset { border:1px solid var(--border); border-radius:6px; margin:0 0 10px; }
legend { color:var(--muted); font-size:11px; padding:0 6px; }
fieldset { border:1px solid var(--orca-border); border-radius:6px; margin:0 0 10px; }
legend { color:var(--orca-muted); font-size:11px; padding:0 6px; }
.frow { display:flex; gap:8px; align-items:center; flex-wrap:wrap; margin:6px 0; }
label { font-size:12px; color:var(--muted); }
label { font-size:12px; color:var(--orca-muted); }
</style>
</head>
<body>
@@ -642,7 +588,7 @@ const SECTIONS = [
['assembly', '', 'Assembly'],
['uikit', '', 'UI Toolkit'],
];
const S = { current:'overview', cache:{}, busy:{}, colors:[], uiLog:[], gen:0 };
const S = { current:'overview', cache:{}, busy:{}, colors:[], uiLog:[] };
const $ = id => document.getElementById(id);
const esc = s => String(s == null ? '' : s)
@@ -652,9 +598,6 @@ const deg = r => num(r * 180 / Math.PI, 1) + '°';
const vec3 = (v, d=2) => v ? '(' + v.map(c => num(c, d)).join(', ') + ')' : '';
const yn = b => b ? 'yes' : 'no';
const badge = (label, on) => '<span class="badge' + (on ? ' on' : '') + '">' + esc(label) + '</span>';
// Colors land in a style attribute, so only literal hex colors pass through.
const swatch = c => /^#[0-9a-f]{3,8}$/i.test(c || '')
? '<span class="swatch" style="background:' + c + '"></span>' : '';
const kv = rows => '<div class="kv">' + rows.map(([k, v]) =>
'<div class="k">' + esc(k) + '</div><div class="v">' + v + '</div>').join('') + '</div>';
const bboxRows = (label, bb) => bb ? [
@@ -665,8 +608,7 @@ const bboxRows = (label, bb) => bb ? [
/* ------------------------------------------------------- nav + fetching */
function buildNav() {
$('nav').innerHTML = SECTIONS.map(([key, glyph, label]) =>
'<div class="item" id="nav-' + key + '" role="button" tabindex="0" ' +
'onclick="show(\'' + key + '\')">' +
'<div class="item" id="nav-' + key + '" onclick="show(\'' + key + '\')">' +
'<span class="glyph">' + glyph + '</span>' + label + '</div>').join('');
}
function show(key) {
@@ -680,10 +622,9 @@ function show(key) {
function fetchSection(key) {
S.busy[key] = true;
$('content').innerHTML = '<p class="muted">Loading ' + esc(key) + '…</p>';
orca.postMessage({ command:'fetch', section:key, gen:S.gen });
orca.postMessage({ command:'fetch', section:key });
}
function refresh() {
S.gen++; // replies to fetches from before this point are dropped
S.cache = {};
S.busy = {};
show(S.current);
@@ -719,12 +660,13 @@ function renderOverview(d) {
[t.config_keys, 'config keys'],
].map(([v, l]) => '<div class="tile"><div class="v">' + v + '</div><div class="l">' + l + '</div></div>').join('');
const filaments = d.setup.filaments.map(f =>
'<div style="margin:3px 0">' + swatch(f.color) +
'<b>' + f.slot + '</b> ' + esc(f.preset ? f.preset.name : '<missing preset>') +
(f.material ? ' <span class="muted">' + esc(f.material) + '</span>' : '') +
(f.preset ? badge(f.preset.is_system ? 'system' : 'user', f.preset.is_system) +
(f.preset.is_dirty ? badge('modified', true) : '') : '') +
const filaments = d.setup.filaments.map((f, i) =>
'<div style="margin:3px 0">' +
(f.color ? '<span class="swatch" style="background:' + esc(f.color) + '"></span>' : '') +
'<b>' + (i + 1) + '</b> ' + esc(f.name) +
(f.type ? ' <span class="muted">' + esc(f.type) + '</span>' : '') +
badge(f.is_system ? 'system' : 'user', f.is_system) +
(f.is_dirty ? badge('modified', true) : '') +
'</div>').join('') || '<span class="muted">none</span>';
return '<div class="tiles">' + tiles + '</div><div class="cards">' +
@@ -767,65 +709,35 @@ function presetBadges(p) {
(p.is_visible ? '' : badge('hidden', false));
}
function renderPresets(d) {
const detailCard = g => {
const p = g.edited;
return '<div class="cards"><div class="card hued">' +
'<div style="margin-bottom:6px"><b>' + esc(p.name) + '</b> ' + presetBadges(p) + '</div>' +
kv([['label()', esc(p.label)], ['alias', esc(p.alias) || ''],
['type', esc(p.type)], ['bundle', esc(p.bundle_id) || ''],
['edited_preset()', p.config_key_count + ' keys' +
(p.is_dirty ? ' · has unsaved changes' : ' · same as saved')],
['selected_preset()', esc(g.selected.name) + ' · ' + g.selected.config_key_count + ' keys'],
['file', '<span class="muted">' + esc(p.file) + '</span>']]) +
'</div></div>';
};
const slotCard = (s, g) => {
const p = s.preset;
if (!p) return '<div class="card hued"><h3>Slot ' + s.slot + '</h3>' +
'<p class="muted">no preset mounted</p></div>';
return '<div class="card hued"><h3>Slot ' + s.slot + '</h3>' +
'<div style="margin-bottom:6px">' + swatch(s.color) + '<b>' + esc(p.name) + '</b> ' +
badge(p.is_system ? 'system' : 'user', p.is_system) +
(p.is_dirty ? badge('modified', true) : '') +
(p.name === g.selected_name ? badge('editing', true) : '') + '</div>' +
kv([['material', esc(s.material) || ''],
['alias', esc(p.alias) || ''],
['config keys', p.config_key_count],
['file', '<span class="muted">' + esc(p.file) + '</span>']]) +
'<div class="frow" style="margin-top:8px"><button class="small secondary" ' +
'data-act="pcfg" data-coll="filaments" data-name="' + esc(p.name) + '">View config</button></div>' +
'</div>';
};
return '<div class="banner">Each group is one <span class="mono">host.PresetCollection</span>; ' +
'the Filament group shows every slot from <span class="mono">current_filament_presets()</span>, ' +
'and “editing” marks the preset open in its settings tab. Pick any preset in a group ' +
'header — “View config” opens its complete config (via ' +
'<span class="mono">find_preset().config_value()</span>) in its own window.</div>' +
d.collections.map(g => {
const options = g.names.map(n => // explicit value= so odd whitespace in names survives
'<option value="' + esc(n) + '"' + (n === g.selected_name ? ' selected' : '') + '>' +
return '<div class="banner">Each card is one <span class="mono">host.PresetCollection</span>. ' +
'“Edited” is the selected preset plus any unsaved changes. Pick any preset ' +
