'use strict'; /** * 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 THREE.GCodeLoader * @param {Manager} manager Loading manager. * @author tentone * @author joewalnes */ THREE.GCodeLoader = function ( manager ) { this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; this.splitLayer = false; }; THREE.GCodeLoader.prototype.load = function ( url, onLoad, onProgress, onError ) { var self = this; var loader = new THREE.FileLoader( self.manager ); loader.setPath( self.path ); loader.load( url, function ( text ) { onLoad( self.parse( text ) ); }, onProgress, onError ); }; THREE.GCodeLoader.prototype.setPath = function ( value ) { this.path = value; return this; }; THREE.GCodeLoader.prototype.parse = function ( data ) { var state = { x: 0, y: 0, z: 0, e: 0, f: 0, extruding: false, relative: false }; var layers = []; var currentLayer = undefined; var pathMaterial = new THREE.LineBasicMaterial( { color: 0x0d5ed8,linewidth: 3.0 } ); pathMaterial.name = 'path'; var extrudingMaterial = new THREE.LineBasicMaterial( { color: 0xd8c70d,linewidth: 3.0} ); 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 ( line.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; } var lines = data.replace( /;.+/g, '' ).split( '\n' ); for ( var i = 0; i < lines.length; i ++ ) { var tokens = lines[ i ].split( ' ' ); var cmd = tokens[ 0 ].toUpperCase(); //Argumments var args = {}; tokens.splice( 1 ).forEach( function ( token ) { if ( token[ 0 ] !== undefined ) { var key = token[ 0 ].toLowerCase(); var value = parseFloat( token.substring( 1 ) ); args[ key ] = value; } } ); //Process commands //G0/G1 – Linear Movement if ( cmd === 'G0' || cmd === 'G1' ) { var 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 ) { line.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 var 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; state = line; } else { console.warn( 'THREE.GCodeLoader: Command not supported:' + cmd ); } } function addObject( vertex, extruding ) { var geometry = new THREE.BufferGeometry(); geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( vertex, 3 ) ); var segments = new THREE.LineSegments( geometry, extruding ? extrudingMaterial : pathMaterial ); segments.name = 'layer' + i; object.add( segments ); } var object = new THREE.Group(); object.name = 'gcode'; if ( this.splitLayer ) { for ( var i = 0; i < layers.length; i ++ ) { var layer = layers[ i ]; addObject( layer.vertex, true ); addObject( layer.pathVertex, false ); } } else { var vertex = [], pathVertex = []; for ( var i = 0; i < layers.length; i ++ ) { var layer = layers[ i ]; vertex = vertex.concat( layer.vertex ); pathVertex = pathVertex.concat( layer.pathVertex ); } addObject( vertex, true ); addObject( pathVertex, false ); } object.quaternion.setFromEuler( new THREE.Euler( - Math.PI / 2, 0, 0 ) ); return object; };