提交 5ffcc106 编写于 作者: T Tentone

Single object, optimized code

上级 49ad9513
......@@ -14,6 +14,8 @@ THREE.GCodeLoader = function ( manager ) {
this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
this.splitLayer = false;
};
THREE.GCodeLoader.prototype.load = function ( url, onLoad, onProgress, onError ) {
......@@ -31,12 +33,12 @@ THREE.GCodeLoader.prototype.load = function ( url, onLoad, onProgress, onError )
THREE.GCodeLoader.prototype.parse = function ( data ) {
var currentState = { x: 0, y: 0, z: 0, e: 0, f: 0, extruding: false };
var state = { x: 0, y: 0, z: 0, e: 0, f: 0, extruding: false, relative: false };
var layers = [];
var currentLayer = undefined;
var relative = false;
var box = new THREE.Box3();
var layers = [];
var pathMaterial = new THREE.LineBasicMaterial( { color: 0xFFFF00 } );
pathMaterial.name = 'path';
......@@ -46,53 +48,43 @@ THREE.GCodeLoader.prototype.parse = function ( data ) {
function newLayer( line ) {
currentLayer = { lines: [], currentLayer: layers.length, z: line.z };
currentLayer = { vertex: [], pathVertex: [], z: line.z };
layers.push( currentLayer );
}
function getLineGroup( line ) {
//Create lie segment between p1 and p2
function addSegment( p1, p2 ) {
if ( currentLayer === undefined ) {
newLayer( line );
newLayer( p1 );
}
var grouptype = line.extruding ? 1 : 0;
if ( currentLayer.lines[ grouptype ] === undefined ) {
if(line.extruding) {
currentLayer.lines[ grouptype ] = {
type: grouptype,
feed: line.e,
extruding: line.extruding,
vertex: [],
material: line.extruding ? extrudingMaterial : pathMaterial,
segmentCount: 0
};
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);
}
return currentLayer.lines[ grouptype ];
}
//Create lie segment between p1 and p2
function addSegment( p1, p2 ) {
var group = getLineGroup( p2 );
else {
group.segmentCount ++;
group.vertex.push(p1.x);
group.vertex.push(p1.y);
group.vertex.push(p1.z);
group.vertex.push(p2.x);
group.vertex.push(p2.y);
group.vertex.push(p2.z);
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 ( p2.extruding ) {
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 ) );
......@@ -103,13 +95,13 @@ THREE.GCodeLoader.prototype.parse = function ( data ) {
function delta( v1, v2 ) {
return relative ? v2 : v2 - v1;
return state.relative ? v2 : v2 - v1;
}
function absolute ( v1, v2 ) {
return relative ? v1 + v2 : v2;
return state.relative ? v1 + v2 : v2;
}
......@@ -138,17 +130,17 @@ THREE.GCodeLoader.prototype.parse = function ( data ) {
if ( cmd === 'G0' || cmd === 'G1' ) {
var line = {
x: args.x !== undefined ? absolute( currentState.x, args.x ) : currentState.x,
y: args.y !== undefined ? absolute( currentState.y, args.y ) : currentState.y,
z: args.z !== undefined ? absolute( currentState.z, args.z ) : currentState.z,
e: args.e !== undefined ? absolute( currentState.e, args.e ) : currentState.e,
f: args.f !== undefined ? absolute( currentState.f, args.f ) : currentState.f,
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( currentState.e, line.e ) > 0 ) {
if ( delta( state.e, line.e ) > 0 ) {
line.extruding = delta( currentState.e, line.e ) > 0;
line.extruding = delta( state.e, line.e ) > 0;
if ( currentLayer == undefined || line.z != currentLayer.z ) {
......@@ -158,8 +150,8 @@ THREE.GCodeLoader.prototype.parse = function ( data ) {
}
addSegment( currentState, line );
currentState = line;
addSegment( state, line );
state = line;
}
//G2/G3 - Arc Movement ( G2 clock wise and G3 counter clock wise )
else if ( cmd === 'G2' || cmd === 'G3' ) {
......@@ -169,24 +161,24 @@ THREE.GCodeLoader.prototype.parse = function ( data ) {
//G90: Set to Absolute Positioning
else if ( cmd === 'G90' ) {
relative = false;
state.relative = false;
}
//G91: Set to Relative Positioning
//G91: Set to state.relative Positioning
else if ( cmd === 'G91' ) {
relative = true;
state.relative = true;
}
//G92: Set Position
else if ( cmd === 'G92' ) {
var line = currentState;
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;
currentState = line;
state = line;
}
else {
......@@ -196,30 +188,46 @@ THREE.GCodeLoader.prototype.parse = function ( data ) {
}
}
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';
for ( var i = 0; i < layers.length; i ++ ) {
if( this.splitLayer ) {
for ( var i = 0; i < layers.length; i ++ ) {
var layer = layers[ i ];
var layer = layers[ i ];
addObject( layer.vertex, true );
addObject( layer.pathVertex, false );
for ( var j = 0; j < layer.lines.length; j ++ ) {
}
var line = layer.lines[ j ];
}
else {
if ( line !== undefined ) {
var vertex = [], pathVertex = [];
var geometry = new THREE.BufferGeometry();
geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( line.vertex ), 3 ) );
for ( var i = 0; i < layers.length; i ++ ) {
var segments = new THREE.LineSegments( geometry, line.material );
segments.name = 'layer' + i;
object.add( segments );
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 );
......
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