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# voronstl
Voron Project STL creating customer manifests where parts are easily discernible.
# Directories
You will have three directory trees:
1) Source [Voron] Directory - this is a directory you create and then perform "git clone..." for each of the Voron projects you need STL files from. The files of interest in the tree are the STL files (warning: not all STL files have lowercase .stl suffixes). This is treated as read-only, though git updatable, directory and the STL files there are the source of truth. The approach is that if we want an STL file, then we read it from this tree and nowhere else.
2) Staging Area - The Staging area houses the *.glb files that are created from the STLs using Blender. The directory structure and the associated *.glb file is created by the script XXX. This area will also hold the final HTML and its PNGs copied from the Project Code Area's pngs folder.
3) Code Area - this project's git clone directory. Note: there are two working directories were interim links to glbs and files, generated PNG images, are stored:
A) ...web/batch_glb_png/glbs - this is where links to the glb files (originals in the Staging Area) are staged
B) ...web/batch_glb_png/pngs - these are the PNG files created from the glbs [links]

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#!/usr/bin/env python3
# 20260228 ChatGPT
# $Header$
# $Id$
#
# SCRIPT_ID: render_glb_variants.py
# SCRIPT_VERSION: 6
#
# Goal:
# Headless-safe PNG rendering for GLB models in environments where EGL/OpenGL may crash.
# Uses Cycles CPU (no Eevee/Workbench).
#
# Usage:
# blender -b -P blender/render_glb_variants.py -- /path/to/part.glb /path/to/out_prefix
import bpy
import sys
import math
from mathutils import Vector
SCRIPT_ID = "render_glb_variants.py"
SCRIPT_VERSION = 6
def log(msg):
print(f"{SCRIPT_ID} v{SCRIPT_VERSION}: {msg}")
def die(msg):
print(f"{SCRIPT_ID} v{SCRIPT_VERSION} ERROR: {msg}", file=sys.stderr)
raise SystemExit(1)
def argv_after_double_dash():
if "--" not in sys.argv:
return []
return sys.argv[sys.argv.index("--") + 1:]
def reset_scene():
bpy.ops.wm.read_factory_settings(use_empty=True)
scene = bpy.context.scene
scene.render.engine = 'CYCLES'
# Force CPU
scene.cycles.device = 'CPU'
# Fast-ish defaults for documentation renders
scene.cycles.samples = 32
scene.cycles.preview_samples = 16
scene.cycles.use_denoising = True
scene.render.resolution_x = 1200
scene.render.resolution_y = 1200
scene.render.image_settings.file_format = 'PNG'
scene.render.film_transparent = False
scene.render.use_freestyle = False
return scene
def set_world_background_white(scene, strength=1.0):
if scene.world is None:
scene.world = bpy.data.worlds.new("World")
world = scene.world
world.use_nodes = True
nt = world.node_tree
nt.nodes.clear()
out = nt.nodes.new("ShaderNodeOutputWorld")
bg = nt.nodes.new("ShaderNodeBackground")
bg.inputs["Color"].default_value = (1.0, 1.0, 1.0, 1.0)
bg.inputs["Strength"].default_value = strength
nt.links.new(bg.outputs["Background"], out.inputs["Surface"])
def import_glb(path):
before = set(bpy.data.objects)
bpy.ops.import_scene.gltf(filepath=path)
after = set(bpy.data.objects)
new_objs = [o for o in (after - before)]
meshes = [o for o in new_objs if o.type == 'MESH']
if not meshes:
meshes = [o for o in bpy.context.scene.objects if o.type == 'MESH']
if not meshes:
die(f"Failed to import GLB (no mesh objects found): {path}")
if len(meshes) > 1:
bpy.ops.object.select_all(action='DESELECT')
for o in meshes:
o.select_set(True)
bpy.context.view_layer.objects.active = meshes[0]
bpy.ops.object.join()
obj = bpy.context.view_layer.objects.active
else:
obj = meshes[0]
obj.name = "PART"
return obj
def center_origin_and_location(obj):
bpy.ops.object.select_all(action='DESELECT')
obj.select_set(True)
bpy.context.view_layer.objects.active = obj
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='BOUNDS')
obj.location = (0, 0, 0)
def bounds_world(obj):
mw = obj.matrix_world
corners = [mw @ Vector(c) for c in obj.bound_box]
xs = [c.x for c in corners]; ys = [c.y for c in corners]; zs = [c.z for c in corners]
min_v = Vector((min(xs), min(ys), min(zs)))
max_v = Vector((max(xs), max(ys), max(zs)))
size = max_v - min_v
center = (min_v + max_v) / 2.0
return center, size
def ensure_camera(scene):
cam_data = bpy.data.cameras.new("OrthoCam")
cam_data.type = 'ORTHO'
cam = bpy.data.objects.new("OrthoCam", cam_data)
scene.collection.objects.link(cam)
scene.camera = cam
return cam
def ensure_light_rig(scene):
# Cycles likes real lights
def add_area(name, loc, power):
ld = bpy.data.lights.new(name, type='AREA')
ld.energy = power
lo = bpy.data.objects.new(name, ld)
lo.location = loc
scene.collection.objects.link(lo)
add_area("Key", (3, -3, 3), 800)
add_area("Fill", (-3, 3, 2), 400)
add_area("Top", (0, 0, 4), 300)
def set_isometric_camera(cam):
cam.location = (3.0, -3.0, 3.0)
cam.rotation_euler = (math.radians(55), 0, math.radians(45))
def fit_camera_to_object(cam, obj, margin=1.20):
_, size = bounds_world(obj)
max_dim = max(size.x, size.y, size.z)
cam.data.ortho_scale = max_dim * margin
def set_input_if_exists(node, socket_name, value):
if socket_name in node.inputs:
node.inputs[socket_name].default_value = value
return True
return False
def make_material_clay(name="Clay", color=(0.83, 0.83, 0.83, 1.0)):
mat = bpy.data.materials.new(name)
mat.use_nodes = True
nt = mat.node_tree
nt.nodes.clear()
out = nt.nodes.new("ShaderNodeOutputMaterial")
bsdf = nt.nodes.new("ShaderNodeBsdfPrincipled")
set_input_if_exists(bsdf, "Base Color", color)
set_input_if_exists(bsdf, "Roughness", 1.0)
if not set_input_if_exists(bsdf, "Specular", 0.0):
set_input_if_exists(bsdf, "Specular IOR Level", 0.0)
nt.links.new(bsdf.outputs["BSDF"], out.inputs["Surface"])
return mat
def make_material_black_emission(name="WireBlack"):
mat = bpy.data.materials.new(name)
mat.use_nodes = True
nt = mat.node_tree
nt.nodes.clear()
out = nt.nodes.new("ShaderNodeOutputMaterial")
em = nt.nodes.new("ShaderNodeEmission")
em.inputs["Color"].default_value = (0, 0, 0, 1)
em.inputs["Strength"].default_value = 1.0
nt.links.new(em.outputs["Emission"], out.inputs["Surface"])
return mat
def make_material_feature_ao(name="FeatureAO"):
"""
Cavity-like look using Ambient Occlusion node when available.
Falls back to normal-vector shading if AO node isn't available.
"""
mat = bpy.data.materials.new(name)
mat.use_nodes = True
nt = mat.node_tree
nt.nodes.clear()
out = nt.nodes.new("ShaderNodeOutputMaterial")
bsdf = nt.nodes.new("ShaderNodeBsdfPrincipled")
set_input_if_exists(bsdf, "Roughness", 1.0)
if not set_input_if_exists(bsdf, "Specular", 0.0):
set_input_if_exists(bsdf, "Specular IOR Level", 0.0)
# Try AO node
try:
ao = nt.nodes.new("ShaderNodeAmbientOcclusion")
ao.inputs["Distance"].default_value = 0.2
ramp = nt.nodes.new("ShaderNodeValToRGB")
# Slight contrast boost
ramp.color_ramp.elements[0].position = 0.35
ramp.color_ramp.elements[1].position = 0.85
nt.links.new(ao.outputs["AO"], ramp.inputs["Fac"])
nt.links.new(ramp.outputs["Color"], bsdf.inputs["Base Color"])
except Exception:
# Fallback: normals shading
geo = nt.nodes.new("ShaderNodeNewGeometry")
add = nt.nodes.new("ShaderNodeVectorMath"); add.operation = 'ADD'
add.inputs[1].default_value = (1.0, 1.0, 1.0)
mul = nt.nodes.new("ShaderNodeVectorMath"); mul.operation = 'MULTIPLY'
mul.inputs[1].default_value = (0.5, 0.5, 0.5)
nt.links.new(geo.outputs["Normal"], add.inputs[0])
nt.links.new(add.outputs["Vector"], mul.inputs[0])
nt.links.new(mul.outputs["Vector"], bsdf.inputs["Base Color"])
nt.links.new(bsdf.outputs["BSDF"], out.inputs["Surface"])
return mat
def assign_single_material(obj, mat):
obj.data.materials.clear()
obj.data.materials.append(mat)
def duplicate_object(obj, name):
dup = obj.copy()
dup.data = obj.data.copy()
dup.name = name
bpy.context.scene.collection.objects.link(dup)
return dup
def delete_object(obj):
bpy.ops.object.select_all(action='DESELECT')
obj.select_set(True)
bpy.ops.object.delete()
def enable_freestyle(scene, thickness=1.0):
scene.render.use_freestyle = True
vl = scene.view_layers[0]
fs = vl.freestyle_settings
if not fs.linesets:
fs.linesets.new("LineSet")
ls = fs.linesets[0]
try:
ls.linestyle.thickness = thickness
except Exception:
pass
def render(scene, outpath):
scene.render.filepath = outpath
bpy.ops.render.render(write_still=True)
def main():
log("starting")
args = argv_after_double_dash()
if len(args) != 2:
die("Expected: <input.glb> <out_prefix>")
in_glb, out_prefix = args
scene = reset_scene()
set_world_background_white(scene)
obj = import_glb(in_glb)
center_origin_and_location(obj)
ensure_light_rig(scene)
cam = ensure_camera(scene)
set_isometric_camera(cam)
fit_camera_to_object(cam, obj, margin=1.20)
clay = make_material_clay()
wire_black = make_material_black_emission()
feature = make_material_feature_ao()
# 1) SOLID
scene.render.use_freestyle = False
assign_single_material(obj, clay)
render(scene, f"{out_prefix}_solid.png")
# 2) SOLID + EDGES
scene.render.use_freestyle = False
assign_single_material(obj, clay)
enable_freestyle(scene, thickness=1.0)
render(scene, f"{out_prefix}_solid_edges.png")
# 3) PURE WIRE
scene.render.use_freestyle = False
wire_obj = duplicate_object(obj, "PART_WIRE")
obj.hide_render = True
wire_obj.hide_render = False
assign_single_material(wire_obj, wire_black)
mod = wire_obj.modifiers.new("Wireframe", type='WIREFRAME')
mod.thickness = 0.0015
mod.use_replace = True
mod.use_boundary = True
render(scene, f"{out_prefix}_wire.png")
obj.hide_render = False
delete_object(wire_obj)
# 4) FEATURE POP (AO/cavity-ish)
scene.render.use_freestyle = False
assign_single_material(obj, feature)
render(scene, f"{out_prefix}_feature.png")
# 5) FREESTYLE ONLY
scene.render.use_freestyle = False
white = make_material_clay(name="WhiteClay", color=(1.0, 1.0, 1.0, 1.0))
assign_single_material(obj, white)
enable_freestyle(scene, thickness=1.2)
render(scene, f"{out_prefix}_freestyle.png")
log("done")
if __name__ == "__main__":
main()

