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three

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JavaScript 3D library

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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, extrusionOverride: false, extrusionRelative: 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; } function absoluteExtrusion( v1, v2 ) { const relative = state.extrusionOverride ? state.extrusionRelative : state.relative; return 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 = Object.assign( {}, state ); // clone state if ( args.x !== undefined ) line.x = absolute( state.x, args.x ); if ( args.y !== undefined ) line.y = absolute( state.y, args.y ); if ( args.z !== undefined ) line.z = absolute( state.z, args.z ); if ( args.e !== undefined ) line.e = absoluteExtrusion( state.e, args.e ); if ( args.f !== undefined ) line.f = absolute( state.f, args.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; // reset M82/M83 extrusion override state.extrusionOverride = false; } else if ( cmd === 'G91' ) { //G91: Set to state.relative Positioning state.relative = true; // reset M82/M83 extrusion override state.extrusionOverride = false; } else if ( cmd === 'M82' ) { //M82: Override G91 and put the E axis into absolute mode independent of the other axes state.extrusionOverride = true; state.extrusionRelative = false; } else if ( cmd === 'M83' ) { //M83: Overrides G90 and put the E axis into relative mode independent of the other axes state.extrusionOverride = true; state.extrusionRelative = 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 };