Files
Tiago Conceição 9276735203 v3.7.2
- **File formats:**
  - (Add) AnyCubic PM3R (#587)
  - (Add) AnyCubic PMX2
  - (Fix) LGS: `LightOffDelay` is `WaitTimeBeforeCure` in this format
- **PrusaSlicer printer:**
  - (Add) AnyCubic Photon M3 Premium
  - (Add) AnyCubic Photon Mono X2
- (Fix) Scripting: Unable to use sub-classes (#583)
- (Fix) Loading an image as file cause application to crash
- (Fix) "File - Send to" doesn't ignore case on file extension names resulting in ignore files in a uppercase even if extension is correct
- (Fix) Do not show layer material milliliters when value is 0 or the percentage is NaN
- (Fix) Auto-upgrade on Linux with AppImage integrated on system causes the file name to grow with hash strings
2022-10-20 21:42:31 +01:00

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//------------------------------------------------
//--- 010 Editor v8.0.1 Binary Template
//
// File: Longer Orange 10, 30
// Authors: Tiago Conceição
//------------------------------------------------
LittleEndian();
typedef struct() {
uint32 DataSize <fgcolor=cBlack, bgcolor=cWhite>;
ubyte LayerRLE[DataSize] <fgcolor=cBlack, bgcolor=cRed>;
} layerData;
struct HEADER {
char Name[8] <fgcolor=cBlack, bgcolor=cWhite>;
uint Uint_08 <fgcolor=cBlack, bgcolor=cRed>;
uint Uint_0C <fgcolor=cBlack, bgcolor=cRed>;
uint PrinterModel <fgcolor=cBlack, bgcolor=cRed>;
uint Uint_14 <fgcolor=cBlack, bgcolor=cRed>;
uint MagicKey <fgcolor=cBlack, bgcolor=cRed>;
float PixelPerMmX <fgcolor=cBlack, bgcolor=cRed>;
float PixelPerMmY <fgcolor=cBlack, bgcolor=cRed>;
float ResolutionX <fgcolor=cBlack, bgcolor=cRed>;
float ResolutionY <fgcolor=cBlack, bgcolor=cRed>;
float LayerHeight <fgcolor=cBlack, bgcolor=cRed>;
float ExposureTimeMs <fgcolor=cBlack, bgcolor=cRed>;
float BottomExposureTimeMs <fgcolor=cBlack, bgcolor=cRed>;
float Float_38 <fgcolor=cBlack, bgcolor=cRed>;
float WaiTimeBeforeCureMs <fgcolor=cBlack, bgcolor=cRed>;
float BottomWaiTimeBeforeCureMs <fgcolor=cBlack, bgcolor=cRed>;
float BottomHeight <fgcolor=cBlack, bgcolor=cRed>;
float Float_48 <fgcolor=cBlack, bgcolor=cRed>;
float BottomLiftHeight <fgcolor=cBlack, bgcolor=cRed>;
float LiftHeight <fgcolor=cBlack, bgcolor=cRed>;
float LiftSpeed <fgcolor=cBlack, bgcolor=cRed>;
float LiftSpeed_ <fgcolor=cBlack, bgcolor=cRed>;
float BottomLiftSpeed <fgcolor=cBlack, bgcolor=cRed>;
float BottomLiftSpeed_ <fgcolor=cBlack, bgcolor=cRed>;
float Float_64 <fgcolor=cBlack, bgcolor=cRed>;
float Float_68 <fgcolor=cBlack, bgcolor=cRed>;
float Float_6c <fgcolor=cBlack, bgcolor=cRed>;
float Float_70 <fgcolor=cBlack, bgcolor=cRed>;
float Float_74 <fgcolor=cBlack, bgcolor=cRed>;
float Float_78 <fgcolor=cBlack, bgcolor=cRed>;
float Float_7c <fgcolor=cBlack, bgcolor=cRed>;
float Float_80 <fgcolor=cBlack, bgcolor=cRed>;
float Float_84 <fgcolor=cBlack, bgcolor=cRed>;
float Float_88 <fgcolor=cBlack, bgcolor=cRed>;
float Float_8c <fgcolor=cBlack, bgcolor=cRed>;
float Float_90 <fgcolor=cBlack, bgcolor=cRed>;
float MachineZ <fgcolor=cBlack, bgcolor=cRed>;
uint Uint_98 <fgcolor=cBlack, bgcolor=cRed>;
uint Uint_9c <fgcolor=cBlack, bgcolor=cRed>;
uint Uint_a0 <fgcolor=cBlack, bgcolor=cRed>;
uint LayerCount <fgcolor=cBlack, bgcolor=cRed>;
uint Uint_a8 <fgcolor=cBlack, bgcolor=cRed>;
uint PreviewSizeX <fgcolor=cBlack, bgcolor=cRed>;
uint PreviewSizeY <fgcolor=cBlack, bgcolor=cRed>;
} header;
ubyte preview_data[header.PreviewSizeX*header.PreviewSizeY*2];
if(header.PrinterModel == 120) // .lgs120
{
struct PNG_PREVIEW {
uint pngLength <fgcolor=cBlack, bgcolor=cRed>;
ubyte png[pngLength] <fgcolor=cBlack, bgcolor=cYellow>;
ushort padding <fgcolor=cBlack, bgcolor=cRed>;
} png_preview;
}
struct LAYERS {
local int i;
for( i = 0; i < header.LayerCount; i++ ){
layerData lD();
}
} layers;