#ifndef slic3r_CoolingBuffer_hpp_ #define slic3r_CoolingBuffer_hpp_ #include "../libslic3r.h" #include #include namespace Slic3r { class GCode; class Layer; struct PerExtruderAdjustments; // A standalone G-code filter, to control cooling of the print. // The G-code is processed per layer. Once a layer is collected, fan start / stop commands are edited // and the print is modified to stretch over a minimum layer time. // // The simple it sounds, the actual implementation is significantly more complex. // Namely, for a multi-extruder print, each material may require a different cooling logic. // For example, some materials may not like to print too slowly, while with some materials // we may slow down significantly. // class CoolingBuffer { public: CoolingBuffer(GCode &gcodegen); void reset(); void set_current_extruder(unsigned int extruder_id) { m_current_extruder = extruder_id; } std::string process_layer(std::string &&gcode, size_t layer_id, bool flush); GCode* gcodegen() { return &m_gcodegen; } private: CoolingBuffer& operator=(const CoolingBuffer&) = delete; std::vector parse_layer_gcode(const std::string &gcode, std::vector ¤t_pos) const; float calculate_layer_slowdown(std::vector &per_extruder_adjustments); // Apply slow down over G-code lines stored in per_extruder_adjustments, enable fan if needed. // Returns the adjusted G-code. std::string apply_layer_cooldown(const std::string &gcode, size_t layer_id, float layer_time, std::vector &per_extruder_adjustments); GCode& m_gcodegen; // G-code snippet cached for the support layers preceding an object layer. std::string m_gcode; // Internal data. // X,Y,Z,E,F std::vector m_axis; std::vector m_current_pos; unsigned int m_current_extruder; // Old logic: proportional. bool m_cooling_logic_proportional = false; }; } #endif