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'use strict';
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/**
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* THREE.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 THREE.GCodeLoader
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* @param {Manager} manager Loading manager.
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* @author tentone
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* @author joewalnes
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*/
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THREE.GCodeLoader = function ( manager ) {
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this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
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this.splitLayer = false;
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};
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THREE.GCodeLoader.prototype.load = function ( url, onLoad, onProgress, onError ) {
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var self = this;
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var loader = new THREE.FileLoader( self.manager );
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loader.setPath( self.path );
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loader.load( url, function ( text ) {
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onLoad( self.parse( text ) );
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}, onProgress, onError );
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};
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THREE.GCodeLoader.prototype.setPath = function ( value ) {
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this.path = value;
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return this;
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};
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THREE.GCodeLoader.prototype.parse = function ( data ) {
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var state = { x: 0, y: 0, z: 0, e: 0, f: 0, extruding: false, relative: false };
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var layers = [];
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var currentLayer = undefined;
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var pathMaterial = new THREE.LineBasicMaterial( { color: 0xFF0000 } );
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pathMaterial.name = 'path';
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var extrudingMaterial = new THREE.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 ( line.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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var lines = data.replace( /;.+/g, '' ).split( '\n' );
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for ( var i = 0; i < lines.length; i ++ ) {
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var tokens = lines[ i ].split( ' ' );
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var cmd = tokens[ 0 ].toUpperCase();
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//Argumments
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var args = {};
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tokens.splice( 1 ).forEach( function ( token ) {
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if ( token[ 0 ] !== undefined ) {
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var key = token[ 0 ].toLowerCase();
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var 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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var 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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line.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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var 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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state = line;
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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 ) {
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var geometry = new THREE.BufferGeometry();
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geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( vertex, 3 ) );
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var segments = new THREE.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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var object = new THREE.Group();
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object.name = 'gcode';
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if ( this.splitLayer ) {
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for ( var i = 0; i < layers.length; i ++ ) {
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var layer = layers[ i ];
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addObject( layer.vertex, true );
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addObject( layer.pathVertex, false );
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}
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} else {
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var vertex = [], pathVertex = [];
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for ( var i = 0; i < layers.length; i ++ ) {
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var layer = layers[ i ];
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vertex = vertex.concat( layer.vertex );
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pathVertex = pathVertex.concat( layer.pathVertex );
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}
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addObject( vertex, true );
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addObject( pathVertex, false );
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}
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object.quaternion.setFromEuler( new THREE.Euler( - Math.PI / 2, 0, 0 ) );
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return object;
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};
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