262 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			262 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import {
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									BufferGeometry,
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									FileLoader,
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									Float32BufferAttribute,
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									Group,
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									LineBasicMaterial,
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									LineSegments,
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									Loader
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								} from 'three';
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								/**
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								 * GCodeLoader is used to load gcode files usually used for 3D printing or CNC applications.
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								 *
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								 * Gcode files are composed by commands used by machines to create objects.
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								 *
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								 * @class GCodeLoader
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								 * @param {Manager} manager Loading manager.
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								 */
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								class GCodeLoader extends Loader {
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									constructor( manager ) {
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										super( manager );
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										this.splitLayer = false;
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									}
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									load( url, onLoad, onProgress, onError ) {
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										const scope = this;
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										const loader = new FileLoader( scope.manager );
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										loader.setPath( scope.path );
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										loader.setRequestHeader( scope.requestHeader );
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										loader.setWithCredentials( scope.withCredentials );
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										loader.load( url, function ( text ) {
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											try {
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												onLoad( scope.parse( text ) );
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											} catch ( e ) {
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												if ( onError ) {
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													onError( e );
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												} else {
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													console.error( e );
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												}
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												scope.manager.itemError( url );
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											}
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										}, onProgress, onError );
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									}
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									parse( data ) {
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										let state = { x: 0, y: 0, z: 0, e: 0, f: 0, extruding: false, relative: false };
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										const layers = [];
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										let currentLayer = undefined;
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										const pathMaterial = new LineBasicMaterial( { color: 0xFF0000 } );
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										pathMaterial.name = 'path';
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										const extrudingMaterial = new LineBasicMaterial( { color: 0x00FF00 } );
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										extrudingMaterial.name = 'extruded';
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										function newLayer( line ) {
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											currentLayer = { vertex: [], pathVertex: [], z: line.z };
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											layers.push( currentLayer );
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										}
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										//Create lie segment between p1 and p2
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										function addSegment( p1, p2 ) {
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											if ( currentLayer === undefined ) {
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												newLayer( p1 );
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											}
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											if ( state.extruding ) {
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												currentLayer.vertex.push( p1.x, p1.y, p1.z );
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												currentLayer.vertex.push( p2.x, p2.y, p2.z );
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											} else {
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												currentLayer.pathVertex.push( p1.x, p1.y, p1.z );
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												currentLayer.pathVertex.push( p2.x, p2.y, p2.z );
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											}
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										}
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										function delta( v1, v2 ) {
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											return state.relative ? v2 : v2 - v1;
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										}
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										function absolute( v1, v2 ) {
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											return state.relative ? v1 + v2 : v2;
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										}
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										const lines = data.replace( /;.+/g, '' ).split( '\n' );
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										for ( let i = 0; i < lines.length; i ++ ) {
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											const tokens = lines[ i ].split( ' ' );
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											const cmd = tokens[ 0 ].toUpperCase();
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											//Argumments
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											const args = {};
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											tokens.splice( 1 ).forEach( function ( token ) {
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												if ( token[ 0 ] !== undefined ) {
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													const key = token[ 0 ].toLowerCase();
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													const value = parseFloat( token.substring( 1 ) );
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													args[ key ] = value;
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												}
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											} );
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											//Process commands
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											//G0/G1 – Linear Movement
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											if ( cmd === 'G0' || cmd === 'G1' ) {
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												const line = {
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													x: args.x !== undefined ? absolute( state.x, args.x ) : state.x,
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													y: args.y !== undefined ? absolute( state.y, args.y ) : state.y,
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													z: args.z !== undefined ? absolute( state.z, args.z ) : state.z,
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													e: args.e !== undefined ? absolute( state.e, args.e ) : state.e,
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													f: args.f !== undefined ? absolute( state.f, args.f ) : state.f,
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												};
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												//Layer change detection is or made by watching Z, it's made by watching when we extrude at a new Z position
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												if ( delta( state.e, line.e ) > 0 ) {
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													state.extruding = delta( state.e, line.e ) > 0;
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													if ( currentLayer == undefined || line.z != currentLayer.z ) {
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														newLayer( line );
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													}
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												}
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												addSegment( state, line );
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												state = line;
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											} else if ( cmd === 'G2' || cmd === 'G3' ) {
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												//G2/G3 - Arc Movement ( G2 clock wise and G3 counter clock wise )
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												//console.warn( 'THREE.GCodeLoader: Arc command not supported' );
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											} else if ( cmd === 'G90' ) {
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												//G90: Set to Absolute Positioning
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												state.relative = false;
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											} else if ( cmd === 'G91' ) {
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												//G91: Set to state.relative Positioning
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												state.relative = true;
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											} else if ( cmd === 'G92' ) {
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												//G92: Set Position
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												const line = state;
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												line.x = args.x !== undefined ? args.x : line.x;
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												line.y = args.y !== undefined ? args.y : line.y;
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												line.z = args.z !== undefined ? args.z : line.z;
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												line.e = args.e !== undefined ? args.e : line.e;
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											} else {
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												//console.warn( 'THREE.GCodeLoader: Command not supported:' + cmd );
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											}
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										}
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										function addObject( vertex, extruding, i ) {
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											const geometry = new BufferGeometry();
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											geometry.setAttribute( 'position', new Float32BufferAttribute( vertex, 3 ) );
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											const segments = new LineSegments( geometry, extruding ? extrudingMaterial : pathMaterial );
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											segments.name = 'layer' + i;
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											object.add( segments );
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										}
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										const object = new Group();
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										object.name = 'gcode';
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										if ( this.splitLayer ) {
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											for ( let i = 0; i < layers.length; i ++ ) {
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												const layer = layers[ i ];
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												addObject( layer.vertex, true, i );
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												addObject( layer.pathVertex, false, i );
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											}
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										} else {
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											const vertex = [],
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												pathVertex = [];
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											for ( let i = 0; i < layers.length; i ++ ) {
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												const layer = layers[ i ];
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												const layerVertex = layer.vertex;
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												const layerPathVertex = layer.pathVertex;
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												for ( let j = 0; j < layerVertex.length; j ++ ) {
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													vertex.push( layerVertex[ j ] );
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												}
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												for ( let j = 0; j < layerPathVertex.length; j ++ ) {
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													pathVertex.push( layerPathVertex[ j ] );
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												}
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											}
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											addObject( vertex, true, layers.length );
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											addObject( pathVertex, false, layers.length );
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										}
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										object.rotation.set( - Math.PI / 2, 0, 0 );
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										return object;
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									}
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								}
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								export { GCodeLoader };
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