First commit

This commit is contained in:
casperlamboo 2015-04-24 16:12:48 +02:00
parent 2b925cd17a
commit 921708331d
20 changed files with 289174 additions and 0 deletions

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<!DOCTYPE HTML>
<html lang="en">
<head>
<title>Doedel Drie Dee</title>
<!--<script src="http://code.jquery.com/jquery-1.11.0.min.js"></script>-->
<script src="library/jquery.js"></script>
<script src="library/cal.js"></script>
<script src="library/three.js"></script>
<script src="script/utils.js"></script>
<script src="script/box.js"></script>
<script src="script/printer.js"></script>
<script src="script/slicer.js"></script>
<script src="gcode/testgcode.js"></script>
<script src="gcode/easterbunny.js"></script>
</head>
<body>
<script>
var localIp = location.hash.substring(1);
var doodleBox, drawing;
$(document).ready(function () {
"use strict";
doodleBox = new D3D.Box(localIp);
CAL.Scene.setCanvas(document.getElementById("canvas"));
var shape = new CAL.Shape({
shapeColor: false,
closePath: false,
points: [
new CAL.Vector(20, 180),
new CAL.Vector(180, 100),
new CAL.Vector(20, 80),
new CAL.Vector(180, 60)
]
});
CAL.Scene.add(shape);
drawing = new Drawing(shape);
CAL.Scene.add(drawing);
});
function Drawing (shape) {
this.shape = shape;
this.active = true;
this.mouse = false;
}
Drawing.prototype.mouseDown = function (mouse) {
this.mouse = mouse;
};
Drawing.prototype.mouseUp = function (mouse) {
this.mouse = false;
};
Drawing.prototype.generateGcode = function () {
var gcode = doodleBox.printer.getStartCode();
var extruder = 0.0;
var points = this.shape.points;
var normalSpeed = doodleBox.printer["printer.speed"] * 60;
var bottomSpeed = doodleBox.printer["printer.bottomLayerSpeed"] * 60;
var firstLayerSlow = doodleBox.printer["printer.firstLayerSlow"] * 60;
var bottomFlowRate = doodleBox.printer["printer.bottomFlowRate"];
var travelSpeed = doodleBox.printer["printer.travelSpeed"] * 60;
var filamentThickness = doodleBox.printer["printer.filamentThickness"];
var wallThickness = doodleBox.printer["printer.wallThickness"];
var screenToMillimeterScale = doodleBox.printer["printer.screenToMillimeterScale"];
var layerHeight = doodleBox.printer["printer.layerHeight"];
var useSubLayers = doodleBox.printer["printer.useSubLayers"];
var enableTraveling = doodleBox.printer["printer.enableTraveling"];
var retractionEnabled = doodleBox.printer["printer.retraction.enabled"];
var retractionspeed = doodleBox.printer["printer.retraction.speed"] * 60;
var retractionminDistance = doodleBox.printer["printer.retraction.minDistance"];
var retractionamount = doodleBox.printer["printer.retraction.amount"];
var speed = bottomSpeed.toFixed(3);
for (var layer = 0; layer < 10; layer ++) {
var lastPoint;
//turn on fan on layer 2
if (layer === 2) {
gcode.push("M106");
speed = normalSpeed.toFixed(3);
}
for (var i = 0; i < points.length; i ++) {
var point = points[i];
var x = point.x.toFixed(3);
var y = point.y.toFixed(3);
var z = ((layer + 1) * layerHeight).toFixed(3);
if (i === 0) {
if (layer >= 2 && retractionEnabled) {
gcode.push("G0 E" + (extruder - retractionamount).toFixed(3) + " F" + (retractionspeed * 60).toFixed(3));
}
gcode.push("G0 X" + x + " Y" + y + " Z" + z + " F" + travelSpeed);
if (layer >= 2 && retractionEnabled) {
gcode.push("G0 E" + extruder.toFixed(3) + " F" + (retractionspeed * 60).toFixed(3));
}
}
else {
var distance = point.subtract(lastPoint).length();