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#!/usr/bin/env python3
# 20260228 ChatGPT
# $Header$
# $Id$
#
# Usage:
# blender -b -P render_stl_variants.py -- /path/to/part.stl /path/to/out_prefix
#
# Output:
# <out_prefix>_solid.png
# <out_prefix>_solid_edges.png
# <out_prefix>_wire.png
# <out_prefix>_matcap.png
# <out_prefix>_freestyle.png
#
# Notes:
# - Uses orthographic camera + fit-to-bounds framing (consistent prints).
# - Workbench engine for fast technical-looking renders.
# - Freestyle enabled only for the freestyle variant.
import bpy
import sys
import math
from mathutils import Vector
def die(msg):
print(msg, file=sys.stderr)
raise SystemExit(1)
def argv_after_double_dash():
if "--" not in sys.argv:
return []
return sys.argv[sys.argv.index("--") + 1:]
def reset_scene():
bpy.ops.wm.read_factory_settings(use_empty=True)
scene = bpy.context.scene
scene.unit_settings.system = 'NONE'
scene.render.resolution_x = 1200
scene.render.resolution_y = 1200
scene.render.film_transparent = False
scene.render.image_settings.file_format = 'PNG'
return scene
def import_stl(path):
bpy.ops.import_mesh.stl(filepath=path)
objs = [o for o in bpy.context.selected_objects if o.type == 'MESH']
if not objs:
die(f"Failed to import STL: {path}")
# join into one object for consistent bounds
bpy.context.view_layer.objects.active = objs[0]
for o in objs:
o.select_set(True)
bpy.ops.object.join()
obj = bpy.context.view_layer.objects.active
obj.name = "PART"
return obj
def center_origin_and_location(obj):
bpy.context.view_layer.objects.active = obj
obj.select_set(True)
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='BOUNDS')
obj.location = (0, 0, 0)
def bounds_world(obj):
# bounding box corners in world coordinates
mw = obj.matrix_world
corners = [mw @ Vector(c) for c in obj.bound_box]
xs = [c.x for c in corners]; ys = [c.y for c in corners]; zs = [c.z for c in corners]
min_v = Vector((min(xs), min(ys), min(zs)))
max_v = Vector((max(xs), max(ys), max(zs)))
size = max_v - min_v
center = (min_v + max_v) / 2.0
return center, size
def ensure_camera(scene):
cam_data = bpy.data.cameras.new("OrthoCam")
cam_data.type = 'ORTHO'
cam = bpy.data.objects.new("OrthoCam", cam_data)
scene.collection.objects.link(cam)
scene.camera = cam
return cam
def ensure_light_rig(scene):
# For workbench it barely matters, but keep a light for non-workbench fallback
ld = bpy.data.lights.new("Key", type='AREA')
lo = bpy.data.objects.new("Key", ld)
lo.location = (3, -3, 3)
scene.collection.objects.link(lo)
def set_isometric_camera(cam, target=(0,0,0), ortho_scale=2.0):
cam.data.ortho_scale = ortho_scale
cam.location = (3.0, -3.0, 3.0)
cam.rotation_euler = (math.radians(55), 0, math.radians(45))
def fit_camera_to_object(cam, obj, margin=1.15):
center, size = bounds_world(obj)
max_dim = max(size.x, size.y, size.z)
# ortho_scale roughly maps to view width; margin gives padding
cam.data.ortho_scale = max_dim * margin
def set_world_background(scene, gray=1.0):
# Simple white/gray background via World color
if scene.world is None:
scene.world = bpy.data.worlds.new("World")
scene.world.use_nodes = False
scene.world.color = (gray, gray, gray)
def workbench_common(scene):
scene.render.engine = 'BLENDER_WORKBENCH'
scene.display.shading.light = 'STUDIO'
scene.display.shading.color_type = 'SINGLE'
scene.display.shading.single_color = (0.82, 0.82, 0.82) # light gray “clay”
scene.display.shading.show_backface_culling = False
scene.display.shading.show_xray = False
def variant_solid(scene):
workbench_common(scene)
scene.display.shading.show_wireframes = False
def variant_wire(scene):
workbench_common(scene)
scene.display.shading.show_wireframes = True
scene.display.shading.wireframe_color_type = 'SINGLE'
scene.display.shading.wireframe_color = (0.0, 0.0, 0.0)
scene.display.shading.wireframe_opacity = 1.0
scene.display.shading.wireframe_thickness = 1
def variant_solid_edges(scene):
# Workbench wire overlay on top of solid
workbench_common(scene)
scene.display.shading.show_wireframes = True
scene.display.shading.wireframe_color_type = 'SINGLE'
scene.display.shading.wireframe_color = (0.0, 0.0, 0.0)
scene.display.shading.wireframe_opacity = 1.0
scene.display.shading.wireframe_thickness = 1
def variant_matcap(scene):
# Workbench “Matcap-like” studio + cavity (helps valleys/holes read on paper)
workbench_common(scene)
scene.display.shading.show_wireframes = False
scene.display.shading.show_cavity = True
scene.display.shading.cavity_type = 'WORLD'
scene.display.shading.cavity_ridge_factor = 1.0
scene.display.shading.cavity_valley_factor = 1.0
def variant_freestyle(scene):
# Freestyle line drawing + light solid base
# Works with Workbench in many cases, but Freestyle is historically tied to Eevee/Cycles.
# Here we switch to Eevee for reliability.
scene.render.engine = 'BLENDER_EEVEE'
scene.eevee.use_gtao = True
scene.render.film_transparent = False
# Setup simple material
mat = bpy.data.materials.new("Clay")
mat.use_nodes = True
bsdf = mat.node_tree.nodes.get("Principled BSDF")
bsdf.inputs["Base Color"].default_value = (0.85, 0.85, 0.85, 1.0)
bsdf.inputs["Roughness"].default_value = 1.0
obj = bpy.data.objects.get("PART")
if obj and obj.data.materials:
obj.data.materials[0] = mat
elif obj:
obj.data.materials.append(mat)
# Enable Freestyle
scene.render.use_freestyle = True
# Default freestyle line set is OK; keep lines black and modest thickness
if scene.view_layers:
vl = scene.view_layers[0]
vl.freestyle_settings.linesets.new("LineSet") if not vl.freestyle_settings.linesets else None
# Render Properties -> Freestyle settings are somewhat verbose to tune; default is acceptable for v1.
def render(scene, outpath):
scene.render.filepath = outpath
bpy.ops.render.render(write_still=True)
def main():
args = argv_after_double_dash()
if len(args) != 2:
die("Expected: <input.stl> <out_prefix>")
in_stl, out_prefix = args
scene = reset_scene()
obj = import_stl(in_stl)
center_origin_and_location(obj)
ensure_light_rig(scene)
cam = ensure_camera(scene)
set_isometric_camera(cam)
fit_camera_to_object(cam, obj, margin=1.20)
set_world_background(scene, gray=1.0)
# SOLID
variant_solid(scene)
scene.render.use_freestyle = False
render(scene, f"{out_prefix}_solid.png")
# SOLID + EDGES
variant_solid_edges(scene)
scene.render.use_freestyle = False
render(scene, f"{out_prefix}_solid_edges.png")
# WIRE
variant_wire(scene)
scene.render.use_freestyle = False
render(scene, f"{out_prefix}_wire.png")
# MATCAP-ish (cavity)
variant_matcap(scene)
scene.render.use_freestyle = False
render(scene, f"{out_prefix}_matcap.png")
# FREESTYLE
variant_freestyle(scene)
render(scene, f"{out_prefix}_freestyle.png")
print("Done.")
if __name__ == "__main__":
main()

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#!/usr/bin/env python3
# create_glb.py — Blender headless STL -> GLB
#
# Example:
# blender-bin-5.0.0 --background --python create_glb.py -- input.stl [output.glb]
import bpy
import sys
import os
from mathutils import Vector
def die(msg, rc=2):
print(f"ERROR: {msg}")
raise SystemExit(rc)
# args after "--"
argv = sys.argv
argv = argv[argv.index("--") + 1:] if "--" in argv else []
if len(argv) == 1:
inp = argv[0]
base, _ = os.path.splitext(inp)
outp = base + ".glb"
elif len(argv) >= 2:
inp, outp = argv[0], argv[1]
else:
die("USAGE: blender --background --python create_glb.py -- input.stl [output.glb]")
if not os.path.exists(inp):
die(f"Input not found: {inp}")
# Empty scene
bpy.ops.wm.read_factory_settings(use_empty=True)
# Import STL (Blender 4/5 operator)
res = bpy.ops.wm.stl_import(filepath=inp)
if 'FINISHED' not in res:
die(f"STL import failed for: {inp}")
# Gather imported mesh objects
objs = [o for o in bpy.context.scene.objects if o.type == 'MESH']
if not objs:
die("No mesh objects after import (unexpected)")
# Compute combined bounding box center in world space
min_v = Vector(( 1e30, 1e30, 1e30))
max_v = Vector((-1e30, -1e30, -1e30))
for o in objs:
# object bound_box is in local coords; transform to world
for corner in o.bound_box:
v = o.matrix_world @ Vector(corner)
min_v.x = min(min_v.x, v.x); min_v.y = min(min_v.y, v.y); min_v.z = min(min_v.z, v.z)
max_v.x = max(max_v.x, v.x); max_v.y = max(max_v.y, v.y); max_v.z = max(max_v.z, v.z)
center = (min_v + max_v) * 0.5
# Translate all meshes so center is at origin
for o in objs:
o.location -= center
# Export GLB
res = bpy.ops.export_scene.gltf(
filepath=outp,
export_format='GLB',
export_apply=True,
)
if 'FINISHED' not in res:
die(f"GLB export failed: {outp}")
print(f"Wrote: {outp}")

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creating_glbs.md Normal file
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Here is a command to create a single glb:
blender-bin-5.0.0 --background --python create_glb.py -- \
/usr/local/src/Voron-Stealthburner/STLs/Stealthburner/'[o]_stealthburner_LED_carrier.stl' \
/tmp/out.glb
The git repository for Voron-Stealthburner was staged under /usr/local/src. The above command
selects a specific STL and then places the STL under /tmp.
In a production mode, we want to be able to point to a directory tree of STLs and then
generate glb equivalents in the similar tree structure.

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exercises/.gitignore vendored Normal file
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node_modules/*
package.json
pnpm-lock.yaml

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exercises/README.md Normal file
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This project/task is complex in that you have STL files marshalled from various repositories and then need to create derivative glb (glTF binary) versions and then create PNG images from the glb. I have desigend this so that the directory tree paths remain intact which helps identify the file's provenance. This project took several days and I had to winnow out the errors in my back-and-forth sessions with ChatGPT.
Another quirk is that i use Gentoo Linux which often complicates matters. Running this on Raspbian, Debian, or Ubuntu may have some steps such as installing certain packages which I have not accounted for. I've created these exercises to demonstrate and reproducible step so the read has an understanding of what is happening.
This started off as a desire to have more readable images as the 14 pages color printed manual had many of the black shapes undiscernable. I started off with having a 3D rendition which is great and allows me to study a part if I cannot match with what was shipped to me. Then I gave further thought about a printed manifest and the interactive 3D experience cannot be in that form of a deliverable. So, I built upon the glbs and create a workflow that generates PNGs.
One caveat: by placing all the PNGs in one directory, and creating soft links to all the properly staged glbs, I am assuming there will be no name collision. But given that the Voron project consists of many projects, the potential for file name collisions is very real. I leave that as an enhancement if anyone cares to build off this project.

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# Goal
Place soft links to the glb files created by Blender in the staging tree in a single directory, ```web/batch_glb_png/glbs,``` , so the glb->PNG converter can easily process a set of files in one directory and not have to navigate the staging tree.
# Introduction
This is a simple run-a-script exercise. (Note: the name of the link has the complete directory path as part of the link name rather than a 1:1 match of the file name it links to.)
# Steps
In a command console:
cd ...web/batch_glb_png
date; time ./link_glbs.sh [PATH to the root directory of your GitHub staging area]
You can verify how many links were created using:
...web/batch_glb_png $ ls -la glbs/ |wc -l
Example:
jlpoole@jp ~/work/Voron/voronstl/web/batch_glb_png $ date; time ./link_glbs.sh /home/jlpoole/work/Voron/test1
Wed Mar 4 18:51:15 PST 2026
ROOT: /home/jlpoole/work/Voron/test1
OUTDIR: /home/jlpoole/work/Voron/voronstl/web/batch_glb_png/glbs
LOG: link_glbs_20260304_185115.log
DONE. linked=131 skipped=0
0 (details in link_glbs_20260304_185115.log)
real 0m0.507s
user 0m0.569s
sys 0m0.263s
jlpoole@jp ~/work/Voron/voronstl/web/batch_glb_png $ ls -la glbs/ |wc -l
136
jlpoole@jp ~/work/Voron/voronstl/web/batch_glb_png $
And, the script can be run over-and-over again and not step on previously created links.
Example, see "skipped=131" below:
jlpoole@jp ~/work/Voron/voronstl/web/batch_glb_png $ date; time ./link_glbs.sh /home/jlpoole/work/Voron/test1
Wed Mar 4 19:04:07 PST 2026
ROOT: /home/jlpoole/work/Voron/test1
OUTDIR: /home/jlpoole/work/Voron/voronstl/web/batch_glb_png/glbs
LOG: link_glbs_20260304_190407.log
DONE. linked=0
0 skipped=131 (details in link_glbs_20260304_190407.log)
real 0m0.584s
user 0m0.645s
sys 0m0.333s
jlpoole@jp ~/work/Voron/voronstl/web/batch_glb_png $

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# Goal
1) Create a single glb (binary glTF [Graphics Library Transmission Format])from an STL file. This is for testing or proof-of-concept.
2) Create a directory tree of conversions. This would be for production.
# Introduction
This procedure will use Blender to create glbs from the STLS in the source tree.
# Prerequisites
Source area for the Voron GitHub repositories containing STLs
ROOT directory to serve as a staging area for placing the glbs (and the HTML manifest and eventually pngs)
Blender (v. 5.0+)
# Procedure
## Step 1
Decide on a staging directory, example /home/jlpoole/work/Voron/test1, as this is where all the glb output and their directory paths will be placed.
Example:
mkdir /home/jlpoole/work/Voron/test1
## Step 3
cd to [THIS PROJECT]/ root directory.
Example, I cloned this project while under my Voron directory, so the directory "voronstl" was created by ```git clone https://salemdata.net/repo/jlpoole/voronstl/src/branch/init_dev``` :
cd /home/jlpoole/work/Voron/voronstl
### Step 3A - single glb
Execute:
blender-bin-5.0.0 --background --python create_glb.py -- \
[PATH TO A SINGLE STL FILE] \
[OUTPUT PATH & FILE]
Example:
jlpoole@jp ~/work/Voron/voronstl $ date; time blender-bin-5.0.0 --background --python create_glb.py -- /usr/local/src/Voron-Stealthburner/STLs/Stealthburner/'[o]_stealthburner_LED_carrier.stl' /tmp/out.glb
Thu Mar 5 09:21:59 PST 2026
Blender 5.0.0 (hash a37564c4df7a built 2025-11-18 10:44:21)
Timer 'STL Import' took 25.77 ms
INFO Draco mesh compression is available, use library at /opt/blender-bin-5.0.0/5.0/scripts/addons_core/io_scene_gltf2/libextern_draco.so
09:22:00 | INFO: Starting glTF 2.0 export
09:22:00 | INFO: Extracting primitive: [o]_stealthburner_LED_carrier
09:22:00 | INFO: Primitives created: 1
09:22:00 | INFO: Finished glTF 2.0 export in 0.008149147033691406 s
Wrote: /tmp/out.glb
Blender quit
real 0m0.938s
user 0m0.823s
sys 0m0.206s
jlpoole@jp ~/work/Voron/voronstl $ ls -la /tmp/out.glb
-rw-r--r-- 1 jlpoole jlpoole 154128 Mar 5 09:22 /tmp/out.glb
jlpoole@jp ~/work/Voron/voronstl $
### Step 3B - tree of glbs
Use Perl script: extract_first_path.pl v. 11
find /usr/local/src/Voron-Stealthburner/STLs -name '*.stl' -print0 |
while IFS= read -r -d '' f; do
blender-bin-5.0.0 --background --python create_glb.py -- "$f"
done
find /home/jlpoole/work/Voron/Klicky-Probe -name '*.stl' -print0 |
while IFS= read -r -d '' f; do
echo "$f"
#blender-bin-5.0.0 --background --python create_glb.py -- "$f"
done
Caution: make sure you have the directory only relevant to your build. For example Klicky-Probe has 186 STLs in its tree, but for the Voron Trident, we only are interested in 14 of the project's files.
jlpoole@jp ~/work/Voron/test2 $ find /home/jlpoole/work/Voron/Klicky-Probe -name '*.stl' -print0 | while IFS= read -r -d '' f; do echo "$f"
done |wc -l
186
jlpoole@jp ~/work/Voron/test2 $
But,
jlpoole@jp ~/work/Voron/renderlab $ cat /home/jlpoole/workstation/perl/Voron/manifest.txt | grep Klicky |wc -l
14
jlpoole@jp ~/work/Voron/renderlab $

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# Goal
Created a manifest of the STL files.
# Introduction
The delivery of my LDO Voron Trident consisted of 2 boxes which I picked up at the West3D store on 2/1/2026 and the parts which were ordered to be printed and shipped to me which I received 2/23/2026. Included with the parts shipment were 14 printed pages of an HTML table ("Parts List"). The provenance of the 14 page document is unknown to me. I later learned the HTML of this workflow at: https://home.wizards-enclave.net/ "Automated configurator generation for 3D printing" which does something similar.
Any rate, my starting point for what was needed for my build is the Parts List. I was given the HTML file and from there extracted the STL file names and paths to create a manifest ("Manifest"). This exercise takes you through the steps of distilling the Parts List into a Manifest using a Perl script.
# Prerequisites
The digital HTML file used to generate the Parts List.
Perl and these additional packages: HTML::TableExtract
# Procedure

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# Goal
Create a PNG file from a glb (= glTF binary = Graphics Library Transmission Format https://en.wikipedia.org/wiki/GlTF).
## Introduction
This exercise will walk thorugh the creation of a PNG from the included glb. The purpose is to show the steps taken to create the PNG which can be duplicated in a mass conversion script.
You will be using the command console.
The scripts run will create a small server; however, it will automatically select a port needed for the process so you do not have to be concerned of a port conflict, e.g. 3001, if you have another server running elsewhere on the system. The kernel selects a currently unused high-numbered port (typically in the 3276860999 range on Linux).
## Prerequisites
Node package: puppeteer
## Steps
Open a command console and change to the following subdirectory:
cd web/batch_glb_png/glbs
for this exercise, create a soft link within glbs to just one file, we're only goint to perform a single PNG to demonstrate the scripts. Normally, directory glbs will have links to the actual glbs staged (how those links are created is another exercise)
ln -s ../../'[o]_stealthburner_LED_carrier.stl.glb' .
Note: remember to unlink this test file after this exercise so you do not pollute a future attempt to mass produce PNGs
Example:
~/work/Voron/voronstl/web/batch_glb_png/glbs $ ln -s ../../'[o]_stealthburner_LED_carrier.stl.glb' .
Change to to the upper directory from within ```web/batch_glb_png``` and then launch the conversion script. Note the run will use the job.json I created, when time comes when you want to use yours, then specify the path and filename to your PNG profile:
cd ../batch_glb_png
date;time node batch_render.js job.json
Example:
jlpoole@jp ~/work/Voron/voronstl/web/batch_glb_png $ date;time node batch_render.js job.json
Wed Mar 4 18:17:13 PST 2026
PAGE console: error Failed to load resource: the server responded with a status of 404 (Not Found)
PAGE console: warn [.WebGL-0x7a40014ea00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels
PAGE console: warn [.WebGL-0x7a40014ea00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels
PAGE console: warn [.WebGL-0x7a40014ea00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels
WROTE /home/jlpoole/work/Voron/voronstl/web/batch_glb_png/pngs/[o]_stealthburner_LED_carrier.stl.png
real 0m1.667s
user 0m1.327s
sys 0m0.423s
jlpoole@jp ~/work/Voron/voronstl/web/batch_glb_png $
Result: a PNG 1227 × 994:
![]([o]_stealthburner_LED_carrier.stl.png)
Cleanup the link you created:
cd web/batch_glb_png/glbs
unlink '[o]_stealthburner_LED_carrier.stl.glb'
# Conclusion
Using the steps above, you created a single PNG from a glb.
The next step is to fill the glbs directory with links to the glbs perviously generated by Blender and then execute the same/similar command from within the '''web/batch_glb_png ''' directory:
node batch_render.js [your PNG specification, if you want]
that will create a PNG for every glb.
Note: the names of the links created by the ```create_glb_links.sh``` has the files path built in to assure uniqueness and provide a provenance. Since these links are used only by the glb->PNG process, I've gone the extra step of including the original project and directory path in the file name to help identify the file. The PNGs will just use the file's name and not the additional prepended path characters.

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# Goal
Create a "profile", i.e. a JSON file, to be used by the script that mass converts *.glb to *.png
## Introduction
This exercise only requires that you launch a small HTTP server in a console. Otherwise, everything involved is handled through the HTML page lab.html. You will interact with lab.html's 3D rendering of a glb file that is included with this project.
## Steps
Open a browser or a new window of the browser (Ctrl-n in Firefox) and resize the browser to a small rectangle. You are reducing the size so as to mimic what the PNG cell in the manifest table will look like. For example, this reduced window
is 521 × 432 pixels.
![](20260304_101754_Wed.png)
In a console:
cd ~/work/Voron/voronstl/web
python3 -m http.server 8001
You should have a console that looks like this:
![](20260304_101254_Wed.png)
It is necessary to start the web server within the "web" directory as that directory
will be servers "root".
Visit:
http://localhost:8001/lab.html
You will see a zoomed-in image:
![](Screenshot_20260304_102153_AM_Wed-1.png)
Zoom out until the entire part fits within the window.
Click the Controls bar to collapse the sub menus.
![](Screenshot_20260304_102435_AM_Wed.png)
Move the object to center it in the window: Shift + left mouse button. You want to have the entire part fit within the view and be cenetered.
Click Controls bar to open the sub menus. Adjust the lighintensity to a high value, if not the maximum values. This will cause the image to go lighter allowing for contrast with shadows that help discern the part.
![](Screenshot_20260304_154311_PM_Wed.png)
Optional: Save the PNG for your own reference.
Click "Export Profile" and save your current settings.
![](20260304_102737_Wed.png)
You now have a specification on sizing and angles which may work well for all of the other parts. Note: I took mine and applied the specifications saved above for a mass PNG creation and all the others looked very good.
### Additional Information:
Here's what a JSON file looks like:
<table style="width:100%; table-layout:fixed;">
<tr>
<th>Image</th>
<th>Description</th>
</tr>
<tr>
<td style="width:50%; vertical-align:top;">
<img src="20260304_102919_Wed.png" >
</td>
<td style="width:50%; vertical-align:top;"><pre style="white-space:pre-wrap; overflow:auto; max-width:100%;">jlpoole@jp ~/work/Voron/voronstl/web $ jq . out/three_profile_20260304_102657.json
{
"provenance": "lab.html exportProfile Wed Mar 04 2026 10:26:57 GMT-0800 (Pacific Standard Time)",
"output": {
"width": 500,
"height": 315,
"pixelRatio": 1
},
"scene": {
"background": 16777215
},
"camera": {
"type": "PerspectiveCamera",
"fov": 50,
"near": 0.1,
"far": 1000,
"position": [
11.93432933230491,
11.71721921868296,
13.265804443912849
],
"up": [
0,
1,
0
]
},
"controls": {
"target": [
2.075876663103527,
-2.147814989328729,
0.7122034073683343
]
},
"renderParams": {
"wireframe": false,
"edgeAngle": 30,
"lightIntensity": 1.5
},
"lights": {
"directional": {
"position": [
5,
5,
5
],
"intensity": 1.5
},
"ambient": {
"intensity": 0.6
}
}
}
jlpoole@jp ~/work/Voron/voronstl/web $
</td>
</tr>
</table>
## ChatGPT's analysis of what is important for consistency
Here is a response from ChatGPT that summarizes what variables are captured and saved so that they can be used to repeat the same type of transformation of *.glb to PNG.
## Response
Good — now youre at the point where its worth making the capture **repeatable** across a whole directory of GLBs.
In practice, you want to “freeze” *everything that affects the pixels* and treat the GLB as the only variable.
## What to save (so every PNG is consistent)
### 1) Camera pose and projection
Save:
* `camera.position` (x,y,z)
* `camera.up` (x,y,z)
* `controls.target` (x,y,z) if youre using OrbitControls
* `camera.fov`, `camera.near`, `camera.far`
* (optional) whether you used perspective vs orthographic
These define “where the viewer is” and are the biggest determinant of repeatability.
### 2) Output framing rules (per-model normalization)
You need a deterministic rule for “how big the part appears in frame”, otherwise parts with different sizes will look random.
Two common strategies:
**A. Fit-to-frame (recommended for mass renders)**
For each GLB:
* compute `Box3` bounds
* compute `center` and `size`
* set `controls.target = center`
* set camera distance so the whole bounding box fits (using FOV + max dimension)
* optionally lock azimuth/elevation (so every part is viewed from the same angle)
This yields consistent “fill” and eliminates manual tuning.
**B. Fixed camera (only if all parts are same scale and you want exact same viewpoint)**
Works if your GLBs are all in the same coordinate system/scale and similarly sized.
### 3) Lighting rig
Save:
* light types (Directional/Hemisphere/Ambient)
* each lights `position`, `intensity`, `color`
* shadow settings if used
Your current screenshot shows a simple shaded render; keep lighting stable or youll get different highlight/shadow shapes across parts.
### 4) Renderer and capture settings
Save:
* `width`, `height`
* `devicePixelRatio` you used (often set explicitly for determinism)
* `renderer.toneMapping`, `outputColorSpace` (Three.js r152+ uses `renderer.outputColorSpace = THREE.SRGBColorSpace`)
* `renderer.setClearColor()` (white) and alpha behavior
* `preserveDrawingBuffer: true` (for browser capture)
* whether you use `physicallyCorrectLights` (if you do, keep it constant)
### 5) Material overrides / wireframe settings
If youre overriding materials for “clay render” or wireframe, save:
* your override material parameters (`MeshStandardMaterial` vs `MeshPhongMaterial`, roughness/metalness)
* edge/wire settings (`EdgesGeometry` threshold angle, line material linewidth/color)
### 6) Background / staging
Save:
* background color (white)
* whether you add a ground plane, axes, environment map, etc.
Even “invisible” helpers can affect auto-framing if theyre included in bounds—so exclude them from bounds computation.
---
## The best thing to save: a small “render profile” JSON
Put this in a file like `render_profile.json`:
* canvas size
* camera angle (azimuth/elevation) OR explicit camera position
* fit-to-frame padding factor (e.g., 1.15)
* light positions/intensities
* material mode (`source`, `clay`, `wireframe`, `edges`)
* background color
Then your batch renderer (browser or headless) loads profile + GLB and produces PNG.
Example shape (conceptually):
```json
{
"output": { "w": 1600, "h": 1200, "pixelRatio": 1 },
"background": "#ffffff",
"camera": { "fov": 35, "near": 0.01, "far": 1000, "azimuth": -35, "elevation": 20, "fitPadding": 1.15 },
"lights": [
{ "type": "dir", "pos": [3,5,2], "intensity": 2.8 },
{ "type": "hem", "sky": "#ffffff", "ground": "#666666", "intensity": 0.6 }
],
"materialMode": "clay"
}
```
---
## How to mass-create PNGs (two viable routes)
### Route 1: Headless batch (best)
Use **node + headless WebGL** (or Puppeteer driving Chrome) to render each GLB with the profile and write PNGs. This is what you want if youre doing hundreds/thousands.
### Route 2: Browser batch page (simpler)
A page that:
* loads a list of GLB URLs
* applies the profile
* renders each, downloads PNG automatically (or zips them)
This is simpler but less pleasant at scale.
---
## One key question that determines the “right” profile
Do you want your PNGs to be:
* **same camera angle + fit-to-frame** (parts all fill the image similarly), or
* **same absolute camera** (so relative size differences are visible)?
If you tell me which you want, Ill give you a concrete “profile JSON + camera fit math + batch driver” that matches it.

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## glTF
Graphics Library Transmission Format. An open standard developed and maintained by the Khronos Group, it supports 3D model geometry, appearance, scene graph hierarchy, and animation.[4] It is intended to be a streamlined, interoperable format for the delivery of 3D assets, while minimizing file size and runtime processing by apps.[4][6] As such, its creators have described it as the "JPEG of 3D." See https://en.wikipedia.org/wiki/GlTF File suffix: *.gltf and file composition is JSON or Text with references to a binary file of same name.
## GLB
Binary form of glTF.
## JSON
JSON (JavaScript Object Notation) is an open standard file format and data interchange format that uses human-readable text to store and transmit data objects consisting of namevalue pairs and arrays (or other serializable values). See https://en.wikipedia.org/wiki/JSON.
## Perl
A programming language, often used by exceptional programmers. See https://en.wikipedia.org/wiki/Perl
## STL
A file format native to the STereoLithography CAD software. Triangle mesh model used for 3D printing. See https://en.wikipedia.org/wiki/STL_(file_format), see also https://en.wikipedia.org/wiki/Stereolithography.

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// mv_theme.js
// Apply consistent colors for manifest viewing.
//
// Usage:
// <model-viewer class="mv" data-theme="primary" ...></model-viewer>
// <model-viewer class="mv" data-theme="accent" ...></model-viewer>
const THEMES = {
primary: { rgba: [0.10, 0.45, 1.00, 1.0] }, // diagnostic blue
accent: { rgba: [0.78, 0.33, 0.10, 1.0] }, // burnt orange-ish
};
function applyTheme(mv) {
const key = (mv.dataset.theme || "primary").toLowerCase();
const theme = THEMES[key] || THEMES.primary;
// Lighting-related material choices that improve face contrast
const metallic = 0.0;
const roughness = 0.35;
for (const mat of mv.model.materials) {
mat.pbrMetallicRoughness.setBaseColorFactor(theme.rgba);
mat.pbrMetallicRoughness.setMetallicFactor(metallic);
mat.pbrMetallicRoughness.setRoughnessFactor(roughness);
}
}
function hook(mv) {
if (mv.model) {
applyTheme(mv);
} else {
mv.addEventListener("load", () => applyTheme(mv), { once: true });
}
}
for (const mv of document.querySelectorAll("model-viewer.mv")) {
hook(mv);
}

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#
# $Id: parse_table.pl 9 2026-03-03 18:33:36Z jlpoole $
# $HeadURL: https://ares/svn/workstation/trunk/perl/Voron/parse_table.pl $
#
# Usage:
# perl parse_table.pl
# or
# perl parse_tables.pl >manifest.txt
#
# Parses the HTML provided by the printer of parts and creates
# a manifest of the STL files
# 2 formats selectable by remming code below:
#
# PATH + FILE NAME [TAB] COUNT
#
# PATH [TAB] FILE NAME [TAB] SUFFIX
#
# See examples below
#
use strict;
use warnings;
use File::Basename;
use HTML::TableExtract;
my %names;
#
# ick: spaces in file names
#
my $file = '/home/jlpoole/Nextcloud2/Voron/West3D V2.4 LDO Rev D Printed Parts.html';
#
# <tbody><tr><th>STL Preview</th><th>Filename</th><th>Quantity Needed</th></tr>
#
my $html_string;
{
local $/;
open(IN,"$file") or die "Could not open $file";
$html_string = <IN>;
close(IN);
}
my $te = HTML::TableExtract->new( headers => ['STL Preview','Filename','Quantity Needed'] );
$te->parse($html_string);
# Examine all matching tables
foreach my $ts ($te->tables) {
print "Table (", join(',', $ts->coords), "):\n";
foreach my $row ($ts->rows) {
#print join(',', @$row), "\n";
my $path_file = @$row[1];
my ($name,$path,$ext) = fileparse($path_file, '\..*');
$names{$name}++;
print "Warning: duplicate name found: $name\n" if $names{$name} > 1;
my $quantity = @$row[2];
$quantity =~ /.*?(\d+).*?/;
my $count = $1;
if (defined $count){
#
# Below is used for creating manifest.txt used by extract_first_path.pl
#
print "$path_file\t$count\n";
#
# Below is for QA
#
#print "$path\t$name\t$ext\n";
}
}
}
=pod
1) Example output when printing with: "$path\t$name\t$ext\n"
jlpoole@jp ~/workstation/perl/Voron $ perl parse_table.pl
Table (0,1):
Voron-2/STLs/Test_Prints/ Heatset_Practice .stl
Voron-2/STLs/Electronics_Bay/ lrs_200_psu_bracket_x2 .stl
Voron-2/STLs/Electronics_Bay/ pcb_din_clip_x3 .stl
Voron-2/STLs/Electronics_Bay/ wago_221-415_mount_3by5 .stl
2) Example output when printing with: "$path_file\t$count\n
jlpoole@jp ~/workstation/perl/Voron $ perl parse_table.pl
Table (0,1):
Voron-2/STLs/Test_Prints/Heatset_Practice.stl 1
Voron-2/STLs/Electronics_Bay/lrs_200_psu_bracket_x2.stl 2
Voron-2/STLs/Electronics_Bay/pcb_din_clip_x3.stl 3
Voron-2/STLs/Electronics_Bay/wago_221-415_mount_3by5.stl 1
=cut

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Use this command to run a simple little server for the HTML:
python3 -m http.server 8000
The directory the command above is run in is the root directory. Then
http://127.0.0.1:8000/[FILE NAME]

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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<!-- Uploaded to: SVG Repo, www.svgrepo.com, Generator: SVG Repo Mixer Tools -->
<svg
width="800px"
height="800px"
viewBox="0 -0.08 45 45"
version="1.1"
id="svg1"
sodipodi:docname="beaker.svg"
inkscape:version="1.4.2 (ebf0e940d0, 2025-05-08)"
xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
xmlns="http://www.w3.org/2000/svg"
xmlns:svg="http://www.w3.org/2000/svg">
<defs
id="defs1" />
<sodipodi:namedview
id="namedview1"
pagecolor="#ffffff"
bordercolor="#000000"
borderopacity="0.25"
inkscape:showpageshadow="2"
inkscape:pageopacity="0.0"
inkscape:pagecheckerboard="0"
inkscape:deskcolor="#d1d1d1"
inkscape:zoom="1.09625"
inkscape:cx="399.5439"
inkscape:cy="400"
inkscape:window-width="1920"
inkscape:window-height="1128"
inkscape:window-x="0"
inkscape:window-y="0"
inkscape:window-maximized="1"
inkscape:current-layer="svg1" />
<path
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data-name="Path 74"
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fill="#d1d3d4"
style="fill:#ff413f;fill-opacity:1" />
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id="Path_75"
data-name="Path 75"
d="M 43,42.832 31,21.332 V 2 H 14 v 19.335 l -12,21.5 z"
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stroke="#231f20"
stroke-linecap="round"
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stroke-width="4" />
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x2="35.332001"
fill="#ffffff"
stroke="#231f20"
stroke-linecap="round"
stroke-linejoin="round"
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x1="9.665"
y1="2"
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id="Path_76"
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fill="#ffffff" />
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web/batch_glb_png/.gitignore vendored Normal file
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webp/*
pngs/*
node_modules/*
pnpm-lock.yaml
pnpm-workspace.yaml
link_glbs_*.log

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#!/usr/bin/env node
/**
* batch_render.js
* 20260228 ChatGPT
* $Header$
*
* This script takes a JSON job description and batch renders PNGs from GLBs
* using a headless browser and a local static server.
*
* Example:
* node batch_render.js job.json
*/
import fs from 'node:fs';
import path from 'node:path';
import process from 'node:process';
import http from 'node:http';
import { pathToFileURL, fileURLToPath } from 'node:url';
import puppeteer from 'puppeteer';
import sharp from 'sharp';
function die (msg) { console.error(msg); process.exit(1); }
function ensureDir(p) { fs.mkdirSync(p, { recursive: true }); }
function listFiles(dir, suffix) {
const out = [];
for (const ent of fs.readdirSync(dir, { withFileTypes: true })) {
const full = path.join(dir, ent.name);
if (ent.isDirectory()) out.push(...listFiles(full, suffix));
else if (!suffix || ent.name.toLowerCase().endsWith(suffix)) out.push(full);
}
return out;
}
function sanitizeBasename(p) {
// While sanitizing is generally a good idea, it causes the output to deviate
// from the input, which makes it harder to verify that the right files were
// processed. For now, just use the original filename making this step a nullity.
const b = path.basename(p);
//return b.replace(/[^\w.\-]+/g, '_');
return b; // No sanitization, just the original path
}
function mimeTypeFor(p) {
const ext = path.extname(p).toLowerCase();
if (ext === '.html') return 'text/html; charset=utf-8';
if (ext === '.js') return 'text/javascript; charset=utf-8';
if (ext === '.json') return 'application/json; charset=utf-8';
if (ext === '.glb') return 'model/gltf-binary';
if (ext === '.gltf') return 'model/gltf+json; charset=utf-8';
if (ext === '.bin') return 'application/octet-stream';
if (ext === '.png') return 'image/png';
if (ext === '.jpg' || ext === '.jpeg') return 'image/jpeg';
if (ext === '.css') return 'text/css; charset=utf-8';
return 'application/octet-stream';
}
// Serve static files from rootDir
function startStaticServer(rootDir) {
const server = http.createServer((req, res) => {
try {
const urlPath = decodeURIComponent((req.url || '/').split('?')[0]);
const safePath = path.normalize(urlPath).replace(/^(\.\.(\/|\\|$))+/, '');
const filePath = path.join(rootDir, safePath);
// Default route
const finalPath = fs.existsSync(filePath) && fs.statSync(filePath).isDirectory()
? path.join(filePath, 'index.html')
: filePath;
if (!fs.existsSync(finalPath) || !fs.statSync(finalPath).isFile()) {
res.writeHead(404, { 'Content-Type': 'text/plain; charset=utf-8' });
res.end('404\n');
return;
}
const data = fs.readFileSync(finalPath);
res.writeHead(200, { 'Content-Type': mimeTypeFor(finalPath) });
res.end(data);
} catch (e) {
res.writeHead(500, { 'Content-Type': 'text/plain; charset=utf-8' });
res.end(`500\n${String(e)}\n`);
}
});
return new Promise((resolve) => {
server.listen(0, '127.0.0.1', () => {
const addr = server.address();
resolve({ server, port: addr.port });
});
});
}
async function main() {
const jobPath = process.argv[2];
if (!jobPath) die("Usage: node batch_render.js job.json");
const jobAbs = path.resolve(jobPath);
const jobDir = path.dirname(jobAbs);
const job = JSON.parse(fs.readFileSync(jobAbs, 'utf8'));
const profileAbs = path.resolve(jobDir, job.profile ?? die("job.profile missing"));
const inputDirAbs = path.resolve(jobDir, job.input_dir ?? die("job.input_dir missing"));
const outputDirAbs = path.resolve(jobDir, job.output_dir ?? die("job.output_dir missing"));
const pattern = (job.pattern ?? ".glb").toLowerCase();
ensureDir(outputDirAbs);
const webpDirAbs = path.join(outputDirAbs, '../webp');
ensureDir(webpDirAbs);
const glbs = listFiles(inputDirAbs, pattern);
if (glbs.length === 0) die(`No files ending with '${pattern}' found under ${inputDirAbs}`);
const renderHtmlAbs = path.resolve(jobDir, 'render.html');
if (!fs.existsSync(renderHtmlAbs)) die(`Missing render.html at ${renderHtmlAbs}`);
// Start local server rooted at jobDir so render.html, libs/, glbs/, profile json are reachable
const { server, port } = await startStaticServer(jobDir);
const base = `http://127.0.0.1:${port}`;
// Load profile for viewport sizing
const profile = JSON.parse(fs.readFileSync(profileAbs, 'utf8'));
const vw = profile.output?.width ?? 1024;
const vh = profile.output?.height ?? 768;
const dpr = profile.output?.pixelRatio ?? 1;
const browser = await puppeteer.launch({
headless: 'new',
args: [
'--no-sandbox',
'--disable-dev-shm-usage',
'--disable-gpu',
'--use-gl=swiftshader',
'--enable-unsafe-swiftshader'
]
});
try {
const page = await browser.newPage();
// Log page-side failures clearly
page.on('console', (msg) => console.log('PAGE console:', msg.type(), msg.text()));
page.on('pageerror', (err) => console.log('PAGE error:', err));
page.on('requestfailed', (req) => console.log('REQ failed:', req.url(), req.failure()?.errorText));
await page.setViewport({ width: vw, height: vh, deviceScaleFactor: dpr });
// Make URLs relative to server root
const renderUrl = `${base}/render.html`;
const profileUrl = `${base}/${encodeURIComponent(path.relative(jobDir, profileAbs)).replace(/%2F/g,'/')}`;
for (const glbAbs of glbs) {
const rel = path.relative(jobDir, glbAbs);
const glbUrl = `${base}/${encodeURIComponent(rel).replace(/%2F/g,'/')}`;
const outName = sanitizeBasename(glbAbs).replace(/\.glb$/i, '.png');
const outAbs = path.join(outputDirAbs, outName);
const url = `${renderUrl}?glb=${encodeURIComponent(glbUrl)}&profile=${encodeURIComponent(profileUrl)}`;
// Dont use networkidle0 here; module imports + GLB load can keep network “busy”
await page.goto(url, { waitUntil: 'load' });
await page.waitForFunction(() => {
return window.__RENDER_STATUS__ && window.__RENDER_STATUS__.ready === true;
}, { timeout: 120000 }); // 2 minutes, GLBs can be chunky
const status = await page.evaluate(() => window.__RENDER_STATUS__);
if (!status || !status.pngDataUrl) {
throw new Error(`No pngDataUrl produced for ${glbAbs} (status=${JSON.stringify(status)})`);
}
//const b64 = status.pngDataUrl.replace(/^data:image\/png;base64,/, '');
//fs.writeFileSync(outAbs, Buffer.from(b64, 'base64'));
//console.log(`WROTE\t${outAbs}`);
const b64 = status.pngDataUrl.replace(/^data:image\/png;base64,/, '');
const pngBuffer = Buffer.from(b64, 'base64');
/* write PNG */
fs.writeFileSync(outAbs, pngBuffer);
console.log(`WROTE\t${outAbs}`);
/* write WEBP */
const webpName = sanitizeBasename(glbAbs).replace(/\.glb$/i, '.webp');
const webpAbs = path.join(webpDirAbs, webpName);
await sharp(pngBuffer)
.webp({ quality: 92 })
.toFile(webpAbs);
console.log(`WROTE\t${webpAbs}`);
}
await page.close();
} finally {
await browser.close();
server.close();
}
}
main().catch((e) => { console.error("ERROR:", e); process.exit(2); });

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web/batch_glb_png/glbs/.gitignore vendored Normal file
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*
!.gitignore
!README.md

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{
"profile": "./three_profile_20260228_111725.json",
"input_dir": "./glbs",
"output_dir": "./pngs",
"pattern": ".glb"
}

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../vendor/three/addons/loaders/GLTFLoader.js

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../vendor/three/build/three.module.js

114
web/batch_glb_png/link_glbs.sh Executable file
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#!/bin/sh
# 20260228 ChatGPT
# $Header$
#
# This script creates links from the staging directory to
# the glbs sibling directory. The staging directory is where the glbs are staged for rendering.
# The glbs sibling directory is where the PNG & webP batch renderer expects to find the glbs. The files names
# are sanitized to be filesystem safe and to avoid collisions by adding the path components
# delimited by double underscores.
# If a collision is detected, a numeric suffix is added to disambiguate.
# Consequently, the name of the link is not the same as the original glb, but contains the original path
# components in a sanitized form. This allows the batch renderer to process all the glbs without worrying
# about name collisions, while still retaining some traceability to the original files.
#
# For example, if the staging directory contains:
# /home/jlpoole/work/Voron/test1/Klicky-Probe/Printers/Voron/v1.8_v2.4_Legacy_Trident/v1.8_v2.4_Legacy_Trident_STL/Dock_mount_fixed_v2.glb
# then this script will create the very long file name:
# glbs/Klicky-Probe__Printers__Voron__...__Dock_mount_fixed_v2.stl.glb
#
# Note: the brackets in a file name, e.g. "[a]" are preserved.
# Another example, if the staging directory contains:
# /home/jlpoole/work/Voron/test1/Voron/Skirts/[a]_belt_guard_a_x2.stl.glb
# then this script will create the file name:
# 'Voron-2__STLs__Skirts__[a]_belt_guard_a_x2.stl.glb'
#
# Copy/paste:
# cd ~/work/Voron/renderlab/web/batch_glb_png
# chmod +x link_glbs.sh
# ./link_glbs.sh /home/jlpoole/work/Voron/test1
#
# This creates symlinks under ./glbs/ pointing to every *.glb under the staging directory.
set -eu
ROOT="${1:-}"
[ -n "$ROOT" ] || { echo "Usage: $0 /path/to/root" >&2; exit 2; }
[ -d "$ROOT" ] || { echo "ERROR: not a directory: $ROOT" >&2; exit 2; }
OUTDIR="./glbs"
mkdir -p "$OUTDIR"
ts="$(date +%Y%m%d_%H%M%S)"
log="link_glbs_${ts}.log"
# Make ROOT absolute and strip any trailing slash for consistent relpath math.
ROOT_ABS="$(cd "$ROOT" && pwd)"
ROOT_ABS="${ROOT_ABS%/}"
echo "ROOT: $ROOT_ABS" | tee "$log"
echo "OUTDIR: $(cd "$OUTDIR" && pwd)" | tee -a "$log"
echo "LOG: $log" | tee -a "$log"
echo "" | tee -a "$log"
# Sanitize: turn a path into a filesystem-safe basename.
# Example:
# Klicky-Probe/Printers/Voron/.../Dock_mount_fixed_v2.stl.glb
# becomes:
# Klicky-Probe__Printers__Voron__...__Dock_mount_fixed_v2.stl.glb
sanitize() {
# shellcheck disable=SC2001
echo "$1" \
| sed 's|^/||' \
| sed 's|/|__|g'
#| sed 's|/|__|g' \
#| sed 's|[^A-Za-z0-9._-]|_|g'
}
count=0
skipped=0
collisions=0
# Use -print0 to handle spaces safely.
find "$ROOT_ABS" -type f -name '*.glb' -print0 \
| while IFS= read -r -d '' f; do
# Compute relative path under ROOT_ABS
rel="${f#$ROOT_ABS/}"
name="$(sanitize "$rel")"
linkpath="$OUTDIR/$name"
# If the link exists and points to the same target, skip quietly.
if [ -L "$linkpath" ]; then
target="$(readlink "$linkpath" || true)"
if [ "$target" = "$f" ]; then
echo "SKIP (already linked): $linkpath -> $f" >> "$log"
skipped=$((skipped+1))
continue
fi
fi
# If the name already exists but points elsewhere, disambiguate.
if [ -e "$linkpath" ]; then
i=1
base="$linkpath"
while [ -e "$linkpath" ]; do
linkpath="${base%.glb}_$i.glb"
i=$((i+1))
done
collisions=$((collisions+1))
fi
ln -s "$f" "$linkpath"
echo "LINK: $linkpath -> $f" >> "$log"
count=$((count+1))
done
# The while loop runs in a subshell in many /bin/sh implementations,
# so counters above may not update. Summarize by counting log lines instead.
linked_lines="$(grep -c '^LINK: ' "$log" 2>/dev/null || echo 0)"
skipped_lines="$(grep -c '^SKIP ' "$log" 2>/dev/null || echo 0)"
echo "" | tee -a "$log"
echo "DONE. linked=$linked_lines skipped=$skipped_lines (details in $log)" | tee -a "$log"

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ROOT: /home/jlpoole/work/Voron/test1
OUTDIR: /home/jlpoole/work/Voron/renderlab/web/batch_glb_png/glbs
LOG: link_glbs_20260228_152056.log
LINK: ./glbs/Klicky-Probe__Printers__Voron__v1.8_v2.4_Legacy_Trident__v1.8_v2.4_Legacy_Trident_STL__Dock_mount_fixed_v2.stl.glb -> /home/jlpoole/work/Voron/test1/Klicky-Probe/Printers/Voron/v1.8_v2.4_Legacy_Trident/v1.8_v2.4_Legacy_Trident_STL/Dock_mount_fixed_v2.stl.glb
LINK: ./glbs/Klicky-Probe__Printers__Voron__v1.8_v2.4_Legacy_Trident__v1.8_v2.4_Legacy_Trident_STL__Dock_sidemount_fixed_v2.stl.glb -> /home/jlpoole/work/Voron/test1/Klicky-Probe/Printers/Voron/v1.8_v2.4_Legacy_Trident/v1.8_v2.4_Legacy_Trident_STL/Dock_sidemount_fixed_v2.stl.glb
LINK: ./glbs/Klicky-Probe__Printers__Voron__v1.8_v2.4_Legacy_Trident__v1.8_v2.4_Legacy_Trident_STL__Dock_sidemount_left_v2.stl.glb -> /home/jlpoole/work/Voron/test1/Klicky-Probe/Printers/Voron/v1.8_v2.4_Legacy_Trident/v1.8_v2.4_Legacy_Trident_STL/Dock_sidemount_left_v2.stl.glb
LINK: ./glbs/Klicky-Probe__Printers__Voron__v1.8_v2.4_Legacy_Trident__v1.8_v2.4_Legacy_Trident_STL__Dock_sidemount_right_v2.stl.glb -> /home/jlpoole/work/Voron/test1/Klicky-Probe/Printers/Voron/v1.8_v2.4_Legacy_Trident/v1.8_v2.4_Legacy_Trident_STL/Dock_sidemount_right_v2.stl.glb
LINK: ./glbs/Klicky-Probe__Printers__Voron__v1.8_v2.4_Legacy_Trident__v1.8_v2.4_Legacy_Trident_STL__KlickyProbe_AB_mount_v2.stl.glb -> /home/jlpoole/work/Voron/test1/Klicky-Probe/Printers/Voron/v1.8_v2.4_Legacy_Trident/v1.8_v2.4_Legacy_Trident_STL/KlickyProbe_AB_mount_v2.stl.glb
LINK: ./glbs/Klicky-Probe__Printers__Voron__v1.8_v2.4_Legacy_Trident__v1.8_v2.4_Legacy_Trident_STL__Mount_magnet_holder.stl.glb -> /home/jlpoole/work/Voron/test1/Klicky-Probe/Printers/Voron/v1.8_v2.4_Legacy_Trident/v1.8_v2.4_Legacy_Trident_STL/Mount_magnet_holder.stl.glb
LINK: ./glbs/Klicky-Probe__Printers__Voron__v1.8_v2.4_Legacy_Trident__v1.8_v2.4_Legacy_Trident_STL__Mount_magnet_pressfit_helper.stl.glb -> /home/jlpoole/work/Voron/test1/Klicky-Probe/Printers/Voron/v1.8_v2.4_Legacy_Trident/v1.8_v2.4_Legacy_Trident_STL/Mount_magnet_pressfit_helper.stl.glb
LINK: ./glbs/Klicky-Probe__Printers__Voron__v1.8_v2.4_Legacy_Trident__v1.8_v2.4_Legacy_Trident_STL__Mount_pressfit_holder_v2.stl.glb -> /home/jlpoole/work/Voron/test1/Klicky-Probe/Printers/Voron/v1.8_v2.4_Legacy_Trident/v1.8_v2.4_Legacy_Trident_STL/Mount_pressfit_holder_v2.stl.glb
LINK: ./glbs/Klicky-Probe__Probes__KlickyProbe__STL__1mm_Spacer.stl.glb -> /home/jlpoole/work/Voron/test1/Klicky-Probe/Probes/KlickyProbe/STL/1mm_Spacer.stl.glb
LINK: ./glbs/Klicky-Probe__Probes__KlickyProbe__STL__KlickyProbe_v2.stl.glb -> /home/jlpoole/work/Voron/test1/Klicky-Probe/Probes/KlickyProbe/STL/KlickyProbe_v2.stl.glb
LINK: ./glbs/Klicky-Probe__Probes__KlickyProbe__STL__Probe_Dock_v2.1.stl.glb -> /home/jlpoole/work/Voron/test1/Klicky-Probe/Probes/KlickyProbe/STL/Probe_Dock_v2.1.stl.glb
LINK: ./glbs/Klicky-Probe__Probes__KlickyProbe__STL__Probe_magnet_holder.stl.glb -> /home/jlpoole/work/Voron/test1/Klicky-Probe/Probes/KlickyProbe/STL/Probe_magnet_holder.stl.glb
LINK: ./glbs/Klicky-Probe__Probes__KlickyProbe__STL__Probe_magnet_pressfit_helper.stl.glb -> /home/jlpoole/work/Voron/test1/Klicky-Probe/Probes/KlickyProbe/STL/Probe_magnet_pressfit_helper.stl.glb
LINK: ./glbs/Klicky-Probe__Probes__KlickyProbe__STL__Probe_pressfit_holder.stl.glb -> /home/jlpoole/work/Voron/test1/Klicky-Probe/Probes/KlickyProbe/STL/Probe_pressfit_holder.stl.glb
LINK: ./glbs/LDOVoron2__STLs__COB_Light_Strip__cob_light_strip_mount_100mm.stl.glb -> /home/jlpoole/work/Voron/test1/LDOVoron2/STLs/COB Light Strip/cob_light_strip_mount_100mm.stl.glb
LINK: ./glbs/LDOVoron2__STLs__COB_Light_Strip__cob_light_strip_mount_150mm.stl.glb -> /home/jlpoole/work/Voron/test1/LDOVoron2/STLs/COB Light Strip/cob_light_strip_mount_150mm.stl.glb
LINK: ./glbs/LDOVoron2__STLs__COB_Light_Strip__cob_light_strip_mount_50mm.stl.glb -> /home/jlpoole/work/Voron/test1/LDOVoron2/STLs/COB Light Strip/cob_light_strip_mount_50mm.stl.glb
LINK: ./glbs/LDOVoron2__STLs__LDO_Door__handle_a_x2.stl.glb -> /home/jlpoole/work/Voron/test1/LDOVoron2/STLs/LDO Door/handle_a_x2.stl.glb
LINK: ./glbs/LDOVoron2__STLs__LDO_Door__handle_b.stl.glb -> /home/jlpoole/work/Voron/test1/LDOVoron2/STLs/LDO Door/handle_b.stl.glb
LINK: ./glbs/LDOVoron2__STLs__LDO_Door__handle_b_nameplate.stl.glb -> /home/jlpoole/work/Voron/test1/LDOVoron2/STLs/LDO Door/handle_b_nameplate.stl.glb
LINK: ./glbs/LDOVoron2__STLs__LDO_Door__screw_hinge_x3.stl.glb -> /home/jlpoole/work/Voron/test1/LDOVoron2/STLs/LDO Door/screw_hinge_x3.stl.glb
LINK: ./glbs/LDOVoron2__STLs__exhaust_cover.stl.glb -> /home/jlpoole/work/Voron/test1/LDOVoron2/STLs/exhaust_cover.stl.glb
LINK: ./glbs/LDOVoron2__STLs__handlebar_spacer_x4.stl.glb -> /home/jlpoole/work/Voron/test1/LDOVoron2/STLs/handlebar_spacer_x4.stl.glb
LINK: ./glbs/LDOVoron2__STLs__ldo_bestagon_insert.stl.glb -> /home/jlpoole/work/Voron/test1/LDOVoron2/STLs/ldo_bestagon_insert.stl.glb
LINK: ./glbs/LDOVoron2__STLs__led_fan_pcb_spacer_x2.stl.glb -> /home/jlpoole/work/Voron/test1/LDOVoron2/STLs/led_fan_pcb_spacer_x2.stl.glb
LINK: ./glbs/LDOVoron2__STLs__nozzle_probe_ldo.stl.glb -> /home/jlpoole/work/Voron/test1/LDOVoron2/STLs/nozzle_probe_ldo.stl.glb
LINK: ./glbs/LDOVoron2__STLs__z_belt_cover_a_led.stl.glb -> /home/jlpoole/work/Voron/test1/LDOVoron2/STLs/z_belt_cover_a_led.stl.glb
LINK: ./glbs/LDOVoron2__STLs__z_rail_stop_x4.stl.glb -> /home/jlpoole/work/Voron/test1/LDOVoron2/STLs/z_rail_stop_x4.stl.glb
LINK: ./glbs/LDOVoronTrident__STLs__BTT_Pi_TFT4.3_Mount___a__faceplate.stl.glb -> /home/jlpoole/work/Voron/test1/LDOVoronTrident/STLs/BTT Pi TFT4.3 Mount/[a]_faceplate.stl.glb
LINK: ./glbs/LDOVoronTrident__STLs__BTT_Pi_TFT4.3_Mount__mount.stl.glb -> /home/jlpoole/work/Voron/test1/LDOVoronTrident/STLs/BTT Pi TFT4.3 Mount/mount.stl.glb
LINK: ./glbs/LDOVoronTrident__STLs__bed_wago_mount.stl.glb -> /home/jlpoole/work/Voron/test1/LDOVoronTrident/STLs/bed_wago_mount.stl.glb
LINK: ./glbs/Leviathan__STLs__Leviathan_bracket_set.stl.glb -> /home/jlpoole/work/Voron/test1/Leviathan/STLs/Leviathan_bracket_set.stl.glb
LINK: ./glbs/Nitehawk-SB__STLs__cw2_captive_pcb_cover.stl.glb -> /home/jlpoole/work/Voron/test1/Nitehawk-SB/STLs/cw2_captive_pcb_cover.stl.glb
LINK: ./glbs/Nitehawk-SB__STLs__usb_adapter_mount.stl.glb -> /home/jlpoole/work/Voron/test1/Nitehawk-SB/STLs/usb_adapter_mount.stl.glb
LINK: ./glbs/Voron-2__STLs__Electronics_Bay__lrs_200_psu_bracket_x2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Electronics_Bay/lrs_200_psu_bracket_x2.stl.glb
LINK: ./glbs/Voron-2__STLs__Electronics_Bay__pcb_din_clip_x3.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Electronics_Bay/pcb_din_clip_x3.stl.glb
LINK: ./glbs/Voron-2__STLs__Electronics_Bay__wago_221-415_mount_3by5.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Electronics_Bay/wago_221-415_mount_3by5.stl.glb
LINK: ./glbs/Voron-2__STLs__Exhaust_Filter__exhaust_filter_grill.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Exhaust_Filter/exhaust_filter_grill.stl.glb
LINK: ./glbs/Voron-2__STLs__Gantry__AB_Drive_Units___a__cable_cover.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Gantry/AB_Drive_Units/[a]_cable_cover.stl.glb
LINK: ./glbs/Voron-2__STLs__Gantry__AB_Drive_Units___a__z_chain_retainer_bracket_x2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Gantry/AB_Drive_Units/[a]_z_chain_retainer_bracket_x2.stl.glb
LINK: ./glbs/Voron-2__STLs__Gantry__AB_Drive_Units__a_drive_frame_lower.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Gantry/AB_Drive_Units/a_drive_frame_lower.stl.glb
LINK: ./glbs/Voron-2__STLs__Gantry__AB_Drive_Units__a_drive_frame_upper.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Gantry/AB_Drive_Units/a_drive_frame_upper.stl.glb
LINK: ./glbs/Voron-2__STLs__Gantry__AB_Drive_Units__b_drive_frame_lower.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Gantry/AB_Drive_Units/b_drive_frame_lower.stl.glb
LINK: ./glbs/Voron-2__STLs__Gantry__AB_Drive_Units__b_drive_frame_upper.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Gantry/AB_Drive_Units/b_drive_frame_upper.stl.glb
LINK: ./glbs/Voron-2__STLs__Gantry__Front_Idlers___a__tensioner_left.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Gantry/Front_Idlers/[a]_tensioner_left.stl.glb
LINK: ./glbs/Voron-2__STLs__Gantry__Front_Idlers___a__tensioner_right.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Gantry/Front_Idlers/[a]_tensioner_right.stl.glb
LINK: ./glbs/Voron-2__STLs__Gantry__Front_Idlers__front_idler_left_lower.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Gantry/Front_Idlers/front_idler_left_lower.stl.glb
LINK: ./glbs/Voron-2__STLs__Gantry__Front_Idlers__front_idler_left_upper.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Gantry/Front_Idlers/front_idler_left_upper.stl.glb
LINK: ./glbs/Voron-2__STLs__Gantry__Front_Idlers__front_idler_right_lower.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Gantry/Front_Idlers/front_idler_right_lower.stl.glb
LINK: ./glbs/Voron-2__STLs__Gantry__Front_Idlers__front_idler_right_upper.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Gantry/Front_Idlers/front_idler_right_upper.stl.glb
LINK: ./glbs/Voron-2__STLs__Gantry__X_Axis__XY_Joints___a__endstop_pod_D2F_switch.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Gantry/X_Axis/XY_Joints/[a]_endstop_pod_D2F_switch.stl.glb
LINK: ./glbs/Voron-2__STLs__Gantry__X_Axis__XY_Joints___a__xy_joint_cable_bridge_2hole.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Gantry/X_Axis/XY_Joints/[a]_xy_joint_cable_bridge_2hole.stl.glb
LINK: ./glbs/Voron-2__STLs__Gantry__X_Axis__XY_Joints__xy_joint_left_lower_MGN12.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Gantry/X_Axis/XY_Joints/xy_joint_left_lower_MGN12.stl.glb
LINK: ./glbs/Voron-2__STLs__Gantry__X_Axis__XY_Joints__xy_joint_left_upper_MGN12.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Gantry/X_Axis/XY_Joints/xy_joint_left_upper_MGN12.stl.glb
LINK: ./glbs/Voron-2__STLs__Gantry__X_Axis__XY_Joints__xy_joint_right_lower_MGN12.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Gantry/X_Axis/XY_Joints/xy_joint_right_lower_MGN12.stl.glb
LINK: ./glbs/Voron-2__STLs__Gantry__X_Axis__XY_Joints__xy_joint_right_upper_MGN12.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Gantry/X_Axis/XY_Joints/xy_joint_right_upper_MGN12.stl.glb
LINK: ./glbs/Voron-2__STLs__Gantry__X_Axis__X_Carriage__probe_retainer_bracket.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Gantry/X_Axis/X_Carriage/probe_retainer_bracket.stl.glb
LINK: ./glbs/Voron-2__STLs__Gantry__X_Axis__X_Carriage__x_frame_V2TR_MGN12_left.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Gantry/X_Axis/X_Carriage/x_frame_V2TR_MGN12_left.stl.glb
LINK: ./glbs/Voron-2__STLs__Gantry__X_Axis__X_Carriage__x_frame_V2TR_MGN12_right.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Gantry/X_Axis/X_Carriage/x_frame_V2TR_MGN12_right.stl.glb
LINK: ./glbs/Voron-2__STLs__Gantry__Z_Joints__z_joint_lower_x4.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Gantry/Z_Joints/z_joint_lower_x4.stl.glb
LINK: ./glbs/Voron-2__STLs__Gantry__Z_Joints__z_joint_upper_x4.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Gantry/Z_Joints/z_joint_upper_x4.stl.glb
LINK: ./glbs/Voron-2__STLs__Gantry___a__z_belt_clip_lower_x4.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Gantry/[a]_z_belt_clip_lower_x4.stl.glb
LINK: ./glbs/Voron-2__STLs__Gantry___a__z_belt_clip_upper_x4.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Gantry/[a]_z_belt_clip_upper_x4.stl.glb
LINK: ./glbs/Voron-2__STLs__Gantry__z_chain_bottom_anchor.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Gantry/z_chain_bottom_anchor.stl.glb
LINK: ./glbs/Voron-2__STLs__Gantry__z_chain_guide.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Gantry/z_chain_guide.stl.glb
LINK: ./glbs/Voron-2__STLs__Panel_Mounting__Front_Doors__latch_x2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Panel_Mounting/Front_Doors/latch_x2.stl.glb
LINK: ./glbs/Voron-2__STLs__Panel_Mounting__bottom_panel_clip_x4.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Panel_Mounting/bottom_panel_clip_x4.stl.glb
LINK: ./glbs/Voron-2__STLs__Panel_Mounting__bottom_panel_hinge_x2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Panel_Mounting/bottom_panel_hinge_x2.stl.glb
LINK: ./glbs/Voron-2__STLs__Panel_Mounting__corner_panel_clip_4mm_x8.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Panel_Mounting/corner_panel_clip_4mm_x8.stl.glb
LINK: ./glbs/Voron-2__STLs__Panel_Mounting__corner_panel_clip_6mm_x8.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Panel_Mounting/corner_panel_clip_6mm_x8.stl.glb
LINK: ./glbs/Voron-2__STLs__Panel_Mounting__deck_support_4mm_x8.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Panel_Mounting/deck_support_4mm_x8.stl.glb
LINK: ./glbs/Voron-2__STLs__Panel_Mounting__midspan_panel_clip_4mm_x7.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Panel_Mounting/midspan_panel_clip_4mm_x7.stl.glb
LINK: ./glbs/Voron-2__STLs__Panel_Mounting__midspan_panel_clip_6mm_x8.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Panel_Mounting/midspan_panel_clip_6mm_x8.stl.glb
LINK: ./glbs/Voron-2__STLs__Panel_Mounting__z_belt_cover_a_x2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Panel_Mounting/z_belt_cover_a_x2.stl.glb
LINK: ./glbs/Voron-2__STLs__Panel_Mounting__z_belt_cover_b_x2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Panel_Mounting/z_belt_cover_b_x2.stl.glb
LINK: ./glbs/Voron-2__STLs__Skirts__300__front_skirt_a_300.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Skirts/300/front_skirt_a_300.stl.glb
LINK: ./glbs/Voron-2__STLs__Skirts__300__front_skirt_b_300.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Skirts/300/front_skirt_b_300.stl.glb
LINK: ./glbs/Voron-2__STLs__Skirts__300__rear_center_skirt_300.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Skirts/300/rear_center_skirt_300.stl.glb
LINK: ./glbs/Voron-2__STLs__Skirts__300__side_skirt_a_300_x2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Skirts/300/side_skirt_a_300_x2.stl.glb
LINK: ./glbs/Voron-2__STLs__Skirts__300__side_skirt_b_300_x2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Skirts/300/side_skirt_b_300_x2.stl.glb
LINK: ./glbs/Voron-2__STLs__Skirts__350__front_skirt_a_350.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Skirts/350/front_skirt_a_350.stl.glb
LINK: ./glbs/Voron-2__STLs__Skirts__350__front_skirt_b_350.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Skirts/350/front_skirt_b_350.stl.glb
LINK: ./glbs/Voron-2__STLs__Skirts__350__rear_center_skirt_350.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Skirts/350/rear_center_skirt_350.stl.glb
LINK: ./glbs/Voron-2__STLs__Skirts__350__side_skirt_a_350_x2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Skirts/350/side_skirt_a_350_x2.stl.glb
LINK: ./glbs/Voron-2__STLs__Skirts__350__side_skirt_b_350_x2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Skirts/350/side_skirt_b_350_x2.stl.glb
LINK: ./glbs/Voron-2__STLs__Skirts___a__belt_guard_a_x2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Skirts/[a]_belt_guard_a_x2.stl.glb
LINK: ./glbs/Voron-2__STLs__Skirts___a__belt_guard_b_x2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Skirts/[a]_belt_guard_b_x2.stl.glb
LINK: ./glbs/Voron-2__STLs__Skirts___a__fan_grill_a_x2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Skirts/[a]_fan_grill_a_x2.stl.glb
LINK: ./glbs/Voron-2__STLs__Skirts___a__fan_grill_b_x2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Skirts/[a]_fan_grill_b_x2.stl.glb
LINK: ./glbs/Voron-2__STLs__Skirts___a__fan_grill_open_optional_x2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Skirts/[a]_fan_grill_open_optional_x2.stl.glb
LINK: ./glbs/Voron-2__STLs__Skirts___a__fan_grill_retainer_x2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Skirts/[a]_fan_grill_retainer_x2.stl.glb
LINK: ./glbs/Voron-2__STLs__Skirts___a__keystone_blank_insert.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Skirts/[a]_keystone_blank_insert.stl.glb
LINK: ./glbs/Voron-2__STLs__Skirts__keystone_panel.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Skirts/keystone_panel.stl.glb
LINK: ./glbs/Voron-2__STLs__Skirts__power_inlet_IECGS_1mm.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Skirts/power_inlet_IECGS_1mm.stl.glb
LINK: ./glbs/Voron-2__STLs__Skirts__side_fan_support_x2.STL.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Skirts/side_fan_support_x2.STL.glb
LINK: ./glbs/Voron-2__STLs__Spool_Management__bowden_retainer.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Spool_Management/bowden_retainer.stl.glb
LINK: ./glbs/Voron-2__STLs__Spool_Management__spool_holder.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Spool_Management/spool_holder.stl.glb
LINK: ./glbs/Voron-2__STLs__Test_Prints__Heatset_Practice.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Test_Prints/Heatset_Practice.stl.glb
LINK: ./glbs/Voron-2__STLs__Tools__MGN12_rail_guide_x2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Tools/MGN12_rail_guide_x2.stl.glb
LINK: ./glbs/Voron-2__STLs__Tools__MGN9_rail_guide_x2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Tools/MGN9_rail_guide_x2.stl.glb
LINK: ./glbs/Voron-2__STLs__Tools__pulley_jig.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Tools/pulley_jig.stl.glb
LINK: ./glbs/Voron-2__STLs__Z_Drive___a__belt_tensioner_a_x2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Z_Drive/[a]_belt_tensioner_a_x2.stl.glb
LINK: ./glbs/Voron-2__STLs__Z_Drive___a__belt_tensioner_b_x2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Z_Drive/[a]_belt_tensioner_b_x2.stl.glb
LINK: ./glbs/Voron-2__STLs__Z_Drive___a__z_drive_baseplate_a_x2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Z_Drive/[a]_z_drive_baseplate_a_x2.stl.glb
LINK: ./glbs/Voron-2__STLs__Z_Drive___a__z_drive_baseplate_b_x2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Z_Drive/[a]_z_drive_baseplate_b_x2.stl.glb
LINK: ./glbs/Voron-2__STLs__Z_Drive__z_drive_main_a_x2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Z_Drive/z_drive_main_a_x2.stl.glb
LINK: ./glbs/Voron-2__STLs__Z_Drive__z_drive_main_b_x2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Z_Drive/z_drive_main_b_x2.stl.glb
LINK: ./glbs/Voron-2__STLs__Z_Drive__z_drive_retainer_a_x2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Z_Drive/z_drive_retainer_a_x2.stl.glb
LINK: ./glbs/Voron-2__STLs__Z_Drive__z_drive_retainer_b_x2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Z_Drive/z_drive_retainer_b_x2.stl.glb
LINK: ./glbs/Voron-2__STLs__Z_Drive__z_motor_mount_a_x2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Z_Drive/z_motor_mount_a_x2.stl.glb
LINK: ./glbs/Voron-2__STLs__Z_Drive__z_motor_mount_b_x2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Z_Drive/z_motor_mount_b_x2.stl.glb
LINK: ./glbs/Voron-2__STLs__Z_Idlers___a__z_tensioner_9mm_x4.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Z_Idlers/[a]_z_tensioner_9mm_x4.stl.glb
LINK: ./glbs/Voron-2__STLs__Z_Idlers__z_tensioner_bracket_a_x2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Z_Idlers/z_tensioner_bracket_a_x2.stl.glb
LINK: ./glbs/Voron-2__STLs__Z_Idlers__z_tensioner_bracket_b_x2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-2/STLs/Z_Idlers/z_tensioner_bracket_b_x2.stl.glb
LINK: ./glbs/Voron-Stealthburner__STLs__Clockwork2__Direct_Drive___a__guidler_a.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-Stealthburner/STLs/Clockwork2/Direct_Drive/[a]_guidler_a.stl.glb
LINK: ./glbs/Voron-Stealthburner__STLs__Clockwork2__Direct_Drive___a__guidler_b.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-Stealthburner/STLs/Clockwork2/Direct_Drive/[a]_guidler_b.stl.glb
LINK: ./glbs/Voron-Stealthburner__STLs__Clockwork2__Direct_Drive___a__latch.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-Stealthburner/STLs/Clockwork2/Direct_Drive/[a]_latch.stl.glb
LINK: ./glbs/Voron-Stealthburner__STLs__Clockwork2__Direct_Drive___a__latch_shuttle.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-Stealthburner/STLs/Clockwork2/Direct_Drive/[a]_latch_shuttle.stl.glb
LINK: ./glbs/Voron-Stealthburner__STLs__Clockwork2__Direct_Drive__main_body.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-Stealthburner/STLs/Clockwork2/Direct_Drive/main_body.stl.glb
LINK: ./glbs/Voron-Stealthburner__STLs__Clockwork2__Direct_Drive__motor_plate.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-Stealthburner/STLs/Clockwork2/Direct_Drive/motor_plate.stl.glb
LINK: ./glbs/Voron-Stealthburner__STLs__Clockwork2___a__pcb_spacer.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-Stealthburner/STLs/Clockwork2/[a]_pcb_spacer.stl.glb
LINK: ./glbs/Voron-Stealthburner__STLs__Clockwork2__chain_anchor_2hole.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-Stealthburner/STLs/Clockwork2/chain_anchor_2hole.stl.glb
LINK: ./glbs/Voron-Stealthburner__STLs__Stealthburner__Printheads__revo_voron__stealthburner_printhead_revo_voron_front.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-Stealthburner/STLs/Stealthburner/Printheads/revo_voron/stealthburner_printhead_revo_voron_front.stl.glb
LINK: ./glbs/Voron-Stealthburner__STLs__Stealthburner__Printheads__revo_voron__stealthburner_printhead_revo_voron_rear_cw2.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-Stealthburner/STLs/Stealthburner/Printheads/revo_voron/stealthburner_printhead_revo_voron_rear_cw2.stl.glb
LINK: ./glbs/Voron-Stealthburner__STLs__Stealthburner___a__stealthburner_main_body.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-Stealthburner/STLs/Stealthburner/[a]_stealthburner_main_body.stl.glb
LINK: ./glbs/Voron-Stealthburner__STLs__Stealthburner___c__stealthburner_LED_diffuser.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-Stealthburner/STLs/Stealthburner/[c]_stealthburner_LED_diffuser.stl.glb
LINK: ./glbs/Voron-Stealthburner__STLs__Stealthburner___o__stealthburner_LED_carrier.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-Stealthburner/STLs/Stealthburner/[o]_stealthburner_LED_carrier.stl.glb
LINK: ./glbs/Voron-Stealthburner__STLs__Stealthburner___o__stealthburner_LED_diffuser_mask.stl.glb -> /home/jlpoole/work/Voron/test1/Voron-Stealthburner/STLs/Stealthburner/[o]_stealthburner_LED_diffuser_mask.stl.glb
DONE. linked=128 skipped=0
0 (details in link_glbs_20260228_152056.log)

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.bin
.modules.yaml
.pnpm
.pnpm-workspace-state-v1.json
puppeteer

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{
"name": "batch_glb_png",
"type": "module",
"dependencies": {
"puppeteer": "^24.37.5",
"sharp": "^0.34.5"
}
}

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*
!README.md
!.gitignore

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<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width,initial-scale=1" />
<title>Headless GLB Renderer</title>
<style>
html, body { margin:0; padding:0; background:#fff; overflow:hidden; }
canvas { display:block; }
</style>
<script type="importmap">
{
"imports": {
"three": "./libs/three.module.js",
"three/addons/": "./vendor/three/addons/"
}
}
</script>
</head>
<body>
<script type="module">
import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
function qs (k) { return new URLSearchParams(location.search).get(k); }
const glbUrl = qs('glb');
const profileUrl = qs('profile');
window.__RENDER_STATUS__ = { ready:false, error:null, pngDataUrl:null };
if (!glbUrl || !profileUrl) {
window.__RENDER_STATUS__.error = "Missing ?glb=... or ?profile=...";
throw new Error(window.__RENDER_STATUS__.error);
}
const profile = await (await fetch(profileUrl)).json();
// Renderer
const renderer = new THREE.WebGLRenderer({
antialias: true,
preserveDrawingBuffer: true,
alpha: false
});
renderer.setPixelRatio(profile.output?.pixelRatio ?? 1);
renderer.setSize(profile.output?.width ?? 1024, profile.output?.height ?? 768, false);
// Three r152+ color management (safe-guard)
if (THREE.SRGBColorSpace) renderer.outputColorSpace = THREE.SRGBColorSpace;
const bg = profile.scene?.background ?? 0xffffff;
renderer.setClearColor(bg, 1);
document.body.appendChild(renderer.domElement);
// Scene
const scene = new THREE.Scene();
// Camera
const cam = new THREE.PerspectiveCamera(
profile.camera?.fov ?? 50,
(profile.output?.width ?? 1024) / (profile.output?.height ?? 768),
profile.camera?.near ?? 0.1,
profile.camera?.far ?? 1000
);
cam.position.fromArray(profile.camera?.position ?? [0,0,10]);
cam.up.fromArray(profile.camera?.up ?? [0,1,0]);
// We wont use OrbitControls in headless; we just mimic its target by looking at it.
const target = new THREE.Vector3().fromArray(profile.controls?.target ?? [0,0,0]);
cam.lookAt(target);
cam.updateProjectionMatrix();
// Lights
const dir = new THREE.DirectionalLight(0xffffff, profile.lights?.directional?.intensity ?? 2.0);
dir.position.fromArray(profile.lights?.directional?.position ?? [5,5,5]);
scene.add(dir);
const amb = new THREE.AmbientLight(0xffffff, profile.lights?.ambient?.intensity ?? 0.5);
scene.add(amb);
// Load GLB
const loader = new GLTFLoader();
const gltf = await loader.loadAsync(glbUrl);
const root = gltf.scene;
scene.add(root);
// --- Fit-to-frame while keeping the profile's viewing direction ---
const box = new THREE.Box3().setFromObject(root);
const size = box.getSize(new THREE.Vector3());
const center = box.getCenter(new THREE.Vector3());
// Use profile target if present, but still re-center model so target makes sense
const profTarget = new THREE.Vector3().fromArray(profile.controls?.target ?? [0, 0, 0]);
// Shift the model so its center sits at the profile target (usually [0,0,0] or your saved target)
root.position.sub(center).add(profTarget);
// Recompute bounds after shifting
const box2 = new THREE.Box3().setFromObject(root);
const size2 = box2.getSize(new THREE.Vector3());
const center2 = box2.getCenter(new THREE.Vector3());
// Keep the same view direction as the profile camera->target vector
const profCamPos = new THREE.Vector3().fromArray(profile.camera?.position ?? [0, 0, 10]);
const viewDir = profCamPos.clone().sub(profTarget).normalize();
// Compute distance so the whole object fits the camera FOV
const maxDim = Math.max(size2.x, size2.y, size2.z, 1e-6);
const fov = cam.fov * (Math.PI / 180);
const fitPadding = profile.camera?.fitPadding ?? 1.15; // you can add this to JSON later
const distance = (maxDim / 2) / Math.tan(fov / 2) * fitPadding;
// Position camera and aim
cam.position.copy(center2).add(viewDir.multiplyScalar(distance));
cam.lookAt(center2);
cam.updateProjectionMatrix();
// Adjust near/far safely
cam.near = Math.max(0.01, distance / 100);
cam.far = distance * 100;
cam.updateProjectionMatrix();
// Apply renderParams
const wireframe = !!profile.renderParams?.wireframe;
root.traverse((obj) => {
if (obj.isMesh && obj.material) {
// If multi-material
if (Array.isArray(obj.material)) {
obj.material.forEach(m => { m.wireframe = wireframe; m.needsUpdate = true; });
} else {
obj.material.wireframe = wireframe;
obj.material.needsUpdate = true;
}
}
});
// Optional: edges overlay if you later add it (kept off unless you implement lines).
// profile.renderParams.edgeAngle is available; current lab.html uses it to build edges.
renderer.render(scene, cam);
// Give the GPU a beat (helps on some headless setups)
await new Promise(r => setTimeout(r, 50));
window.__RENDER_STATUS__.pngDataUrl = renderer.domElement.toDataURL('image/png');
window.__RENDER_STATUS__.ready = true;
</script>
</body>
</html>

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{
"provenance": "lab.html exportProfile Sat Feb 28 2026 11:17:25 GMT-0800 (Pacific Standard Time)",
"output": {
"width": 1227,
"height": 994,
"pixelRatio": 1
},
"scene": {
"background": 16777215
},
"camera": {
"type": "PerspectiveCamera",
"fov": 50,
"near": 0.1,
"far": 1000,
"position": [
-12.932153617745264,
18.85116776875012,
19.470685732446455
],
"up": [
0,
1,
0
]
},
"controls": {
"target": [
0,
0,
0
]
},
"renderParams": {
"wireframe": false,
"edgeAngle": 30,
"lightIntensity": 3
},
"lights": {
"directional": {
"position": [
5,
5,
5
],
"intensity": 3
},
"ambient": {
"intensity": 0.6
}
}
}

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../vendor

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<!DOCTYPE html>
<!-- To run, start a local server:
python3 -m http.server 8001
Then open http://localhost:8001/lab.html in a modern browser.
-->
<html>
<head>
<meta charset="utf-8">
<title>RenderLab: PNG Profile Exporter</title>
<style>
body { margin:0; background:white; }
canvas { display:block; }
</style>
<script type="importmap">
{
"imports": {
"three": "./vendor/three/build/three.module.js",
"three/addons/": "./vendor/three/addons/"
}
}
</script>
</head>
<body>
<script type="module">
import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import GUI from 'three/addons/libs/lil-gui.module.min.js';
const scene = new THREE.Scene();
scene.background = new THREE.Color(0xffffff);
const camera = new THREE.PerspectiveCamera(50, innerWidth/innerHeight, 0.1, 1000);
camera.position.set(3,3,3);
const renderer = new THREE.WebGLRenderer({
antialias: true,
preserveDrawingBuffer: true, // <-- critical for toDataURL on many setups
alpha: false // ensure opaque canvas
});
renderer.setSize(innerWidth, innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setClearColor(0xffffff, 1); // opaque white
document.body.appendChild(renderer.domElement);
const controls = new OrbitControls(camera, renderer.domElement);
const light = new THREE.DirectionalLight(0xffffff, 1.5);
light.position.set(5,5,5);
scene.add(light);
const ambient = new THREE.AmbientLight(0xffffff, 0.6);
scene.add(ambient);
let mesh, edgeLines;
const loader = new GLTFLoader();
//
// This part is particularly tricky to view, so it makes an excellent test case.
//
// ./Voron-Stealthburner/STLs/Stealthburner/[o]_stealthburner_LED_carrier.stl.glb
//
loader.load('[o]_stealthburner_LED_carrier.stl.glb', gltf => {
mesh = gltf.scene.children[0];
mesh.material = new THREE.MeshStandardMaterial({
color: 0xdddddd,
roughness: 0.9,
metalness: 0
});
scene.add(mesh);
addEdges(30);
});
function ts_yyyymmdd_hhmiss () {
const d = new Date();
const pad = n => String(n).padStart(2,'0');
return (
d.getFullYear() +
pad(d.getMonth()+1) +
pad(d.getDate()) + '_' +
pad(d.getHours()) +
pad(d.getMinutes()) +
pad(d.getSeconds())
);
}
function downloadTextFile (filename, text) {
const blob = new Blob([text], { type: 'application/json' });
const url = URL.createObjectURL(blob);
const a = document.createElement('a');
a.href = url;
a.download = filename;
a.click();
URL.revokeObjectURL(url);
}
function addEdges(angle) {
if (!mesh) return;
if (edgeLines) scene.remove(edgeLines);
const edges = new THREE.EdgesGeometry(mesh.geometry, angle);
edgeLines = new THREE.LineSegments(
edges,
new THREE.LineBasicMaterial({ color: 0x000000 })
);
scene.add(edgeLines);
}
const params = {
wireframe: false,
edgeAngle: 30,
lightIntensity: 1.5,
savePNG: () => {
renderer.render(scene, camera); // recommended before capture
const link = document.createElement('a');
link.download = 'render.png';
link.href = renderer.domElement.toDataURL("image/png");
link.click();
},
exportProfile: () => {
controls.update(); // ensure target is current
const profile = {
provenance: `lab.html exportProfile ${new Date().toString()}`,
output: {
width: renderer.domElement.width,
height: renderer.domElement.height,
pixelRatio: renderer.getPixelRatio()
},
scene: {
background: scene.background?.getHex?.() ?? null
},
camera: {
type: 'PerspectiveCamera',
fov: camera.fov,
near: camera.near,
far: camera.far,
position: camera.position.toArray(),
up: camera.up.toArray()
},
controls: {
target: controls.target.toArray()
},
renderParams: {
wireframe: params.wireframe,
edgeAngle: params.edgeAngle,
lightIntensity: params.lightIntensity
},
lights: {
directional: { position: light.position.toArray(), intensity: light.intensity },
ambient: { intensity: ambient.intensity }
}
};
const fn = `three_profile_${ts_yyyymmdd_hhmiss()}.json`;
downloadTextFile(fn, JSON.stringify(profile, null, 2));
console.log('Exported profile:', profile);
}
};
const gui = new GUI();
gui.add(params, 'wireframe').onChange(v => {
if (mesh) mesh.material.wireframe = v;
});
gui.add(params, 'edgeAngle', 1, 90).onChange(v => addEdges(v));
gui.add(params, 'lightIntensity', 0, 3).onChange(v => light.intensity = v);
gui.add(params, 'savePNG');
gui.add(params, 'exportProfile');
window.addEventListener('resize', () => {
camera.aspect = innerWidth/innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(innerWidth, innerHeight);
});
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
animate();
</script>
</body>
</html>

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*
!.gitignore

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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>GLB Wireframe Viewer</title>
<style>
body { margin:0; background:white; }
canvas { display:block; }
</style>
</head>
<body>
<script type="module">
import * as THREE from './three.module.js';
import { GLTFLoader } from './GLTFLoader.js';
import { OrbitControls } from './OrbitControls.js';
const scene = new THREE.Scene();
scene.background = new THREE.Color(0xffffff);
const camera = new THREE.PerspectiveCamera(50, innerWidth/innerHeight, 0.1, 1000);
camera.position.set(3,3,3);
const renderer = new THREE.WebGLRenderer({ antialias:true });
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
const controls = new OrbitControls(camera, renderer.domElement);
const light = new THREE.DirectionalLight(0xffffff, 1.5);
light.position.set(5,5,5);
scene.add(light);
let mesh, edgeLines;
const loader = new GLTFLoader();
loader.load('part.glb', gltf => {
mesh = gltf.scene.children[0];
mesh.material = new THREE.MeshStandardMaterial({
color: 0xdddddd,
roughness: 0.9,
metalness: 0
});
scene.add(mesh);
addEdges(30);
});
function addEdges(angle) {
if (edgeLines) scene.remove(edgeLines);
const edges = new THREE.EdgesGeometry(mesh.geometry, angle);
edgeLines = new THREE.LineSegments(
edges,
new THREE.LineBasicMaterial({ color: 0x000000 })
);
scene.add(edgeLines);
}
window.addEventListener('keydown', e => {
if (e.key === 'w') mesh.material.wireframe = !mesh.material.wireframe;
if (e.key === 'e') addEdges(25);
});
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
animate();
</script>
</body>
</html>