static void generate_stacked_polygon(SingleMaterialFFFCompiler compiler, SingleMaterialFFFSettings settings) { int NLayers = 10; for (int layer_i = 0; layer_i < NLayers; ++layer_i) { // create data structures for organizing this layer ToolpathSetBuilder layer_builder = new ToolpathSetBuilder(); SequentialScheduler2d scheduler = new SequentialScheduler2d(layer_builder, settings); if (layer_i == 0) { scheduler.SpeedHint = SchedulerSpeedHint.Careful; } // initialize layer layer_builder.Initialize(compiler.NozzlePosition); // layer-up layer_builder.AppendZChange(settings.LayerHeightMM, settings.ZTravelSpeed); // schedule a circle FillPolygon2d circle_poly = new FillPolygon2d(Polygon2d.MakeCircle(25.0f, 64)); circle_poly.TypeFlags = FillTypeFlags.OuterPerimeter; scheduler.AppendPolygon2d(circle_poly); // pass paths to compiler compiler.AppendPaths(layer_builder.Paths, settings); } }
static void generate_stacked_wavy_circle(SingleMaterialFFFCompiler compiler, SingleMaterialFFFSettings settings) { double height = 20.0; // mm int NLayers = (int)(height / settings.LayerHeightMM); // 20mm int NSteps = 128; double radius = 15.0; double frequency = 6; double scale = 5.0; for (int layer_i = 0; layer_i < NLayers; ++layer_i) { // create data structures for organizing this layer ToolpathSetBuilder layer_builder = new ToolpathSetBuilder(); SequentialScheduler2d scheduler = new SequentialScheduler2d(layer_builder, settings); if (layer_i == 0) { scheduler.SpeedHint = SchedulerSpeedHint.Careful; } // initialize and layer-up layer_builder.Initialize(compiler.NozzlePosition); layer_builder.AppendZChange(settings.LayerHeightMM, settings.ZTravelSpeed); // start with circle FillPolygon2d circle_poly = new FillPolygon2d(Polygon2d.MakeCircle(radius, NSteps)); // apply a wave deformation to circle, with wave height increasing with Z double layer_scale = MathUtil.Lerp(0, scale, (double)layer_i / (double)NLayers); for (int i = 0; i < NSteps; ++i) { Vector2d v = circle_poly[i]; double angle = Math.Atan2(v.y, v.x); double r = v.Length; r += layer_scale * Math.Sin(frequency * angle); circle_poly[i] = r * v.Normalized; } circle_poly.TypeFlags = FillTypeFlags.OuterPerimeter; scheduler.AppendPolygon2d(circle_poly); // pass paths to compiler compiler.AppendPaths(layer_builder.Paths, settings); } }
static void generate_square(SingleMaterialFFFCompiler compiler, SingleMaterialFFFSettings settings) { ToolpathSetBuilder builder = new ToolpathSetBuilder(); builder.Initialize(compiler.NozzlePosition); // layer-up builder.AppendZChange(settings.LayerHeightMM, settings.ZTravelSpeed); // draw rectangle float left = 0, right = 50, bottom = -20, top = 20; builder.AppendTravel(new Vector2d(left, bottom), settings.RapidTravelSpeed); builder.AppendExtrude(new Vector2d(right, bottom), settings.CarefulExtrudeSpeed); builder.AppendExtrude(new Vector2d(right, top), settings.CarefulExtrudeSpeed); builder.AppendExtrude(new Vector2d(left, top), settings.CarefulExtrudeSpeed); builder.AppendExtrude(new Vector2d(left, bottom), settings.CarefulExtrudeSpeed); compiler.AppendPaths(builder.Paths, settings); }