var flowRate = (layer < 2) ? bottomFlowRate : 1;
var filamentSurfaceArea = Math.pow((filamentThickness/2), 2) * Math.PI;
//extruder code from gcodeGenerating.js
extruder += distance * wallThickness * layerHeight / filamentSurfaceArea * flowRate;
gcode.push("G1 X" + x + " Y" + y + " Z" + z + " F" + speed + " E" + extruder.toFixed(3));
}
lastPoint = point;
}
}
gcode = gcode.concat(doodleBox.printer.getEndCode());
return gcode;
};
Drawing.prototype.step = function (dt, group) {
if (this.mouse) {
this.shape.addPoint(new CAL.Vector(this.mouse.x, this.mouse.y));
group.drawCanvas = true;
group.clearCanvas = true;
}
};
(function loop () {
requestAnimFrame(loop);
CAL.Scene.cycle();
})();
</script>
<canvas id="canvas" width="200" height="200"></canvas>
</body>
</html>

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<!DOCTYPE HTML>
<html lang="en">
<head>
<title>Doedel Drie Dee</title>
<script src="http://code.jquery.com/jquery-1.11.0.min.js"></script>
<script src="script/utils.js"></script>
<script src="script/box.js"></script>
<script src="script/printer.js"></script>
</head>
<body>
<script>
var api = "http://connect.doodle3d.com/api/";
var printers = [];
$(document).ready(function () {
"use strict";
var listDoodle = $("#printers-doodle");
var listSliceTest = $("#printers-slicetest");
listDoodle.append("<li><a href='doodle.html#192.168.5.1'>Wired Printer</a></li>");
listSliceTest.append("<li><a href='doodle.html#192.168.5.1'>Wired Printer</a></li>");
/*printers.push({
name: "wired box",
d3dbox: new D3D.Box("192.168.5.1")
});*/
getAPI(api + "list.php", function (boxes) {
for (var i = 0; i < boxes.length; i ++) {
var box = boxes[i];
/*printers.push({
name: box.wifiboxid,
d3dbox: new D3D.Box(box.localip)
});*/
listDoodle.append("<li><a href='doodle.html#" + box.localip + "'>" + box.wifiboxid + "</a></li>");
listSliceTest.append("<li><a href='slice_test.html#" + box.localip + "'>" + box.wifiboxid + "</a></li>");
}
});
});
</script>
<p>Doodle</p>
<ul id="printers-doodle"></ul>
<p>Slice Test</p>
<ul id="printers-slicetest"></ul>
<!--<table>
<tr>
<th>localip</th>
<th>wifiboxid</th>
<th>date</th>
</tr>
<tr style="display: none">
<td>localip</td>
<td>wifiboxid</td>
<td>date</td>
</tr>
</table>-->
</body>
</html>

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// Constructive Solid Geometry (CSG) is a modeling technique that uses Boolean
// operations like union and intersection to combine 3D solids. This library
// implements CSG operations on meshes elegantly and concisely using BSP trees,
// and is meant to serve as an easily understandable implementation of the
// algorithm. All edge cases involving overlapping coplanar polygons in both
// solids are correctly handled.
//
// Example usage:
//
// var cube = CSG.cube();
// var sphere = CSG.sphere({ radius: 1.3 });
// var polygons = cube.subtract(sphere).toPolygons();
//
// ## Implementation Details
//
// All CSG operations are implemented in terms of two functions, `clipTo()` and
// `invert()`, which remove parts of a BSP tree inside another BSP tree and swap
// solid and empty space, respectively. To find the union of `a` and `b`, we
// want to remove everything in `a` inside `b` and everything in `b` inside `a`,
// then combine polygons from `a` and `b` into one solid:
//
// a.clipTo(b);
// b.clipTo(a);
// a.build(b.allPolygons());
//
// The only tricky part is handling overlapping coplanar polygons in both trees.
