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