Files
OrcaSlicer/CLAUDE.md
SoftFever f310bebf9a Fix an issue that on Linux the project name or model file name was not displayed in titlebar (#12706)
* optimize resize feature on Linux

* fix the black screen issue on app startup on Linux

* Fixed an issue that Filament Grouping dialog always popup on Linux

* Fix an issue that on Linux the project name or model file name was not displayed in title bar
2026-03-10 01:02:18 +08:00

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9.6 KiB
Markdown

# CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
## Overview
OrcaSlicer is an open-source 3D slicer application forked from Bambu Studio, built using C++ with wxWidgets for the GUI and CMake as the build system. The project uses a modular architecture with separate libraries for core slicing functionality, GUI components, and platform-specific code.
## Build Commands
### Building on Windows
**Always use this command to build the project when testing build issues on Windows.**
```bash
cmake --build . --config %build_type% --target ALL_BUILD -- -m
```
### Building on macOS
**Always use this command to build the project when testing build issues on macOS.**
```bash
cmake --build build/arm64 --config RelWithDebInfo --target all --
```
### Building on Linux
**Always use this command to build the project when testing build issues on Linux.**
```bash
cmake --build build/arm64 --config RelWithDebInfo --target all --
```
### Build test:
**Always use this command to build the project when testing build issues on Windows.**
```bash
cmake --build . --config %build_type% --target ALL_BUILD -- -m
```
### Building on macOS
**Always use this command to build the project when testing build issues on macOS.**
```bash
cmake --build build/arm64 --config RelWithDebInfo --target all --
```
### Building on Linux
**Always use this command to build the project when testing build issues on Linux.**
```bash
cmake --build build --config RelWithDebInfo --target all --
```
### Build System
- Uses CMake with minimum version 3.13 (maximum 3.31.x on Windows)
- Primary build directory: `build/`
- Dependencies are built in `deps/build/`
- The build process is split into dependency building and main application building
- Windows builds use Visual Studio generators
- macOS builds use Xcode by default, Ninja with -x flag
- Linux builds use Ninja generator
### Testing
Tests are located in the `tests/` directory and use the Catch2 testing framework. Test structure:
- `tests/libslic3r/` - Core library tests (21 test files)
- Geometry processing, algorithms, file formats (STL, 3MF, AMF)
- Polygon operations, clipper utilities, Voronoi diagrams
- `tests/fff_print/` - Fused Filament Fabrication tests (12 test files)
- Slicing algorithms, G-code generation, print mechanics
- Fill patterns, extrusion, support material
- `tests/sla_print/` - Stereolithography tests (4 test files)
- SLA-specific printing algorithms, support generation
- `tests/libnest2d/` - 2D nesting algorithm tests
- `tests/slic3rutils/` - Utility function tests
- `tests/sandboxes/` - Experimental/sandbox test code
Run all tests after building:
```bash
cd build && ctest
```
Run tests with verbose output:
```bash
cd build && ctest --output-on-failure
```
Run individual test suites:
```bash
# From build directory
ctest --test-dir ./tests/libslic3r/libslic3r_tests
ctest --test-dir ./tests/fff_print/fff_print_tests
ctest --test-dir ./tests/sla_print/sla_print_tests
# and so on
```
## Architecture
### Core Libraries
- **libslic3r/**: Core slicing engine and algorithms (platform-independent)
- Main slicing logic, geometry processing, G-code generation
- Key classes: Print, PrintObject, Layer, GCode, Config
- Modular design with specialized subdirectories:
- `GCode/` - G-code generation, cooling, pressure equalization, thumbnails
- `Fill/` - Infill pattern implementations (gyroid, honeycomb, lightning, etc.)
- `Support/` - Tree supports and traditional support generation
- `Geometry/` - Advanced geometry operations, Voronoi diagrams, medial axis
- `Format/` - File I/O for 3MF, AMF, STL, OBJ, STEP formats
- `SLA/` - SLA-specific print processing and support generation
- `Arachne/` - Advanced wall generation using skeletal trapezoidation
- **src/slic3r/**: Main application framework and GUI
- GUI application built with wxWidgets
- Integration between libslic3r core and user interface
- Located in `src/slic3r/GUI/` (not shown in this directory but exists)
### Key Algorithmic Components
- **Arachne Wall Generation**: Variable-width perimeter generation using skeletal trapezoidation
- **Tree Supports**: Organic support generation algorithm
- **Lightning Infill**: Sparse infill optimization for internal structures
- **Adaptive Slicing**: Variable layer height based on geometry
- **Multi-material**: Multi-extruder and soluble support processing
- **G-code Post-processing**: Cooling, fan control, pressure advance, conflict checking
### File Format Support
- **3MF/BBS_3MF**: Native format with extensions for multi-material and metadata
- **STL**: Standard tessellation language for 3D models
- **AMF**: Additive Manufacturing Format with color/material support
- **OBJ**: Wavefront OBJ with material definitions
- **STEP**: CAD format support for precise geometry
- **G-code**: Output format with extensive post-processing capabilities
### External Dependencies
- **Clipper2**: Advanced 2D polygon clipping and offsetting
- **libigl**: Computational geometry library for mesh operations
- **TBB**: Intel Threading Building Blocks for parallelization
- **wxWidgets**: Cross-platform GUI framework
- **OpenGL**: 3D graphics rendering and visualization
- **CGAL**: Computational Geometry Algorithms Library (selective use)
- **OpenVDB**: Volumetric data structures for advanced operations
- **Eigen**: Linear algebra library for mathematical operations
## File Organization
### Resources and Configuration
- `resources/profiles/` - Printer and material profiles organized by manufacturer
- `resources/printers/` - Printer-specific configurations and G-code templates
- `resources/images/` - UI icons, logos, calibration images
- `resources/calib/` - Calibration test patterns and data
- `resources/handy_models/` - Built-in test models (benchy, calibration cubes)
### Internationalization and Localization
- `localization/i18n/` - Source translation files (.pot, .po)
- `resources/i18n/` - Runtime language resources
- Translation managed via `scripts/run_gettext.sh` / `scripts/run_gettext.bat`
### Platform-Specific Code
- `src/libslic3r/Platform.cpp` - Platform abstractions and utilities
- `src/libslic3r/MacUtils.mm` - macOS-specific utilities (Objective-C++)
- Windows-specific build scripts and configurations
- Linux distribution support scripts in `scripts/linux.d/`
### Build and Development Tools
- `cmake/modules/` - Custom CMake find modules and utilities
- `scripts/` - Python utilities for profile generation and validation
- `tools/` - Windows build tools (gettext utilities)
- `deps/` - External dependency build configurations
## Development Workflow
### Code Style and Standards
- **C++17 standard** with selective C++20 features
- **Naming conventions**: PascalCase for classes, snake_case for functions/variables
- **Header guards**: Use `#pragma once`
- **Memory management**: Prefer smart pointers, RAII patterns
- **Thread safety**: Use TBB for parallelization, be mindful of shared state
### Common Development Tasks
#### Adding New Print Settings
1. Define setting in `PrintConfig.cpp` with proper bounds and defaults
2. Add UI controls in appropriate GUI components
3. Update serialization in config save/load
4. Add tooltips and help text for user guidance
5. Test with different printer profiles
#### Modifying Slicing Algorithms
1. Core algorithms live in `libslic3r/` subdirectories
2. Performance-critical code should be profiled and optimized
3. Consider multi-threading implications (TBB integration)
4. Validate changes don't break existing profiles
5. Add regression tests where appropriate
#### GUI Development
1. GUI code resides in `src/slic3r/GUI/` (not visible in current tree)
2. Use existing wxWidgets patterns and custom controls
3. Support both light and dark themes
4. Consider DPI scaling on high-resolution displays
5. Maintain cross-platform compatibility
#### Adding Printer Support
1. Create JSON profile in `resources/profiles/[manufacturer].json`
2. Add printer-specific start/end G-code templates
3. Configure build volume, capabilities, and material compatibility
4. Test thoroughly with actual hardware when possible
5. Follow existing profile structure and naming conventions
### Dependencies and Build System
- **CMake-based** with separate dependency building phase
- **Dependencies** built once in `deps/build/`, then linked to main application
- **Cross-platform** considerations important for all changes
- **Resource files** embedded at build time, platform-specific handling
### Performance Considerations
- **Slicing algorithms** are CPU-intensive, profile before optimizing
- **Memory usage** can be substantial with complex models
- **Multi-threading** extensively used via TBB
- **File I/O** optimized for large 3MF files with embedded textures
- **Real-time preview** requires efficient mesh processing
## Important Development Notes
### Codebase Navigation
- Use search tools extensively - codebase has 500k+ lines
- Key entry points: `src/OrcaSlicer.cpp` for application startup
- Core slicing: `libslic3r/Print.cpp` orchestrates the slicing pipeline
- Configuration: `PrintConfig.cpp` defines all print/printer/material settings
### Compatibility and Stability
- **Backward compatibility** maintained for project files and profiles
- **Cross-platform** support essential (Windows/macOS/Linux)
- **File format** changes require careful version handling
- **Profile migrations** needed when settings change significantly
### Quality and Testing
- **Regression testing** important due to algorithm complexity
- **Performance benchmarks** help catch performance regressions
- **Memory leak** detection important for long-running GUI application
- **Cross-platform** testing required before releases