'and load its complete config via <span class="mono">find_preset().config_value()</span>.</div>' +
'<div class="cards">' + d.collections.map(c => {
const p = c.edited;
const options = c.names.map(n => // explicit value= so odd whitespace in names survives
'<option value="' + esc(n) + '"' + (n === c.selected_name ? ' selected' : '') + '>' +
esc(n) + '</option>').join('');
const cards = g.key === 'filaments'
? '<div class="cards">' + (d.filament_slots.map(s => slotCard(s, g)).join('') ||
'<p class="muted">no filament slots</p>') + '</div>'
: detailCard(g);
return '<div class="pgroup hue-' + g.key + '">' +
'<div class="pgroup-head"><span class="dot"></span><h2>' + esc(g.label) + '</h2>' +
'<span class="count">' + g.size + ' presets</span><span class="spacer"></span>' +
'<select id="sel-' + g.key + '">' + options + '</select>' +
'<button class="small" data-act="pcfg" data-coll="' + g.key + '">View config</button></div>' +
cards +
(g.truncated ? '<p class="muted">select capped, ' + g.truncated + ' more not listed</p>' : '') +
// the config itself opens in a viewer window; this slot only shows failures
'<div id="pcfg-' + g.key + '"></div></div>';
}).join('');
return '<div class="card"><h3>' + esc(c.label) + ' · ' + c.size + ' presets</h3>' +
'<div style="margin-bottom:6px"><b>' + esc(p.name) + '</b> ' + presetBadges(p) + '</div>' +
kv([['label()', esc(p.label)], ['alias', esc(p.alias) || ''],
['type', esc(p.type)], ['bundle', esc(p.bundle_id) || ''],
['edited_preset()', p.config_key_count + ' keys' +
(p.is_dirty ? ' · has unsaved changes' : ' · same as saved')],
['selected_preset()', esc(c.selected.name) + ' · ' + c.selected.config_key_count + ' keys'],
['file', '<span class="muted">' + esc(p.file) + '</span>']]) +
'<div class="frow" style="margin-top:8px">' +
'<select id="sel-' + c.key + '" style="flex:1;min-width:0">' + options + '</select>' +
'<button class="small" data-act="pcfg" data-coll="' + c.key + '">View config</button>' +
'</div>' +
(c.truncated ? '<p class="muted">list capped, ' + c.truncated + ' more not shown</p>' : '') +
'<div id="pcfg-' + c.key + '"></div></div>';
}).join('') + '</div>';
}
function configTable(rows, id) {
const body = rows.map(r => {
const long = r.v.length > 160;
const shown = long ? esc(r.v.slice(0, 160)) +
'<span class="more" data-act="expand" role="button" tabindex="0"> … show all</span>'
const shown = long ? esc(r.v.slice(0, 160)) + '<span class="more" data-act="expand"> … show all</span>'
: esc(r.v);
return '<tr data-k="' + esc(r.k.toLowerCase()) + '"><td>' + esc(r.k) + '</td>' +
'<td class="val" data-full="' + esc(r.v) + '">' + shown + '</td></tr>';
@@ -834,36 +746,37 @@ function configTable(rows, id) {
}
function renderConfig(d) {
return '<div class="toolbar"><input id="cfg-search" placeholder="Filter ' + d.count +
' keys…" oninput="filterTable(\'cfg-table\', this.value, \'cfg-count\')">' +
' keys…" oninput="filterConfig(this.value)">' +
'<span class="count" id="cfg-count">' + d.count + ' keys</span></div>' +
'<div class="banner">The merged result of printer + process + filament presets — ' +
'exactly what <span class="mono">preset_bundle().full_config_value(key)</span> returns for ' +
'every key in <span class="mono">full_config_keys()</span>.</div>' +
configTable(d.rows, 'cfg-table');
}
function filterTable(tableId, q, countId) {
function filterConfig(q) {
q = q.trim().toLowerCase();
let visible = 0;
document.querySelectorAll('#' + tableId + ' tr[data-k]').forEach(tr => {
document.querySelectorAll('#cfg-table tr[data-k]').forEach(tr => {
const hit = !q || tr.dataset.k.includes(q) ||
tr.querySelector('.val').dataset.full.toLowerCase().includes(q);
tr.style.display = hit ? '' : 'none';
if (hit) visible++;
});
if (countId) $(countId).textContent = visible + ' keys';
$('cfg-count').textContent = visible + ' keys';
}
function extruderChip(id) {
if (id == null || id < 1) return '<span class="badge">extruder —</span>';
return '<span class="badge">' + swatch(S.colors[id - 1]) + 'extruder ' + id + '</span>';
const color = S.colors[id - 1];
return '<span class="badge">' + (color ? '<span class="swatch" style="background:' +
esc(color) + '"></span>' : '') + 'extruder ' + id + '</span>';
}
const VOL_GLYPH = { ModelPart:'', NegativeVolume:'', ParameterModifier:'',
SupportEnforcer:'', SupportBlocker:'' };
function node(head, body, open) {
return '<div class="node' + (open ? ' open' : '') + '">' +
'<div class="nhead" data-act="toggle" role="button" tabindex="0" aria-expanded="' +
!!open + '"><span class="twist">▶</span>' + head + '</div>' +
'<div class="nhead" data-act="toggle"><span class="twist">▶</span>' + head + '</div>' +
'<div class="nbody">' + body + '</div></div>';
}
function paintedBadges(p) {
@@ -1056,7 +969,7 @@ function drawPoints(canvas, pts, ax, ay) {
PREVIEWS[canvas.id] = { pts, ax, ay };
const scaleDpr = window.devicePixelRatio || 1;
const w = canvas.clientWidth * scaleDpr, h = canvas.clientHeight * scaleDpr;
if (!w || !h) { delete canvas.dataset.painted; return; } // collapsed; repainted on toggle
if (!w || !h) return; // inside a collapsed node; repainted on toggle
canvas.dataset.painted = '1';
canvas.width = w; canvas.height = h;
const ctx = canvas.getContext('2d');
@@ -1070,7 +983,7 @@ function drawPoints(canvas, pts, ax, ay) {
(h - 2 * pad) / Math.max(maxY - minY, 1e-6));
const ox = (w - (maxX - minX) * scale) / 2, oy = (h - (maxY - minY) * scale) / 2;
const style = getComputedStyle(document.body);
ctx.strokeStyle = style.getPropertyValue('--accent');
ctx.strokeStyle = style.getPropertyValue('--orca-accent');
ctx.strokeRect(ox, oy, (maxX - minX) * scale, (maxY - minY) * scale);
ctx.fillStyle = style.color;
ctx.globalAlpha = 0.55;
@@ -1079,21 +992,6 @@ function drawPoints(canvas, pts, ax, ay) {
ctx.fillRect(ox + (p[ax] - minX) * scale - r / 2,
h - oy - (p[ay] - minY) * scale - r / 2, r, r);
}
// A live theme switch re-stamps data-orca-theme and a resize leaves the bitmap at its
// old size both need every known preview repainted.
