The CuraEngine is a C++ console application for 3D printing GCode generation. It has been made as a better and faster alternative to the old Skeinforge engine.
This is just a console application for GCode generation. For a full graphical application look at https://github.com/Ultimaker/Cura which is the graphical frontend for CuraEngine.
The CuraEngine can be used seperately or in other applications. Feel free to add it to your application. But please take note of the License.
CuraEngine is released under terms of the AGPLv3 License. Terms of the license can be found in the LICENSE file. Or at http://www.gnu.org/licenses/agpl.html
But in general it boils down to: You need to share the source of any CuraEngine modifications if you make an application with the CuraEngine. (Even if you make a web-based slicer, you still need to share the source!)
In order to compile CuraEngine, either use CMake or start a project in your preferred IDE. CMake compilation:
$ mkdir build && cd build
$ cmake ..
Project files generation:
cmake . -G "CodeBlocks - Unix Makefiles"
Building CuraEngine with the MSVC toolchain is similar to the cmake instructions above with a couple of extra options.
-DMSVC_STATIC_RUNTIME=ONwhen configuring using cmake.
autogen.shfrom the protobuf directory:
# make install
#. It indicates the need of superuser, as known as root, privileges.)
sudo ldconfigon Linux systems)
Other than running CuraEngine from a frontend, such as Ultimaker/Cura, one can run CuraEngine from the command line. For that one needs a settings JSON file, which can be found in the Ultimaker/Cura repository. Note that the structure of the json files has changed since 2.1. In the corresponding branch of the Cura repository you can find how the json files used to be structured.
An example run for an UM2 machine looks as follows:
./build/CuraEngine slice -v -j ../Cura/resources/definitions/dual_extrusion_printer.def.json -o "output/test.gcode" -e1 -s infill_line_distance=0 -e0 -l "/model_1.stl" -e1 -l "fully_filled_model.stl"
CuraEngine help for a general description of how to use the CuraEngine tool.
Set the environment variable CURA_ENGINE_SEARCH_PATH to the appropriate paths, delimited by a colon e.g.
The Cura Engine is structured as mainly .h files. This is not standard for a C++ project. However, using less cpp files makes the optimizer work harder and removes linking error issues. It's partially a result of lazyness but comes in handy for optimizations.
The .h files contain different steps called from the main.cpp file. The main.cpp file contains the global slicing logic.
The slicing process follows the following global steps:
Each step has more logic in it. But this is a general overview. All data for the engine is stored in the "SliceDataStorage". It's important to remember that only the data from the previous step is valid.
Coordinates are stored in 64bit integers as microns in the code. So if you see a value of 1000 then this mean 1mm of distance. This is because Clipper works on 64bit integers and microns give a high enough resolution without limiting the size too much. Note that there are some bits and pieces of code that need to be careful about 64bit overflows, especially calculating lengths sqrt(xx+yy) can cause overflows.
The OptimizedModel is a 3D model stored with vertex<->face relations. This gives touching face relations which are used later on to slice into layers faster.
While usually the whole GCode generation process is called 'slicing', the Slicer in the CuraEngine is the piece of code that generates layers. Each layer contains closed 2D polygons. These polygons are generated in a 2 step process. First all triangles are cut into lines per layer, for each layer a "line segment" is added to that layer. Next all these line-segments are connected to each other to make Polygons. The vertex<->face relations of the OptimizedModel help to make this process fast, as there is a huge chance that 2 connecting faces also make 2 connecting line-segments. This code also patches up small holes in the 3D model, so your model doesn't need to be a perfect Manifold. It also deals with incorrect normals, so it can flip around line-segments to fit end-to-end. The slicing code is found in slicer.cpp
After the Slicer we have closed Polygons which can be used in Clipper.
An important concept to grasp is the idea of LayerParts. LayerParts are seperate parts inside a single layer. For example, in a solid cube each layer has a single LayerPart. However, in a table the layers which cover the legs have a LayerPart per leg, and thus there will be 4 LayerParts. A LayerPart is a seperated area inside a single layer which does not touch any other LayerParts. Most operations run on LayerParts as it reduces the amount of data to be processed. During GCode generation handling each LayerPart as a separate step makes sure you never travel between LayerParts which reduces the amount of external travel. LayerParts are generated after the Slicer step. The code for generating LayerParts is found in layerParts.cpp
In order to generate the LayerParts, Clipper is used. A Clipper union with extended results gives a list of Polygons with holes in them. Each polygon is a LayerPart, and the holes are added to this LayerPart.
Insets are also called "Perimeters" or "Loops" sometimes. Generating the insets is only a small bit of code, as Clipper does most of the heavy lifting. The code for generating insets is found in WallsComputation.cpp.
The skin code generates the fully filled areas, it does this with some heavy boolean Clipper action. The skin step uses data from different layers to get the job done. Check the code for details. The sparse infill area code is almost the same as the skin code. With the difference that it keeps the other areas and uses different offsets. The code for generating skin areas is found in skin.cpp.
Note that these steps generate the areas, not the actual infill lines. The infill line paths are generated later on. So the result of this step are lists of Polygons which are the areas that need to be filled.
The GCode generation is quite a large bit of code. As a lot is going on here. Important bits here are: