gcodepreview
VL.Fuse
gcodepreview | VL.Fuse | |
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25 | 22 | |
11 | 248 | |
- | 0.8% | |
7.8 | 9.8 | |
9 days ago | 4 days ago | |
OpenSCAD | C# | |
GNU Lesser General Public License v3.0 only | MIT License |
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gcodepreview
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Digital Wood Joints
I've been working on this sort of thing for a while.
For a Japanese spin on this see Tsugite:
http://ma-la.com/Tsugite_UIST20.pdf
which I worked through at:
https://community.carbide3d.com/t/a-study-of-joinery/28492
Traditional joints (box, dovetails, or obscure variations such as Knapp (cove and pin)) require a vertical fixture and 3 setups (at a minimum) --- cut parts to length and machine internal features, mount four board and cut joints in 2 corners, flip boards (with correct orientation) and cut other two corners.
Rabbet joints are simpler --- so simple that they were covered in a video as "The Simple Box":
https://www.youtube.com/watch?v=V93xDM3lXsM
(ob. discl., I work for Carbide 3D)
There have been a number of programs developed for joinery. A current commercial option is:
http://www.g-forcecnc.com/jointcam.html
(but it requires a vertical fixture)
One commercial option became freely available:
https://fabrikisto.com/tailmaker-software/
and ingeniously has an option where a 30 degree V endmill is used, but to cut boards held at a 15 degree angle, affording a 90 degree cut with a great deal of control and flexibility --- this can multiply setups to 9.
A variation I've been experimenting with is full-blind box joints:
https://community.carbide3d.com/t/full-blind-box-joints-in-c...
They're reasonably easily drawn up, though they do have some rather specific tooling requirements (a narrow 90 degree V endmill, a square tool of that or smaller diameter, and to make things easier, a large V endmill)
One test project was so tight that after putting it together for a dry-fit before gluing I was unable to get it apart:
https://cutrocket.com/p/63781eaf9822f/
I've been working on a programming system to make this sort of thing a bit easier:
https://github.com/WillAdams/gcodepreview
and have some sketched out joints which I've not been able to make using existing CAM tools which I hope I'll be able to do using this system (if anyone could recommend books on conic sections, I'd be grateful --- that's where I got bogged down last time).
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PicoGK is a compact and robust geometry kernel for Computational Engineering
While I certainly appreciate the virtues of a Domain Specific Language, and that OpenSCAD has been wildly successful because of its limitations, the limitations are downright infuriating at times.
An interesting potential alternative (which hopefully won't result in a fork) is adding Python:
https://pythonscad.org/
which I've had some success with:
https://github.com/WillAdams/gcodepreview
ImplicitCAD is interesting --- and the (new?) ability to open files from GitHub is _amazing_ (OpenSCAD recently gained that same facility, _and_ it supports the customizer: https://seasick.github.io/openscad-web-gui/?https://raw.gith... ), but it's a heavy lift given the need to work out how to edit files, preview them, and so forth.
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Flattening Bézier Curves and Arcs
Do you have a need to?
Do you have a project which might be able to make use of this? What sort of work do you do?
I am bookmarking this for re-reading later because I hope it will help me to understand how to implement Bézier curves in a tool I've been working on for controlling a CNC machine/creating files for cutting on a CNC:
https://github.com/WillAdams/gcodepreview
(but first I have to get arcs working)
- OpenSCAD Survey - What should be improved ?
- OpenSCAD Survey - what programming language do you want to be added to app?
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FullControl: Unconstrained gcode design for 3D printers
Interesting.
I've long been frustrated by traditional CAD/CAM, so finally worked up:
https://github.com/WillAdams/gcodepreview
which allows me to use:
http://pythonscad.org/
and:
https://github.com/derkork/openscad-graph-editor
to create joinery:
https://forum.makerforums.info/t/openscad-and-python-looking...
which would otherwise be tedious to draw up:
https://community.carbide3d.com/t/creating-drawers/19475/26
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Visual Node Graph with ImGui
The problem here is that a fundamental question has not been answered, and as far as I can tell, has not been addressed by any of these visual environments:
What does an algorithm look like?
Herman Hesse alluded to this in his novel _The Glass Bead Game_, but despite decades of discussion and work, no one has made a convincing pysical representation of that system.
I love the concept, and have made some moderately complex attempts, e.g.,:
https://www.blockscad3d.com/community/projects/1430644
https://github.com/WillAdams/gcodepreview
it always devolves to screen size being out-paced by problem complexity --- one gets something of an inkling of this at:
https://scriptsofanotherdimension.tumblr.com/
Alternately, one can just break a project down into modules, but then the top-level view becomes the wall of text representation (albeit w/ nice lines or captured into pretty boxes) which one is ostensibly trying to escape.
I'd love to see someone succeed in this, and I've been using:
https://github.com/derkork/openscad-graph-editor
quite a bit, and put a bit of money towards:
http://nodezator.com/
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Suggest for buying a small CNC
or perhaps Solvespace --- certainly FreeCAD, and if you're inclined to do programming, OpenSCAD --- see: https://github.com/WillAdams/gcodepreview for an approach which uses RapCAD
- Buy a used Bobs Evolution 4?
- Script release ETA
VL.Fuse
- VVVV – A Hybrid Visual/Textual Development Environment
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Visual Node Graph with ImGui
Check out Fuse[1/2]. It's an open source library for visually programming on the GPU. It is built for use in the visual programming environment vvvv[3].
VVVV itself is based on .Net and you can extend its functionality by either writing nodes in C# or import just about every existing .Net library just by referencing it or installing it as nuget. No need for wrappers[4]. For rendering vvvv uses the Stride [5] game engine which comes with a really neat shader system / language which is basically a superset of HLSL [6]. In vvvv those shaders are represented as nodes and you can open them in your favorite text editor directly from the vvvv evironment, edit the code, save and the changed result will instantly be loaded in vvvv[7].
[1]https://www.thefuselab.io
[2]https://github.com/TheFuseLab/VL.Fuse
[3]https://visualprogramming.net
[4]https://thegraybook.vvvv.org/reference/extending/overview.ht...
[5]https://www.stride3d.net
[6]https://doc.stride3d.net/latest/en/manual/graphics/effects-a...
[7]https://thegraybook.vvvv.org/reference/libraries/3d/shaders....
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Stride – Open-source C# Game Engine
We're using it as render engine for our visual live-programming environment vvvv: https://visualprogramming.net It allows you to play around with the engine fairly quickly. To get an impression, here is an intro tutorial that shows it in action: https://youtu.be/Cs60A_pSIy0 Also check out FUSE which builds on top of vvvv/stride: https://www.thefuselab.io/
- Alma – Generative Graphics Creator
- The GPU Banana Stand
- It's an interesting piece of software for real time graphics
- FUSE - an open source library for visually programming on the GPU
- FUSE - an open source library for visually programming on the GPU - [via: tebjan]
What are some alternatives?
openscad-graph-editor - OpenSCAD Graph Editor
Stride Game Engine - Stride Game Engine (formerly Xenko)
manifold - Geometry library for topological robustness
ComputeSharp - A .NET library to run C# code in parallel on the GPU through DX12, D2D1, and dynamically generated HLSL compute and pixel shaders, with the goal of making GPU computing easy to use for all .NET developers! 🚀
RapCAD - Rapid prototyping CAD IDE for RepRap and RepStrap 3D printing machines.
libfuse - The reference implementation of the Linux FUSE (Filesystem in Userspace) interface
Pythonocc-nodes-for-Ryven - Pythonocc nodes for Ryven
Pcx - Point cloud importer & renderer for Unity
jsketcher - Parametric 2D and 3D modeler written in pure javascript
react-native-gcanvas - react native canvas based on gpu opengl glsl GCanvas -- A lightweight cross-platform graphics rendering engine. (超轻量的跨平台图形引擎)
meshmill - The world's greatest open source 3D CAM software. (Maybe one day.)
navigation - Repository for the discussion and research in to navigating from page to page whilst staying in immersive mode. Feature leads: Rik Cabanier and Brandon Jones