function repaintPreviews() {
document.querySelectorAll('canvas.preview').forEach(c => {
const p = PREVIEWS[c.id];
if (p) drawPoints(c, p.pts, p.ax, p.ay);
});
}
new MutationObserver(repaintPreviews)
.observe(document.documentElement, { attributes:true, attributeFilter:['data-orca-theme'] });
let resizeTimer;
window.addEventListener('resize', () => {
clearTimeout(resizeTimer);
resizeTimer = setTimeout(repaintPreviews, 150);
});
/* ------------------------------------------------------------ UI toolkit */
function renderUikit() {
@@ -1154,7 +1052,6 @@ $('content').addEventListener('click', e => {
if (act === 'toggle') {
const node = t.parentElement;
node.classList.toggle('open');
t.setAttribute('aria-expanded', node.classList.contains('open'));
// Repaint any preview whose canvas was hidden (zero-size) when its data arrived.
node.querySelectorAll('canvas.preview').forEach(c => {
const p = PREVIEWS[c.id];
@@ -1165,10 +1062,9 @@ $('content').addEventListener('click', e => {
t.textContent = 'Loading…';
orca.postMessage({ command:'mesh', object:+t.dataset.o, volume:+t.dataset.v });
} else if (act === 'pcfg') {
const coll = t.dataset.coll; // slot buttons carry their preset in data-name
const coll = t.dataset.coll;
orca.postMessage({ command:'preset_config', collection:coll,
name:t.dataset.name !== undefined ? t.dataset.name
: $('sel-' + coll).value });
name:$('sel-' + coll).value });
} else if (act === 'expand') {
const td = t.closest('td');
td.textContent = td.dataset.full;
@@ -1176,22 +1072,11 @@ $('content').addEventListener('click', e => {
uiAction(t.dataset.ui);
}
});
// Keyboard parity for the click-only elements (nav items, tree toggles, "show all").
// Real form controls are skipped so they keep their native keys.
document.addEventListener('keydown', e => {
if (e.key !== 'Enter' && e.key !== ' ') return;
if (/^(BUTTON|INPUT|SELECT|TEXTAREA)$/.test(e.target.tagName)) return;
const t = e.target.closest('.item, [data-act]');
if (!t) return;
e.preventDefault();
t.click();
});
/* ------------------------------------------------------------- messages */
orca.onMessage(msg => {
if (!msg || !msg.command) return;
if (msg.command === 'section') {
if (msg.gen !== S.gen) return; // raced a Refresh; the refetch is in flight
S.cache[msg.section] = msg;
S.busy[msg.section] = false;
stamp();
@@ -1200,15 +1085,14 @@ orca.onMessage(msg => {
const container = $('mesh-' + msg.object + '-' + msg.volume);
if (!container) return;
if (msg.ok) renderMeshDetail(container, msg.data);
else container.innerHTML =
'<button class="small secondary" data-act="mesh" data-o="' + msg.object +
'" data-v="' + msg.volume + '">Retry</button> <span class="muted">⚠ ' +
esc(msg.error) + '</span>';
else container.innerHTML = '<span class="muted">⚠ ' + esc(msg.error) + '</span>';
} else if (msg.command === 'preset_config') {
// Success opened a viewer window; this slot only shows (or clears) failures.
const container = $('pcfg-' + msg.collection);
if (!container) return;
container.innerHTML = msg.ok ? '' : '<p class="muted">⚠ ' + esc(msg.error) + '</p>';
container.innerHTML = msg.ok
? '<div class="subhead">' + esc(msg.name) + ' · ' + msg.data.rows.length +
' keys</div>' + configTable(msg.data.rows, 'pcfg-table-' + msg.collection)
: '<span class="muted">⚠ ' + esc(msg.error) + '</span>';
} else if (msg.command === 'ui_result') {
addLog(msg.ok ? '' + msg.action + ': ' + msg.result
: '' + msg.action + ' failed: ' + msg.error);
@@ -1226,33 +1110,28 @@ show('overview');
# The modal page demoed from the UI Toolkit tab: create_window(style=WINDOW_MODAL)
# keeps the handle alive for callbacks; orca.submit(payload) invokes on_submit.
MODAL_PAGE = r"""<!DOCTYPE html>
<html lang="en"><head><meta charset="utf-8"><style>""" + BASE_CSS + r"""
body { padding:18px; }
h3 { margin-top:0; }
input { width:100%; }
</style></head>
<body>
<h3>Modal dialog</h3>
<html><head><meta charset="utf-8"></head>
<body style="padding:18px">
<h3 style="margin-top:0">Modal dialog</h3>
<p>create_window(style=WINDOW_MODAL) keeps this page interactive until it submits or closes.</p>
<p><input id="note" value="hello from the modal"></p>
<p><input id="note" style="width:100%" value="hello from the modal"></p>
<p style="text-align:right">
<button class="secondary" onclick="orca.postMessage({live: document.getElementById('note').value})">Post while open</button>
<button class="secondary" onclick="orca.close()">Cancel</button>
<button style="background:transparent;color:var(--orca-fg);border-color:var(--orca-border)"
onclick="orca.postMessage({live: document.getElementById('note').value})">Post while open</button>
<button style="background:transparent;color:var(--orca-fg);border-color:var(--orca-border)"
onclick="orca.close()">Cancel</button>
<button onclick="orca.submit({note: document.getElementById('note').value})">Submit</button>
</p>
</body></html>
"""
CHILD_PAGE = r"""<!DOCTYPE html>
<html lang="en"><head><meta charset="utf-8"><style>""" + BASE_CSS + r"""
body { padding:18px; }
h3 { margin-top:0; }
</style></head>
<body>
<h3>Child window</h3>
<html><head><meta charset="utf-8"></head>
<body style="padding:18px">
<h3 style="margin-top:0">Child window</h3>
<p>Same create_window() API one plugin, several windows.</p>
<p><button onclick="orca.postMessage({command:'ping'})">Ping the plugin</button></p>
<div id="log" style="color:var(--muted)"></div>
<div id="log" style="color:var(--orca-muted)"></div>
<script>
var n = 0;
orca.onMessage(function (msg) {
@@ -1263,75 +1142,6 @@ CHILD_PAGE = r"""<!DOCTYPE html>
</body></html>
"""