static void generate_vertical_wave(SingleMaterialFFFCompiler compiler, SingleMaterialFFFSettings settings) { ToolpathSetBuilder builder = new ToolpathSetBuilder(); builder.Initialize(compiler.NozzlePosition); // layer-up builder.AppendZChange(settings.LayerHeightMM, settings.ZTravelSpeed); int N = 24; Polygon2d circle = Polygon2d.MakeCircle(15.0f, N, -MathUtil.HalfPI); int REPEAT = 5; for (int ri = 0; ri < REPEAT; ++ri) { builder.AppendTravel(circle[0], settings.RapidTravelSpeed); for (int k = 1; k <= N; k++) { builder.AppendExtrude(circle[k % N], settings.CarefulExtrudeSpeed / 4); } builder.AppendZChange(settings.LayerHeightMM, settings.ZTravelSpeed); builder.AppendTravel(circle[0], settings.RapidTravelSpeed); for (int k = 1; k <= N; k++) { builder.AppendExtrude(circle[k % N], settings.CarefulExtrudeSpeed / 4); } builder.AppendZChange(settings.LayerHeightMM, settings.ZTravelSpeed); if (ri == REPEAT - 1) { break; } // make on the move up we should also move 'back' a bit, // to counteract forward pull force? double height = 1.0f; double h_fudge = 0.0f; double z_stick = -0.05f; double z_layer = builder.Position.z; double top_z = z_layer + height + h_fudge; for (int k = 0; k < N - 1; k++) { Vector2d pcur = circle[k % N], pnext = circle[(k + 1) % N]; Vector3d pUp = new Vector3d(pcur.x, pcur.y, top_z); builder.AppendExtrude(pUp, settings.CarefulExtrudeSpeed / 8); builder.AppendDwell(500, false); Vector3d pDown = new Vector3d(pnext.x, pnext.y, z_layer + z_stick); builder.AppendExtrude(pDown, settings.CarefulExtrudeSpeed / 8); } // move up to z_high Vector3d vpos = new Vector3d(circle[0].x, circle[0].y, z_layer + height); builder.AppendExtrude(vpos, settings.CarefulExtrudeSpeed / 8); } compiler.AppendPaths(builder.Paths, settings); }
static void generate_vertical(SingleMaterialFFFCompiler compiler, SingleMaterialFFFSettings settings) { ToolpathSetBuilder builder = new ToolpathSetBuilder(); builder.Initialize(compiler.NozzlePosition); // layer-up builder.AppendZChange(settings.LayerHeightMM, settings.ZTravelSpeed); // draw circle int N = 32; Polygon2d circle = Polygon2d.MakeCircle(25.0f, N, -MathUtil.HalfPI); builder.AppendTravel(circle[0], settings.RapidTravelSpeed); for (int k = 1; k <= N; k++) { builder.AppendExtrude(circle[k % N], settings.CarefulExtrudeSpeed); } // layer-up builder.AppendZChange(settings.LayerHeightMM, settings.ZTravelSpeed); double height = 5.0f; double z_layer = builder.Position.z; double z_high = z_layer + height; for (int k = 1; k <= N; k++) { Vector2d p2 = circle[k % N]; double z = (k % 2 == 1) ? z_high : z_layer; Vector3d p3 = new Vector3d(p2.x, p2.y, z); builder.AppendExtrude(p3, settings.CarefulExtrudeSpeed / 4); // dwell at tops if (z == z_high) { AssemblerCommandsToolpath dwell_path = new AssemblerCommandsToolpath() { AssemblerF = make_tip }; builder.AppendPath(dwell_path); } } // move up to z_high builder.AppendZChange(height, settings.ZTravelSpeed); // draw circle again builder.AppendTravel(circle[0], settings.RapidTravelSpeed); for (int k = 1; k <= N; k++) { builder.AppendExtrude(circle[k % N], settings.RapidExtrudeSpeed); } // draw teeth again z_layer = builder.Position.z; z_high = z_layer + height; for (int k = 1; k <= N; k++) { Vector2d p2 = circle[k % N]; double z = (k % 2 == 1) ? z_high : z_layer; Vector3d p3 = new Vector3d(p2.x, p2.y, z); builder.AppendExtrude(p3, settings.CarefulExtrudeSpeed / 4); // dwell at tops if (z == z_high) { AssemblerCommandsToolpath dwell_path = new AssemblerCommandsToolpath() { AssemblerF = make_tip }; builder.AppendPath(dwell_path); } } // move up to z_high builder.AppendZChange(height, settings.ZTravelSpeed); // draw circle again builder.AppendTravel(circle[0], settings.RapidTravelSpeed); for (int k = 1; k <= N; k++) { builder.AppendExtrude(circle[k % N], settings.RapidExtrudeSpeed); } compiler.AppendPaths(builder.Paths, settings); }