3D GCode Viewer integrated with DWC
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@PCR Once 3.2 is finalized and out in the wild that's the plan. I'll plan to test it in the DWC page itself like an unreleased original version I did. However, there was issues with VueJS trying to attach itself to the viewer's resources which would cause the viewer to be unstable and crash the page and would also limit the max size of model to be viewed.
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@Sindarius I had some similiar problems with the charts + heightmap but got around it by storing my own stuff in the JS file based on the machine name . Be aware that we'll add multi-machine support at some point and the backend has already been prepared for that.
The new event API from v3.2 should be easier to handle, too.
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I tested the 3.2 on my 3.1.1 machine but the heightmap did not load. Something with Blabla is null
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@chrishamm I look forward to the multi-machine support. The problem I ran into was the actual babylon objects were getting sucked into vuejs by whatever mechanisms it uses. then it wanted to start tracking activity on those objects, there are a lot of objects, which ended up crushing the viewer to a crawl. I'll definitely play with it more on top of getting a few other items into it. I'll probably look into trying the Vue-BabylonJS package a try to see if it overcomes the issues I ran into. It would be nice to have the viewer incorporated into the UI like you have the other one.
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Is it normal that the viewer in 3.2 almost nothing is visable? Just a view black dots.
If I use the same gcode here: https://gcode-preview.web.app/
it became visable
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@Sindarius In my case it were Three.js geometries that were transformed by Vue so I moved them out of the data scope, which did the job for me. Check out the heightmap and temp chart components for further details.
@smoki3 Yes, the current visualizer in 3.2-pre-b1 doesn't have a pretty front-end yet. At the moment it can be used only to watch live prints.
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I have a fork of the previous visualizer code that incorporates STL viewing, slicing, and a slick slicer settings / model control component (right now based on Slic3r). Let me know if you’re interested in the code. It’s based on AngularJS and relies on a NodeJS component to integrate with the user’s local slic3r settings and execute the slicer.
The goal is to eventually move it server side (cloud) for saving settings and slicing. Also possible to slice on the PI 4 - early benchmarks showed it performed at ~50% of a top end desktop, which means it can likely outperform a slice from the cloud with network transfer in most conditions.
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Been a while since I provided an update. I have been working toward getting my viewer converted to a plugin in 3.2. Here's a little sneak peek of where it is at today.
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Woow looking Forward to it
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For anyone who is building and running the latest beta 3.2 you can install and test the plugin. Enjoy!
https://github.com/Sindarius/DWC_GCodeViewer_Plugin/releases/tag/0.5.0
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Yeah! Super nice work!
Best
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Hey, this requires DWC 3.2-beta3 but there is no beta3 on github? Only beta2.
Compiling the source code of DWC results in "Plugin requires incompatible DWC version (need 3.2.0-beta3, got 3.2.0-beta3pre)" -
@copystring You may want to wait for RRF 3.2 beta3 to be released if you don't want to compile it yourself. Sounds like you've got DWC compiled, but not the firmware itself.
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Works for me when using the latest code off GitHub to compile my own
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Just finished implementing object cancelling in the 3d viewer.
https://github.com/Sindarius/DWC_GCodeViewer_Plugin/releases/tag/0.6.0
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What What What! Thats a game changer!
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@PCR I am cleaning up some of the view so it looks a little cleaner.
I am still working through some transparency order issues. (Always a PITA)
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awesome work.
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Great work! I just installed and am excited to give it a try this weekend. One bit of initial feedback - it would feel much more intuitive if there was an option to flip the camera control around and the center scroll wheel's zoom..
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@oozeBot Noted. Appreciate the feedback. I'll have to look into making that an option. I think some of it comes from how you play video games. I tend to use inverted mouse when I play games so it has been more natural to me, I can see that being a problem for others.
I am resolving some alpha blending issues and trying out some different textures.
I expect to probably have another version out this evening.