# The per-preset config viewer, opened by "View config" on the Presets tab. Its rows are
# baked in as JSON at build time, so the window needs no bridge traffic and stays usable
# side by side with the panel until closed.
CONFIG_PAGE = r"""<!DOCTYPE html>
<html lang="en"><head><meta charset="utf-8"><style>""" + BASE_CSS + CFG_TABLE_CSS + r"""
body { padding:12px 16px 20px; border-top:3px solid var(--hue, var(--accent)); }
.toolbar { display:flex; gap:8px; align-items:center; flex-wrap:wrap; margin-bottom:10px; }
.toolbar h3 { margin:0; font-size:13px; }
.toolbar input { flex:1; min-width:140px; }
.dot { display:inline-block; width:9px; height:9px; border-radius:50%; flex:none;
background:var(--hue, var(--accent)); }
.count { color:var(--muted); font-size:12px; white-space:nowrap; }
</style></head>
<body>
<div class="toolbar"><span class="dot"></span><h3 id="name"></h3>
<span class="count" id="count"></span>
<input id="q" placeholder="Filter keys…">
<button class="secondary" onclick="orca.close()">Close</button></div>
<div id="table"></div>
<script>
'use strict';
const DATA = __DATA__;
const $ = id => document.getElementById(id);
const esc = s => String(s == null ? '' : s)
.replace(/[&<>"']/g, c => ({'&':'&amp;','<':'&lt;','>':'&gt;','"':'&quot;',"'":'&#39;'}[c]));
if (DATA.hue) document.body.style.setProperty('--hue', DATA.hue);
$('name').textContent = DATA.name;
$('table').innerHTML = '<table class="cfg" id="t"><tr><th>key</th><th>value</th></tr>' +
DATA.rows.map(r => {
const long = r.v.length > 160;
const shown = long ? esc(r.v.slice(0, 160)) +
'<span class="more" role="button" tabindex="0"> … show all</span>' : esc(r.v);
return '<tr data-k="' + esc(r.k.toLowerCase()) + '"><td>' + esc(r.k) + '</td>' +
'<td class="val" data-full="' + esc(r.v) + '">' + shown + '</td></tr>';
}).join('') + '</table>';
function filter(q) {
q = q.trim().toLowerCase();
let visible = 0;
document.querySelectorAll('#t tr[data-k]').forEach(tr => {
const hit = !q || tr.dataset.k.includes(q) ||
tr.querySelector('.val').dataset.full.toLowerCase().includes(q);
tr.style.display = hit ? '' : 'none';
if (hit) visible++;
});
$('count').textContent = visible + ' keys';
}
$('q').addEventListener('input', e => filter(e.target.value));
$('table').addEventListener('click', e => {
const t = e.target.closest('.more');
if (t) { const td = t.closest('td'); td.textContent = td.dataset.full; }
});
document.addEventListener('keydown', e => {
if ((e.key === 'Enter' || e.key === ' ') && e.target.classList.contains('more')) {
e.preventDefault();
e.target.click();
}
});
filter('');
</script>
</body></html>
"""
def config_page(collection, name, rows):
"""CONFIG_PAGE with one preset's rows baked in. `</` is escaped so a config
value containing e.g. `</script>` cannot break out of the script block."""
payload = json.dumps({"name": name, "hue": HUES.get(collection, ""), "rows": rows})
return CONFIG_PAGE.replace("__DATA__", payload.replace("</", "<\\/"))
# --------------------------------------------------------------------------- #
# the plugin
@@ -1340,7 +1150,6 @@ class OrcaInspectorPanel(orca.script.ScriptPluginCapabilityBase):
win = None
child = None
modal = None
cfgwin = None
def get_name(self):
return "Orca Inspector"
@@ -1357,9 +1166,6 @@ class OrcaInspectorPanel(orca.script.ScriptPluginCapabilityBase):
if self.modal is not None:
self.modal.close()
self.modal = None
if self.cfgwin is not None:
self.cfgwin.close()
self.cfgwin = None
# Non-modal: returns immediately. The window is host-owned and lives on
# after execute() returns; on_message keeps firing when the page posts.
self.win = orca.host.ui.create_window(
@@ -1378,11 +1184,11 @@ class OrcaInspectorPanel(orca.script.ScriptPluginCapabilityBase):
msg = msg or {}
command = msg.get("command")
if command == "fetch":
self.send_section(msg.get("section", ""), msg.get("gen"))
self.send_section(msg.get("section", ""))
elif command == "mesh":
self.send_mesh(msg.get("object", -1), msg.get("volume", -1))
self.send_mesh(int(msg.get("object", -1)), int(msg.get("volume", -1)))
elif command == "preset_config":
self.open_preset_config(msg.get("collection", ""), msg.get("name", ""))
self.send_preset_config(msg.get("collection", ""), msg.get("name", ""))
elif command == "ui":
self.run_ui_action(msg)
@@ -1390,15 +1196,11 @@ class OrcaInspectorPanel(orca.script.ScriptPluginCapabilityBase):
if self.child is not None:
self.child.close()
self.child = None
if self.cfgwin is not None:
self.cfgwin.close()
self.cfgwin = None
print("Orca Inspector closed")
def send_section(self, section, gen=None):
def send_section(self, section):
builder = SECTION_BUILDERS.get(section)
# gen echoes the page's refresh counter so a reply that raced a Refresh is dropped there.
reply = {"command": "section", "section": section, "gen": gen}
reply = {"command": "section", "section": section}
if builder is None:
self.win.post({**reply, "ok": False, "error": f"unknown section {section!r}"})
return
@@ -1411,23 +1213,15 @@ class OrcaInspectorPanel(orca.script.ScriptPluginCapabilityBase):
reply = {"command": "mesh", "object": object_index, "volume": volume_index}
try:
self.win.post({**reply, "ok": True,
"data": build_mesh(int(object_index), int(volume_index))})
"data": build_mesh(object_index, volume_index)})
except Exception as exc:
self.win.post({**reply, "ok": False, "error": str(exc)})
def open_preset_config(self, collection, name):
