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https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-12-23 19:43:48 +01:00
fixed importing buffer geometry with bounding bug
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parent
389dcc27d2
commit
67362c4ba8
@ -30,7 +30,7 @@ function init () {
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var scene = createScene();
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var scene = createScene();
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var localIp = location.hash.substring(1);
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var localIp = location.hash.substring(1);
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doodleBox = new D3D.Box(localIp);
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//doodleBox = new D3D.Box(localIp);
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var printer = new D3D.Printer().updateConfig(USER_SETTINGS).updateConfig(PRINTER_SETTINGS["ultimaker"]);
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var printer = new D3D.Printer().updateConfig(USER_SETTINGS).updateConfig(PRINTER_SETTINGS["ultimaker"]);
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@ -69,6 +69,7 @@ function init () {
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mesh.rotation.x = -Math.PI/2;
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mesh.rotation.x = -Math.PI/2;
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mesh.scale.x = mesh.scale.y = mesh.scale.z = 1;
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mesh.scale.x = mesh.scale.y = mesh.scale.z = 1;
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mesh.position.y = -9.260265119962973e-17;
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mesh.position.x = 100;
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mesh.position.x = 100;
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mesh.position.z = 100;
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mesh.position.z = 100;
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@ -2,14 +2,6 @@
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*
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*
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* Slicer
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* Slicer
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*
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*
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* TODO (optimalisatie)
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* sorteer lijnen op laagste hoogte -> stop loop wanneer hij een lijn zonder intersectie heeft gevonden
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* verwijder lijnen die ooit interactie gehad hebben, maar nu niet meer
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* helft van lijnen toevoegen omdat 4face altijd recht is, en 3face dus te veel data bevat
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*
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* omliggende lagen -> difference && sum omliggende lijnen
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* voor laag 5 = 5 diff (3 && 4 && 6 && 7))
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*
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******************************************************/
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******************************************************/
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D3D.Slicer = function () {
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D3D.Slicer = function () {
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@ -137,8 +129,8 @@ D3D.Slicer.prototype.slice = function (layerHeight, height) {
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//still error in first layer, so remove first layer & last layer
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//still error in first layer, so remove first layer & last layer
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//see https://github.com/Doodle3D/Doodle3D-Slicer/issues/1
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//see https://github.com/Doodle3D/Doodle3D-Slicer/issues/1
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for (var layer = 1; layer < layersIntersections.length-1; layer ++) {
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//for (var layer = 1; layer < layersIntersections.length-1; layer ++) {
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//for (var layer = 0; layer < layersIntersections.length; layer ++) {
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for (var layer = 0; layer < layersIntersections.length; layer ++) {
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var layerIntersections = layersIntersections[layer];
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var layerIntersections = layersIntersections[layer];
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var y = layer * layerHeight;
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var y = layer * layerHeight;
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@ -10,7 +10,7 @@ D3D.SlicerWorker = function () {
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switch (event.data["cmd"]) {
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switch (event.data["cmd"]) {
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case "PROGRESS":
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case "PROGRESS":
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var progress = event.data["progress"];
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var progress = event.data["progress"];
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var procent = (progress.sliceLayer + progress.dataLayer + progress.gcodeLayer) / progress.totalLayers / 3;
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var procent = (progress.sliceLayer + progress.dataLayer + progress.gcodeLayer) / (progress.totalLayers * 3 - 5);
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progressBar.style.width = procent * 100 + "%";
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progressBar.style.width = procent * 100 + "%";
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break;
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break;
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@ -50,7 +50,10 @@ D3D.SlicerWorker.prototype.setMesh = function (mesh) {
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this.worker.postMessage({
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this.worker.postMessage({
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"cmd": "SET_MESH",
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"cmd": "SET_MESH",
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"geometry": geometry,
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"geometry": {
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"attributes": geometry.attributes,
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"attributesKeys": geometry.attributesKeys
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},
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"matrix": mesh.matrix.toArray()
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"matrix": mesh.matrix.toArray()
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}, buffers);
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}, buffers);
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};
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};
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@ -24,6 +24,10 @@ self.addEventListener("message", function (event) {
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switch (event.data["cmd"]) {
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switch (event.data["cmd"]) {
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case "SET_MESH":
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case "SET_MESH":
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//hack...
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//because boundings loses functions when converting
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event.data["geometry"].boundingBox = event.data["geometry"].boundingSphere = null;
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var geometry = new THREE.Geometry().fromBufferGeometry(event.data["geometry"]);
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var geometry = new THREE.Geometry().fromBufferGeometry(event.data["geometry"]);
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var matrix = new THREE.Matrix4().fromArray(event.data["matrix"]);
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var matrix = new THREE.Matrix4().fromArray(event.data["matrix"]);
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@ -31,20 +31,21 @@ function init () {
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var scene = createScene();
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var scene = createScene();
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var localIp = location.hash.substring(1);
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var localIp = location.hash.substring(1);
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//doodleBox = new D3D.Box(localIp);
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doodleBox = new D3D.Box(localIp);
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var slicer = new D3D.SlicerWorker();
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var slicer = new D3D.SlicerWorker();
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slicer.setSettings(USER_SETTINGS, PRINTER_SETTINGS["ultimaker"]);
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slicer.setSettings(USER_SETTINGS, PRINTER_SETTINGS["ultimaker"]);
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var loader = new THREE.STLLoader();
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var loader = new THREE.STLLoader();
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loader.load("models/stanford_bunny_high.stl", function (geometry) {
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loader.load("models/dom.stl", function (geometry) {
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//var geometry = new THREE.TorusGeometry(20, 10, 30, 30).clone();
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var material = new THREE.MeshPhongMaterial({color: 0x00ff00, wireframe: false});
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var material = new THREE.MeshPhongMaterial({color: 0x00ff00, wireframe: false});
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var mesh = new THREE.Mesh(geometry, material);
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var mesh = new THREE.Mesh(geometry, material);
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mesh.rotation.x = -Math.PI/2;
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mesh.rotation.x = -Math.PI/2;
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mesh.scale.x = mesh.scale.y = mesh.scale.z = 0.5;
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mesh.scale.x = mesh.scale.y = mesh.scale.z = 1;
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mesh.position.y = -9.260265119962973e-17;
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//mesh.position.y = -9.260265119962973e-17;
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mesh.position.x = 100;
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mesh.position.x = 100;
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mesh.position.z = 100;
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mesh.position.z = 100;
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