Buckets:
| import { | |
| BufferGeometry, | |
| FileLoader, | |
| Float32BufferAttribute, | |
| Group, | |
| LineBasicMaterial, | |
| LineSegments, | |
| Loader | |
| } from 'three'; | |
| /** | |
| * A loader for the GCode format. | |
| * | |
| * GCode files are usually used for 3D printing or CNC applications. | |
| * | |
| * ```js | |
| * const loader = new GCodeLoader(); | |
| * const object = await loader.loadAsync( 'models/gcode/benchy.gcode' ); | |
| * scene.add( object ); | |
| * ``` | |
| * | |
| * @augments Loader | |
| * @three_import import { GCodeLoader } from 'three/addons/loaders/GCodeLoader.js'; | |
| */ | |
| class GCodeLoader extends Loader { | |
| /** | |
| * Constructs a new GCode loader. | |
| * | |
| * @param {LoadingManager} [manager] - The loading manager. | |
| */ | |
| constructor( manager ) { | |
| super( manager ); | |
| /** | |
| * Whether to split layers or not. | |
| * | |
| * @type {boolean} | |
| * @default false | |
| */ | |
| this.splitLayer = false; | |
| } | |
| /** | |
| * Starts loading from the given URL and passes the loaded GCode asset | |
| * to the `onLoad()` callback. | |
| * | |
| * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. | |
| * @param {function(Group)} onLoad - Executed when the loading process has been finished. | |
| * @param {onProgressCallback} onProgress - Executed while the loading is in progress. | |
| * @param {onErrorCallback} onError - Executed when errors occur. | |
| */ | |
| 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 ); | |
| } | |
| /** | |
| * Parses the given GCode data and returns a group with lines. | |
| * | |
| * @param {string} data - The raw Gcode data as a string. | |
| * @return {Group} The parsed GCode asset. | |
| */ | |
| 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(); | |
| //Arguments | |
| 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 }; | |
Xet Storage Details
- Size:
- 6.38 kB
- Xet hash:
- 7a6d683b2cf0c82258a90bab47ba038aef211d9d911039c778e2d33e692d9dd5
·
Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.