# One viewer at a time: a new pick replaces the previous window. The main page
# only hears back about failures.
def send_preset_config(self, collection, name):
reply = {"command": "preset_config", "collection": collection, "name": name}
try:
rows = build_preset_config(collection, name)
if self.cfgwin is not None:
self.cfgwin.close()
self.cfgwin = orca.host.ui.create_window(
title=f"Orca Inspector — {name}",
html=config_page(collection, name, rows),
width=520, height=640)
self.win.post({**reply, "ok": True})
self.win.post({**reply, "ok": True,
"data": build_preset_config(collection, name)})
except Exception as exc:
self.win.post({**reply, "ok": False, "error": str(exc)})
@@ -1473,19 +1267,15 @@ class OrcaInspectorPanel(orca.script.ScriptPluginCapabilityBase):
if self.child is not None and self.child.is_open():
report("child already open")
else:
# Not `reply`: the close can also come from "child_close" later, so the
# on_close payload is labelled neutrally.
self.child = orca.host.ui.create_window(
title="Orca Inspector — child", html=CHILD_PAGE,
width=380, height=240, on_message=self.on_child_message,
on_close=lambda: self.win.post(
{"command": "ui_result", "action": "child",
"ok": True, "result": "child window closed"}))
{**reply, "ok": True, "result": "child window closed"}))
report("child opened")
elif action == "child_close":
if self.child is not None:
self.child.close()
report("close requested") # the actual close is logged by on_close
else:
report("no child window")
elif action == "child_state":

View File

@@ -1,618 +0,0 @@
# /// script
# requires-python = ">=3.12"
#
# [tool.orcaslicer.plugin]
# name = "Twistify"
# description = "Twists, tapers, and wobbles every layer's slice polygons as a function of Z (demo)."
# author = "SoftFever"
# version = "0.03"
# type = "slicing-pipeline"
# ///
"""Twistify -- twist/taper/wobble any model at slice time.
At Step.posSlice, every layer's sliced surfaces are transformed by a similarity
about the object's bounding-box center as a function of Z -- edited IN PLACE
through the host geometry classes (ExPolygon.rotate/scale/translate). Each
surface is rotated about the center, then (if tapering) translated to the
origin, uniformly scaled, and translated back, so the taper stays centered on
the object instead of drifting toward the coordinate origin. An optional X
wobble is applied last. After the per-region edits, layer.make_slices()
re-derives the layer's merged islands so overhang/bridge/skirt/support stay
coherent. The split slice loop runs make_perimeters() right after the hook, so
the transform cascades into perimeters, infill, and the final G-code -- the
preview corkscrews and the print keeps correct walls/infill/flow.
Because we edit geometry in place, surface types are preserved automatically
(no per-surface type carry needed), and no numpy is required --
rotate/scale/translate are host methods. Parameters come from self.get_config()
(see _params below); the host seeds them from get_default_config() the first
time the plugin loads. The first object layer is untouched (z_rel = 0), so bed
adhesion is unaffected.
The plugin also ships its own configuration UI (has_config_ui/get_config_ui):
a self-contained page the Plugins dialog renders instead of the JSON editor,
drawing the transform it is about to apply as an isometric stack of layer
outlines. It reaches the host only through the injected window.orca bridge --
getConfig/saveConfig/restoreDefaults/getContext/onConfig/onTheme -- and styles
itself from the --orca-* theme variables the host hands the frame, so it
follows OrcaSlicer's light/dark theme.
"""
import math
import json
import orca
_DEFAULTS = {
"twist_deg_per_mm": 1.0,
"taper_per_mm": 0.0,
"wobble_ampl_mm": 0.0,
"wobble_period_mm": 20.0,
"min_scale": 0.05,
}
def _params(self):
try:
src = json.loads(self.get_config())
except (AttributeError, TypeError, ValueError):
src = {}
out = {}
for key, default in _DEFAULTS.items():
try:
out[key] = float(src[key])
except (KeyError, TypeError, ValueError):
out[key] = default
return out
def _is_identity(p):
return p["twist_deg_per_mm"] == 0.0 and p["taper_per_mm"] == 0.0 and p["wobble_ampl_mm"] == 0.0
def _layer_params(z_rel, mm_to_scaled, p):
"""(angle_rad, scale, x_offset_scaled) for one layer. Exact identity at z_rel == 0."""
theta = math.radians(p["twist_deg_per_mm"] * z_rel)
s = max(p["min_scale"], 1.0 + p["taper_per_mm"] * z_rel)
ox = 0.0
if p["wobble_ampl_mm"] != 0.0 and p["wobble_period_mm"] > 0.0:
ox = p["wobble_ampl_mm"] * math.sin(2.0 * math.pi * z_rel / p["wobble_period_mm"]) * mm_to_scaled
