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187fbc23
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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187fbc23
编写于
12月 18, 2017
作者:
M
Mr.doob
提交者:
GitHub
12月 18, 2017
浏览文件
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差异文件
Merge pull request #12897 from tentone/GCodeLoader
GCodeLoader and example
上级
130a02ea
5ffcc106
变更
4
展开全部
隐藏空白更改
内联
并排
Showing
4 changed file
with
66186 addition
and
0 deletion
+66186
-0
examples/files.js
examples/files.js
+1
-0
examples/js/loaders/GCodeLoader.js
examples/js/loaders/GCodeLoader.js
+236
-0
examples/models/gcode/benchy.gcode
examples/models/gcode/benchy.gcode
+65855
-0
examples/webgl_loader_gcode.html
examples/webgl_loader_gcode.html
+94
-0
未找到文件。
examples/files.js
浏览文件 @
187fbc23
...
...
@@ -88,6 +88,7 @@ var files = {
"
webgl_loader_ctm_materials
"
,
"
webgl_loader_draco
"
,
"
webgl_loader_fbx
"
,
"
webgl_loader_gcode
"
,
"
webgl_loader_gltf
"
,
"
webgl_loader_imagebitmap
"
,
"
webgl_loader_json_blender
"
,
...
...
examples/js/loaders/GCodeLoader.js
0 → 100644
浏览文件 @
187fbc23
'
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
.
load
(
url
,
function
(
text
)
{
onLoad
(
self
.
parse
(
text
)
);
},
onProgress
,
onError
);
};
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
box
=
new
THREE
.
Box3
();
var
pathMaterial
=
new
THREE
.
LineBasicMaterial
(
{
color
:
0xFFFF00
}
);
pathMaterial
.
name
=
'
path
'
;
var
extrudingMaterial
=
new
THREE
.
LineBasicMaterial
(
{
color
:
0xFFFFFF
}
);
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
);
currentLayer
.
vertex
.
push
(
p1
.
y
);
currentLayer
.
vertex
.
push
(
p1
.
z
);
currentLayer
.
vertex
.
push
(
p2
.
x
);
currentLayer
.
vertex
.
push
(
p2
.
y
);
currentLayer
.
vertex
.
push
(
p2
.
z
);
}
else
{
currentLayer
.
pathVertex
.
push
(
p1
.
x
);
currentLayer
.
pathVertex
.
push
(
p1
.
y
);
currentLayer
.
pathVertex
.
push
(
p1
.
z
);
currentLayer
.
pathVertex
.
push
(
p2
.
x
);
currentLayer
.
pathVertex
.
push
(
p2
.
y
);
currentLayer
.
pathVertex
.
push
(
p2
.
z
);
}
if
(
line
.
extruding
)
{
box
.
min
.
set
(
Math
.
min
(
box
.
min
.
x
,
p2
.
x
),
Math
.
min
(
box
.
min
.
y
,
p2
.
y
),
Math
.
min
(
box
.
min
.
z
,
p2
.
z
)
);
box
.
max
.
set
(
Math
.
max
(
box
.
max
.
x
,
p2
.
x
),
Math
.
max
(
box
.
max
.
y
,
p2
.
y
),
Math
.
max
(
box
.
max
.
z
,
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
;
}
//G2/G3 - Arc Movement ( G2 clock wise and G3 counter clock wise )
else
if
(
cmd
===
'
G2
'
||
cmd
===
'
G3
'
)
{
console
.
warn
(
'
THREE.GCodeLoader: Arc command not supported
'
);
}
//G90: Set to Absolute Positioning
else
if
(
cmd
===
'
G90
'
)
{
state
.
relative
=
false
;
}
//G91: Set to state.relative Positioning
else
if
(
cmd
===
'
G91
'
)
{
state
.
relative
=
true
;
}
//G92: Set Position
else
if
(
cmd
===
'
G92
'
)
{
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
.
BufferAttribute
(
new
Float32Array
(
vertex
),
3
)
);
var
segments
=
new
THREE
.
LineSegments
(
geometry
,
extruding
?
extrudingMaterial
:
pathMaterial
);
segments
.
name
=
'
layer
'
+
i
;
object
.
add
(
segments
);
}
var
object
=
new
THREE
.
Object3D
();
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
.
rotation
.
set
(
-
Math
.
PI
/
2
,
0
,
0
);
return
object
;
};
examples/models/gcode/benchy.gcode
0 → 100644
浏览文件 @
187fbc23
此差异已折叠。
点击以展开。
examples/webgl_loader_gcode.html
0 → 100644
浏览文件 @
187fbc23
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<title>
three.js webgl - loaders - GCode loader
</title>
<meta
charset=
"utf-8"
>
<meta
name=
"viewport"
content=
"width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"
>
<style>
body
{
font-family
:
Monospace
;
background-color
:
#000
;
color
:
#fff
;
margin
:
0px
;
overflow
:
hidden
;
}
#info
{
color
:
#fff
;
position
:
absolute
;
top
:
10px
;
width
:
100%
;
text-align
:
center
;
z-index
:
100
;
display
:
block
;
}
#info
a
,
.button
{
color
:
#f00
;
font-weight
:
bold
;
text-decoration
:
underline
;
cursor
:
pointer
}
</style>
</head>
<body>
<div
id=
"info"
>
<a
href=
"http://threejs.org"
target=
"_blank"
rel=
"noopener"
>
three.js
</a>
- GCode loader
</div>
<script
src=
"../build/three.js"
></script>
<script
src=
"js/controls/OrbitControls.js"
></script>
<script
src=
"js/loaders/GCodeLoader.js"
></script>
<script>
var
container
,
controls
;
var
camera
,
scene
,
renderer
;
init
();
animate
();
function
init
()
{
container
=
document
.
createElement
(
'
div
'
);
document
.
body
.
appendChild
(
container
);
camera
=
new
THREE
.
PerspectiveCamera
(
60
,
window
.
innerWidth
/
window
.
innerHeight
,
0.1
,
10000
);
camera
.
position
.
set
(
0
,
0
,
50
);
controls
=
new
THREE
.
OrbitControls
(
camera
);
scene
=
new
THREE
.
Scene
();
var
loader
=
new
THREE
.
GCodeLoader
(
);
loader
.
load
(
'
models/gcode/benchy.gcode
'
,
function
(
object
)
{
object
.
position
.
set
(
-
100
,
-
20
,
100
);
object
.
rotation
.
set
(
-
Math
.
PI
/
2
,
0
,
0
);
scene
.
add
(
object
);
});
renderer
=
new
THREE
.
WebGLRenderer
();
renderer
.
setPixelRatio
(
window
.
devicePixelRatio
);
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
container
.
appendChild
(
renderer
.
domElement
);
window
.
addEventListener
(
'
resize
'
,
resize
,
false
);
}
function
resize
()
{
camera
.
aspect
=
window
.
innerWidth
/
window
.
innerHeight
;
camera
.
updateProjectionMatrix
();
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
}
function
animate
()
{
renderer
.
render
(
scene
,
camera
);
requestAnimationFrame
(
animate
);
}
</script>
</body>
</html>
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