import { BufferGeometry, Euler, FileLoader, Float32BufferAttribute, Group, LineBasicMaterial, LineSegments, Loader } from '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 GCodeLoader * @param {Manager} manager Loading manager. */ class GCodeLoader extends Loader { constructor( manager ) { super( manager ); this.splitLayer = false; } 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 ); } 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(); //Argumments 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.quaternion.setFromEuler( new Euler( - Math.PI / 2, 0, 0 ) ); return object; } } export { GCodeLoader };