return theta, s, ox
# The configuration page. Self-contained on purpose: it runs in an iframe sandboxed into an opaque
# origin, so it has only the window.orca bridge and the --orca-* theme variables the host injects --
# no network, no same-origin access, no shared stylesheet. get_config_ui() substitutes _DEFAULTS for
# __ORCA_DEFAULTS__, so Python owns the values and the page adds only presentation.
_CONFIG_UI = """
<style>
:root {
--ink: var(--orca-fg, #1f2429);
--paper: var(--orca-bg, #ffffff);
--rule: var(--orca-border, #d9dee3);
--quiet: var(--orca-muted, #6b7580);
--live: var(--orca-accent, #009688);
--live-ink: var(--orca-accent-fg, #ffffff);
--ui: var(--orca-font, system-ui, -apple-system, "Segoe UI", Roboto, sans-serif);
--data: ui-monospace, "Cascadia Mono", "SF Mono", Menlo, Consolas, monospace;
}
@media (prefers-color-scheme: dark) {
:root {
--ink: var(--orca-fg, #e4e6e8);
--paper: var(--orca-bg, #2b2d30);
--rule: var(--orca-border, #3d4043);
--quiet: var(--orca-muted, #9aa0a6);
}
}
* { box-sizing: border-box; }
html, body { height: 100%; }
body {
margin: 0;
background: var(--paper);
color: var(--ink);
font: 13px/1.45 var(--ui);
}
.panel { display: flex; flex-direction: column; height: 100%; }
.head {
display: flex; align-items: baseline; gap: 10px;
padding: 12px 16px 10px;
border-bottom: 1px solid var(--rule);
}
.mark {
font: 10px/1 var(--data); letter-spacing: .14em; text-transform: uppercase;
color: var(--live);
}
.head-note { font-size: 11px; color: var(--quiet); }
/* The frame is as narrow as ~400px in a resized dialog and as wide as ~600px; below the
breakpoint the drawing moves under the controls rather than squeezing both. */
.work {
flex: 1; min-height: 0; overflow: auto;
display: grid; grid-template-columns: minmax(0, 1fr) 180px; gap: 16px;
align-content: start; padding: 14px 16px;
}
@media (max-width: 470px) {
.work { grid-template-columns: minmax(0, 1fr); }
.plot { max-width: 210px; }
}
.rows { display: flex; flex-direction: column; gap: 12px; }
.row { display: grid; grid-template-columns: 1fr auto; align-items: center; gap: 4px 8px; }
.row-label {
grid-column: 1;
font: 10px/1 var(--data); letter-spacing: .12em; text-transform: uppercase;
color: var(--quiet);
}
.row-figure { grid-column: 2; display: flex; align-items: baseline; gap: 4px; }
.row-figure input {
/* No spinners: the rail is the coarse control, this is the exact one, and the arrows would
steal the width the value needs. */
-webkit-appearance: textfield; appearance: textfield;
width: 76px; padding: 3px 6px; text-align: right;
font: 13px/1.2 var(--data); font-variant-numeric: tabular-nums;
color: var(--ink); background: transparent;
border: 1px solid transparent; border-radius: 3px;
}
.row-figure input::-webkit-outer-spin-button,
.row-figure input::-webkit-inner-spin-button { -webkit-appearance: none; margin: 0; }
.row-figure input:hover { border-color: var(--rule); }
.row-figure input:focus { outline: none; border-color: var(--live); }
.unit { font: 10px/1 var(--data); color: var(--quiet); min-width: 26px; }
/* The rail carries a detent at the value that means "no deformation", so neutral is a position
you can feel for rather than a number you have to read. */
.rail { grid-column: 1 / -1; position: relative; height: 16px; }
.rail[data-detent]::before {
content: ""; position: absolute; left: var(--detent); top: 3px;
width: 1px; height: 10px; background: var(--rule);
}
.rail input {
-webkit-appearance: none; appearance: none;
position: relative; width: 100%; height: 16px; margin: 0; background: transparent;
}
.rail input::-webkit-slider-runnable-track { height: 2px; background: var(--rule); border-radius: 1px; }
.rail input::-webkit-slider-thumb {
-webkit-appearance: none; width: 11px; height: 11px; margin-top: -4.5px;
border: none; border-radius: 50%; background: var(--live); cursor: grab;
}
.rail input:focus { outline: none; }
.rail input:focus-visible { outline: 2px solid var(--live); outline-offset: 1px; border-radius: 3px; }
.rail input:disabled::-webkit-slider-thumb { background: var(--quiet); cursor: default; }
.readout {
margin-top: 14px; padding-top: 10px; border-top: 1px solid var(--rule);
font-size: 11px; color: var(--quiet); min-height: 32px;
}
.readout b { color: var(--ink); font-weight: 600; font-family: var(--data); font-variant-numeric: tabular-nums; }
.plot { margin: 0; display: flex; flex-direction: column; gap: 6px; }
.plot svg { width: 100%; height: auto; display: block; }
.plot figcaption { font: 10px/1.4 var(--data); color: var(--quiet); }
/* SVG colours live here rather than in stroke="" attributes: var() is not reliable in a
presentation attribute, and this way the drawing re-themes with the rest of the page. */
.ring, .helix, .datum { fill: none; }
.ring { stroke: var(--live); stroke-width: 1; }
.helix { stroke: var(--live); stroke-width: 1; stroke-opacity: .5; stroke-dasharray: 2 2; }
.datum { stroke: var(--quiet); stroke-width: 1; stroke-opacity: .7; }
.tick { stroke: var(--rule); stroke-width: 1; }
.plot text { fill: var(--quiet); font: 8px var(--data); }
.foot {
display: flex; align-items: center; gap: 10px;
padding: 10px 16px; border-top: 1px solid var(--rule);
}
.state { flex: 1; font-size: 11px; color: var(--quiet); }
.state.dirty { color: var(--ink); }
button {
font: 12px/1 var(--ui); padding: 6px 14px; border-radius: 4px; cursor: pointer;
border: 1px solid var(--rule); background: transparent; color: var(--ink);
}
button.go { border-color: var(--live); background: var(--live); color: var(--live-ink); }
button:disabled { opacity: .45; cursor: default; }
button:focus-visible { outline: 2px solid var(--live); outline-offset: 2px; }
@media (prefers-reduced-motion: reduce) { * { transition: none !important; } }
</style>
<div class="panel">
<header class="head">
<span class="mark">Twistify</span>
<span class="head-note">Applied to every layer as it is sliced</span>
</header>
<div class="work">
<div>
<div class="rows" id="rows"></div>
<p class="readout" id="readout"></p>
</div>
<figure class="plot">
<svg id="plot" viewBox="0 0 180 208" aria-hidden="true"></svg>
<figcaption id="plotNote"></figcaption>
</figure>
</div>
<footer class="foot">
<span class="state" id="state"></span>
<button type="button" id="restore">Restore defaults</button>
<button type="button" id="save" class="go">Save</button>
</footer>
</div>
<script>
(function () {
var DEFAULTS = __ORCA_DEFAULTS__;
// Presentation only. `neutral` marks the value at which the control contributes no deformation;
// rows without one (period, floor) are shape parameters, not amounts.
var FIELDS = [
{ key: "twist_deg_per_mm", label: "Twist", unit: "\\u00b0/mm", min: -20, max: 20, step: 0.1, dp: 1, neutral: 0,
hint: "Rotation added per millimetre of height." },
{ key: "taper_per_mm", label: "Taper", unit: "/mm", min: -0.05, max: 0.05, step: 0.001, dp: 3, neutral: 0,
hint: "Scale added per millimetre. Negative narrows the model as it rises." },
{ key: "wobble_ampl_mm", label: "Wobble", unit: "mm", min: 0, max: 10, step: 0.1, dp: 1, neutral: 0,
hint: "How far each layer slides in X, from centre to peak." },
{ key: "wobble_period_mm", label: "Wobble period", unit: "mm", min: 1, max: 120, step: 1, dp: 0,
hint: "Height of one full wobble cycle." },
{ key: "min_scale", label: "Scale floor", unit: "\\u00d7", min: 0.01, max: 1, step: 0.01, dp: 2,
hint: "Taper never shrinks a layer past this, so a tall model cannot collapse." }
];
// The preview simulates this much height. It never reads the real model, so the caption says so
// rather than implying the drawing is to scale with the plate.
