Merge branch 'master' of https://github.com/prusa3d/PrusaSlicer into et_gcode_viewer

This commit is contained in:
enricoturri1966 2020-04-17 08:18:20 +02:00
commit 9c68abfb35
34 changed files with 3131 additions and 1990 deletions

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@ -6360,7 +6360,7 @@ msgstr "Redimensionner"
#: src/slic3r/GUI/GUI_ObjectManipulation.cpp:459
msgid "Scale factors"
msgstr "Facteurs de redimensionnement"
msgstr "Échelle"
#: src/slic3r/GUI/KBShortcutsDialog.cpp:196
msgid ""

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@ -429,7 +429,7 @@ msgstr "서포트 생성"
#: src/slic3r/GUI/ConfigManipulation.cpp:200
msgid "The %1% infill pattern is not supposed to work at 100%% density."
msgstr "%1% 채우기 패턴은 100% 밀도로 작동하도록 되어 있지 않습니다."
msgstr "%1% 채우기 패턴은 100%% 밀도로 작동하도록 되어 있지 않습니다."
#: src/slic3r/GUI/ConfigManipulation.cpp:202
msgid "Shall I switch to rectilinear fill pattern?"

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@ -31,17 +31,18 @@ avoid_crossing_perimeters = 0
bottom_fill_pattern = rectilinear
bridge_angle = 0
bridge_flow_ratio = 0.95
bridge_speed = 25
bridge_speed = 20
brim_width = 0
clip_multipart_objects = 1
compatible_printers =
compatible_printers =
complete_objects = 0
dont_support_bridges = 1
elefant_foot_compensation = 0
ensure_vertical_shell_thickness = 1
external_fill_pattern = rectilinear
external_perimeters_first = 0
external_perimeter_extrusion_width = 0.45
external_perimeter_extrusion_width = 0.40
external_perimeter_speed = 25
extra_perimeters = 0
extruder_clearance_height = 12
extruder_clearance_radius = 45
@ -52,14 +53,14 @@ fill_pattern = grid
first_layer_extrusion_width = 0.42
first_layer_height = 0.2
first_layer_speed = 20
gap_fill_speed = 30
gap_fill_speed = 15
gcode_comments = 0
infill_every_layers = 1
infill_extruder = 1
infill_extrusion_width = 0.45
infill_first = 0
infill_only_where_needed = 0
infill_overlap = 25%
infill_overlap = 20%
interface_shells = 0
max_print_speed = 60
max_volumetric_extrusion_rate_slope_negative = 0
@ -83,7 +84,7 @@ single_extruder_multi_material_priming = 0
skirts = 3
skirt_distance = 2
skirt_height = 1
small_perimeter_speed = 25
small_perimeter_speed = 15
solid_infill_below_area = 0
solid_infill_every_layers = 0
solid_infill_extruder = 1
@ -92,7 +93,7 @@ spiral_vase = 0
standby_temperature_delta = -5
support_material = 0
support_material_extruder = 0
support_material_extrusion_width = 0.4
support_material_extrusion_width = 0.40
support_material_interface_extruder = 0
support_material_angle = 0
support_material_buildplate_only = 0
@ -110,8 +111,8 @@ support_material_threshold = 45
support_material_with_sheath = 0
support_material_xy_spacing = 60%
thin_walls = 0
top_infill_extrusion_width = 0.45
top_solid_infill_speed = 40
top_infill_extrusion_width = 0.40
top_solid_infill_speed = 20
travel_speed = 130
wipe_tower = 0
wipe_tower_bridging = 10
@ -194,7 +195,7 @@ top_solid_layers = 7
[print:*0.15mm*]
inherits = *common*
external_perimeter_speed = 40
external_perimeter_speed = 25
infill_acceleration = 1100
infill_speed = 50
layer_height = 0.15
@ -242,7 +243,7 @@ top_solid_layers = 4
inherits = *common*
bottom_solid_layers = 4
bridge_flow_ratio = 0.95
external_perimeter_speed = 40
external_perimeter_speed = 25
infill_acceleration = 1100
infill_speed = 60
layer_height = 0.3
@ -334,7 +335,7 @@ inherits = *0.30mm*
# alias = 0.30mm ULTRADRAFT
bottom_solid_layers = 3
bridge_speed = 30
external_perimeter_speed = 35
external_perimeter_speed = 30
infill_acceleration = 1100
infill_speed = 55
max_print_speed = 60

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@ -22,6 +22,12 @@ bed_model = ender3_bed.stl
bed_texture = ender3.svg
default_materials = Generic PLA @ENDER3; Generic PETG @ENDER3; Generic ABS @ENDER3; Prusament PLA @ENDER3; Prusament PETG @ENDER3
[printer_model:ENDER2]
name = Creality Ender-2
variants = 0.4
technology = FFF
default_materials = Generic PLA @ENDER3; Generic PETG @ENDER3; Generic ABS @ENDER3; Prusament PLA @ENDER3; Prusament PETG @ENDER3
# All presets starting with asterisk, for example *common*, are intermediate and they will
# not make it into the user interface.
@ -423,3 +429,9 @@ default_print_profile = 0.20mm NORMAL
default_filament_profile = Creality PLA
start_gcode = G90 ; use absolute coordinates\nM83 ; extruder relative mode\nM104 S[first_layer_temperature] ; set extruder temp\nM140 S[first_layer_bed_temperature] ; set bed temp\nM190 S[first_layer_bed_temperature] ; wait for bed temp\nM109 S[first_layer_temperature] ; wait for extruder temp\nG28 ; home all\nG1 Z2 F240\nG1 X2 Y10 F3000\nG1 Z0.28 F240\nG92 E0.0\nG1 Y190 E15.0 F1500.0 ; intro line\nG1 X2.3 F5000\nG1 Y10 E30 F1200.0 ; intro line\nG92 E0.0
end_gcode = M104 S0 ; turn off temperature\nM140 S0 ; turn off heatbed\nM107 ; turn off fan\n{if layer_z < max_print_height}G1 Z{z_offset+min(layer_z+10, max_print_height)} F600{endif} ; Move print head up\nG1 X0 Y200 F3000 ; present print\nM84 X Y E ; disable motors
[printer:Creality ENDER-2]
inherits = Creality ENDER-3
bed_shape = 0x0,150x0,150x150,0x150
printer_model = ENDER2
max_print_height = 200

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@ -62,18 +62,12 @@ void main()
float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
intensity.y = 0.0;
if (NdotL > 0.0)
{
vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
}
vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
if (NdotL > 0.0)
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
// compute deltas for out of print volume detection (world coordinates)
if (print_box.actived)

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@ -32,19 +32,13 @@ void main()
float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
intensity.y = 0.0;
if (NdotL > 0.0)
{
vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
}
vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular)
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
if (NdotL > 0.0)
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
// Scaled to widths of the Z texture.
if (object_max_z > 0.0)