var Z_SPAN = 40;
var Z_STEP = 2;
var form = {};
var stored = {};
var context = (window.orca && window.orca.getContext) ? window.orca.getContext() : { scope: "global" };
var savedNoteTimer = 0;
function num(value, fallback) {
var n = parseFloat(value);
return isFinite(n) ? n : fallback;
}
function merged(config) {
var out = {};
Object.keys(DEFAULTS).forEach(function (key) {
out[key] = num(config ? config[key] : undefined, DEFAULTS[key]);
});
return out;
}
function isDirty() {
return Object.keys(DEFAULTS).some(function (key) { return form[key] !== stored[key]; });
}
// --- the transform, exactly as _layer_params() applies it -------------------------------------
function layerAt(z) {
var theta = form.twist_deg_per_mm * z * Math.PI / 180;
var scale = Math.max(form.min_scale, 1 + form.taper_per_mm * z);
var shift = 0;
if (form.wobble_ampl_mm !== 0 && form.wobble_period_mm > 0)
shift = form.wobble_ampl_mm * Math.sin(2 * Math.PI * z / form.wobble_period_mm);
return { theta: theta, scale: scale, shift: shift };
}
function deforms() {
return form.twist_deg_per_mm !== 0 || form.taper_per_mm !== 0 || form.wobble_ampl_mm !== 0;
}
// --- drawing ----------------------------------------------------------------------------------
var ISO_X = 0.866, ISO_Y = 0.5; // isometric: plan outlines stacked by height
var ORIGIN_X = 108, ORIGIN_Y = 182; // the z = 0 outline's centre, in viewBox units
var PLAN = 20; // half-width of the sample contour
var Z_UNITS = 3.3; // viewBox units per millimetre of height
var MM = 1.5; // viewBox units per millimetre of wobble travel
var REACH = 62; // how far sideways the drawing may run before it is scaled down
// Plan-view corners of the layer at `z`, before projection.
function planOutline(z) {
var layer = layerAt(z);
var half = PLAN * layer.scale;
var cos = Math.cos(layer.theta), sin = Math.sin(layer.theta);
return [[-half, -half], [half, -half], [half, half], [-half, half]].map(function (corner) {
return [corner[0] * cos - corner[1] * sin + layer.shift * MM,
corner[0] * sin + corner[1] * cos];
});
}
function points(plan, z, fit) {
return plan.map(function (p) {
var x = ORIGIN_X + (p[0] - p[1]) * ISO_X * fit;
var y = ORIGIN_Y + (p[0] + p[1]) * ISO_Y * fit - z * Z_UNITS;
return x.toFixed(1) + "," + y.toFixed(1);
}).join(" ");
}
function draw() {
var svg = [];
var layers = [];
var reach = 0;
for (var z = 0; z <= Z_SPAN + 0.001; z += Z_STEP) {
var plan = planOutline(z);
layers.push({ z: z, plan: plan });
plan.forEach(function (p) { reach = Math.max(reach, Math.abs(p[0] - p[1]) * ISO_X); });
}
// A wide taper or a big wobble would run out of the frame, so scale down to fit rather than
// clipping. Z keeps its scale, so the ruler stays true.
var fit = reach > REACH ? REACH / reach : 1;
// Z ruler: the drawing is a height plot, so it gets an axis.
for (var mark = 0; mark <= Z_SPAN; mark += 10) {
var y = ORIGIN_Y - mark * Z_UNITS;
svg.push('<line class="tick" x1="24" y1="' + y.toFixed(1) + '" x2="30" y2="' + y.toFixed(1) + '"/>');
svg.push('<text x="20" y="' + (y + 3).toFixed(1) + '" text-anchor="end">' + mark + '</text>');
}
svg.push('<text x="30" y="' + (ORIGIN_Y - Z_SPAN * Z_UNITS - 11).toFixed(1) +
'" text-anchor="end">mm</text>');
// The stack, faint at the bed and full strength at the top: the deformation grows with Z.
var trace = [];
layers.forEach(function (layer) {
var ring = points(layer.plan, layer.z, fit);
svg.push('<polygon class="ring" points="' + ring + '" stroke-opacity="' +
(0.18 + 0.82 * layer.z / Z_SPAN).toFixed(2) + '"/>');
trace.push(ring.split(" ")[1]);
});
// One corner followed all the way up: on a twisted model, the helix the walls will run in.
svg.push('<polyline class="helix" points="' + trace.join(" ") + '"/>');
// The datum: the first layer is never transformed, so it doubles as the reference outline.
svg.push('<polygon class="datum" points="' + points(layers[0].plan, 0, fit) + '"/>');
document.getElementById("plot").innerHTML = svg.join("");
document.getElementById("plotNote").textContent =
deforms() ? "Sample contour, " + Z_SPAN + " mm of Z" : "Sample contour, undeformed";
}
// --- readout ----------------------------------------------------------------------------------
function describe() {
if (!deforms())
return "No deformation. Twistify passes every layer through unchanged.";
var top = layerAt(Z_SPAN);
var parts = [];
if (form.twist_deg_per_mm !== 0)
parts.push("<b>" + (form.twist_deg_per_mm * Z_SPAN).toFixed(0) + "\\u00b0</b> of rotation");
if (form.taper_per_mm !== 0)
parts.push("<b>" + top.scale.toFixed(2) + "\\u00d7</b> scale" +
(top.scale === form.min_scale ? " (at the floor)" : ""));
if (form.wobble_ampl_mm !== 0)
parts.push("<b>\\u00b1" + form.wobble_ampl_mm.toFixed(1) + "</b> mm of wobble");
return "At " + Z_SPAN + " mm above the first layer: " + parts.join(", ") + ".";
}
function setReadout(html) { document.getElementById("readout").innerHTML = html; }
// Whatever the pointer or the keyboard is on explains itself; with neither, report the totals.
function restoreReadout() {
var id = document.activeElement ? document.activeElement.id : "";
for (var i = 0; i < FIELDS.length; i++)
if (id === "n-" + FIELDS[i].key || id === "r-" + FIELDS[i].key)
return setReadout(FIELDS[i].hint);
setReadout(describe());
}
function refreshState() {
var dirty = isDirty();
document.getElementById("save").disabled = context.readOnly || !dirty;
if (savedNoteTimer)
return; // the "Saved" note owns the line until it expires
var state = document.getElementById("state");
state.textContent = context.readOnly ? "This configuration is read-only."
: dirty ? "Unsaved changes" : "";
state.classList.toggle("dirty", dirty && !context.readOnly);
}
function announce(message) {
var state = document.getElementById("state");
state.textContent = message;
state.classList.remove("dirty");
clearTimeout(savedNoteTimer);
savedNoteTimer = setTimeout(function () { savedNoteTimer = 0; refreshState(); }, 2200);
}
// --- controls ---------------------------------------------------------------------------------
function detent(field) {
if (field.neutral === undefined) return "";
return ((field.neutral - field.min) / (field.max - field.min) * 100).toFixed(2) + "%";
}
function clamp(field, value) { return Math.min(field.max, Math.max(field.min, value)); }
// `echo` rewrites the number field with the clamped, formatted value. Off while the user is still
// typing: "-" and "0.0" are valid partial input, and rewriting them mid-keystroke fights the
// typist. The drawing still follows every keystroke.
function apply(field, value, echo) {
form[field.key] = clamp(field, value);
if (echo)
document.getElementById("n-" + field.key).value = form[field.key].toFixed(field.dp);
document.getElementById("r-" + field.key).value = form[field.key];
draw();
// A control explains itself while you approach it, but once a value moves what matters is the
// total it adds up to.
setReadout(describe());
refreshState();
}
function buildRows() {
var host = document.getElementById("rows");
FIELDS.forEach(function (field) {
var row = document.createElement("div");
row.className = "row";
// The number input is the labelled, keyboard-reachable control; the rail is the same value by
// pointer, so it stays out of the tab order and the accessibility tree.
row.innerHTML =
'<label class="row-label" for="n-' + field.key + '">' + field.label + '</label>' +
'<span class="row-figure">' +
'<input id="n-' + field.key + '" type="number" step="' + field.step + '" ' +
'min="' + field.min + '" max="' + field.max + '">' +
'<span class="unit">' + field.unit + '</span>' +
'</span>' +
'<span class="rail"' + (field.neutral === undefined ? "" : ' data-detent style="--detent:' + detent(field) + '"') + '>' +
'<input id="r-' + field.key + '" type="range" step="' + field.step + '" ' +
'min="' + field.min + '" max="' + field.max + '" tabindex="-1" aria-hidden="true">' +
'</span>';
host.appendChild(row);
var number = row.querySelector("#n-" + field.key);
var range = row.querySelector("#r-" + field.key);
number.addEventListener("input", function () { apply(field, num(number.value, form[field.key]), false); });
number.addEventListener("change", function () { apply(field, num(number.value, DEFAULTS[field.key]), true); });
range.addEventListener("input", function () { apply(field, num(range.value, form[field.key]), true); });
[number, range].forEach(function (input) {
input.addEventListener("focus", function () { setReadout(field.hint); });
input.addEventListener("mouseenter", function () { setReadout(field.hint); });
input.addEventListener("blur", restoreReadout);
input.addEventListener("mouseleave", restoreReadout);
});
});
}
function load(config) {
stored = merged(config);
form = merged(config);
FIELDS.forEach(function (field) {
document.getElementById("n-" + field.key).value = form[field.key].toFixed(field.dp);
document.getElementById("r-" + field.key).value = form[field.key];
});
draw();
restoreReadout();
refreshState();
labelRestore();
setInputsEnabled(!context.readOnly);
}
// "Restore defaults" writes the plugin's own defaults globally, but in a preset it drops that
// preset's override and falls back to the global configuration. Say which one the button does.
function labelRestore() {
var restore = document.getElementById("restore");
var preset = context.scope === "preset";
restore.textContent = preset ? "Use global settings" : "Restore defaults";
restore.title = preset ? "Discard this preset's override and use the global configuration"
: "Replace the saved configuration with Twistify's defaults";
restore.disabled = context.readOnly || (preset && !context.hasPresetOverride);
}
function setInputsEnabled(enabled) {
FIELDS.forEach(function (field) {
document.getElementById("n-" + field.key).disabled = !enabled;
document.getElementById("r-" + field.key).disabled = !enabled;
});
}
buildRows();
load(window.orca ? window.orca.getConfig() : {});
document.getElementById("save").addEventListener("click", function () {
if (!window.orca) return;
window.orca.saveConfig(form);
});
document.getElementById("restore").addEventListener("click", function () {
if (window.orca) window.orca.restoreDefaults();
});
if (window.orca && window.orca.onConfig) {
var first = true;
window.orca.onConfig(function (config) {
// Fires once immediately (already handled above) and then on every host save: reload from
// what was stored, never from what was typed.
if (first) { first = false; return; }
if (window.orca.getContext) context = window.orca.getContext();
load(config);
announce("Saved");
});
}
// No theme handler needed: every colour on the page, the drawing included, resolves through the
// --orca-* variables the host rewrites in place.
})();
</script>
"""
class Twistify(orca.slicing.SlicingPipelineCapabilityBase):
def get_name(self):
return "Twistify"
def get_default_config(self):
return _DEFAULTS
def has_config_ui(self):
return True
def get_config_ui(self):
return _CONFIG_UI.replace("__ORCA_DEFAULTS__", json.dumps(_DEFAULTS))
def execute(self, ctx):
if ctx.step != orca.slicing.Step.posSlice or ctx.object is None:
return orca.ExecutionResult.success()
p = _params(self)
if _is_identity(p):
return orca.ExecutionResult.success("Twistify: identity parameters, nothing to do")
mm_to_scaled = 1.0 / orca.slicing.unscale(1)
layers = ctx.object.layers()
if not layers:
return orca.ExecutionResult.success("Twistify: object has no layers")
# Twist/taper axis = the object's bounding-box center (scaled coords, same frame
# as the slice polygons), so each object on the plate transforms about its own
# center. Keep the float center for translate-to-origin/back around scale(), and
# a rounded-to-Point center for rotate() (which takes an integer Point).
min_x, min_y, max_x, max_y = ctx.object.bounding_box()
cx = (min_x + max_x) / 2.0
cy = (min_y + max_y) / 2.0
center = orca.host.Point(int(round(cx)), int(round(cy)))
z0 = float(layers[0].print_z) # z_rel = 0 on the first layer -> footprint untouched
layers_touched = 0
for layer in layers:
if ctx.cancelled():
break
z_rel = float(layer.print_z) - z0
theta, s, ox = _layer_params(z_rel, mm_to_scaled, p)
if theta == 0.0 and s == 1.0 and ox == 0.0:
continue # exact identity (always the first layer)
edited = False
for region in layer.regions():
for surface in region.slices.surfaces:
ex = surface.expolygon
ex.rotate(theta, center) # rotate about the object center (in place)
if s != 1.0:
# scale() scales about the coordinate ORIGIN, so re-center the
# geometry on the origin first and translate back after, making
# this a true similarity transform about the object's center.
ex.translate(-cx, -cy)
ex.scale(s)
ex.translate(cx, cy)
if ox != 0.0:
ex.translate(ox, 0.0) # wobble in X
edited = True
if edited:
# Re-derive the merged islands from the twisted region slices.
layer.make_slices()
layers_touched += 1
name = ctx.object.model_object().name or "object"
return orca.ExecutionResult.success(
f"Twistify: transformed {layers_touched} layer(s) of '{name}' "
f"(twist {p['twist_deg_per_mm']} deg/mm, taper {p['taper_per_mm']}/mm, "
f"wobble {p['wobble_ampl_mm']} mm)")
@orca.plugin
class TwistifyPackage(orca.base):
def register_capabilities(self):
orca.register_capability(Twistify)

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