// The code above keeps both copies, but we need to keep them in one tree and
// remove them in the other tree. To remove them from `b` we can clip the
// inverse of `b` against `a`. The code for union now looks like this:
//
// a.clipTo(b);
// b.clipTo(a);
// b.invert();
// b.clipTo(a);
// b.invert();
// a.build(b.allPolygons());
//
// Subtraction and intersection naturally follow from set operations. If
// union is `A | B`, subtraction is `A - B = ~(~A | B)` and intersection is
// `A & B = ~(~A | ~B)` where `~` is the complement operator.
//
// ## License
//
// Copyright (c) 2011 Evan Wallace (http://madebyevan.com/), under the MIT license.
// # class CSG
// Holds a binary space partition tree representing a 3D solid. Two solids can
// be combined using the `union()`, `subtract()`, and `intersect()` methods.
CSG = function() {
this.polygons = [];
};
// Construct a CSG solid from a list of `CSG.Polygon` instances.
CSG.fromPolygons = function(polygons) {
var csg = new CSG();
csg.polygons = polygons;
return csg;
};
CSG.prototype = {
clone: function() {
var csg = new CSG();
csg.polygons = this.polygons.map(function(p) { return p.clone(); });
return csg;
},
toPolygons: function() {
return this.polygons;
},
// Return a new CSG solid representing space in either this solid or in the
// solid `csg`. Neither this solid nor the solid `csg` are modified.
//
// A.union(B)
//
// +-------+ +-------+
// | | | |
// | A | | |
// | +--+----+ = | +----+
// +----+--+ | +----+ |
// | B | | |
// | | | |
// +-------+ +-------+
//
union: function(csg) {
var a = new CSG.Node(this.clone().polygons);
var b = new CSG.Node(csg.clone().polygons);
a.clipTo(b);
b.clipTo(a);
b.invert();
b.clipTo(a);
b.invert();
a.build(b.allPolygons());
return CSG.fromPolygons(a.allPolygons());
},
// Return a new CSG solid representing space in this solid but not in the
// solid `csg`. Neither this solid nor the solid `csg` are modified.
//
// A.subtract(B)
//
// +-------+ +-------+
// | | | |
// | A | | |
// | +--+----+ = | +--+
// +----+--+ | +----+
// | B |
// | |
// +-------+
//
subtract: function(csg) {
var a = new CSG.Node(this.clone().polygons);
var b = new CSG.Node(csg.clone().polygons);
a.invert();
a.clipTo(b);
b.clipTo(a);
b.invert();
b.clipTo(a);
b.invert();
a.build(b.allPolygons());
a.invert();
return CSG.fromPolygons(a.allPolygons());
},
// Return a new CSG solid representing space both this solid and in the
// solid `csg`. Neither this solid nor the solid `csg` are modified.
//
// A.intersect(B)
//
// +-------+
// | |
// | A |
// | +--+----+ = +--+
// +----+--+ | +--+
// | B |
// | |
// +-------+
//
intersect: function(csg) {
var a = new CSG.Node(this.clone().polygons);
var b = new CSG.Node(csg.clone().polygons);
a.invert();
b.clipTo(a);
b.invert();
a.clipTo(b);
b.clipTo(a);
a.build(b.allPolygons());
a.invert();
return CSG.fromPolygons(a.allPolygons());
},
// Return a new CSG solid with solid and empty space switched. This solid is
// not modified.
inverse: function() {
var csg = this.clone();
csg.polygons.map(function(p) { p.flip(); });
return csg;
}
};
// Construct an axis-aligned solid cuboid. Optional parameters are `center` and
// `radius`, which default to `[0, 0, 0]` and `[1, 1, 1]`. The radius can be
// specified using a single number or a list of three numbers, one for each axis.
//
// Example code:
//
// var cube = CSG.cube({
// center: [0, 0, 0],
// radius: 1
// });
CSG.cube = function(options) {
options = options || {};
var c = new CSG.Vector(options.center || [0, 0, 0]);
var r = !options.radius ? [1, 1, 1] : options.radius.length ?
options.radius : [options.radius, options.radius, options.radius];
return CSG.fromPolygons([
[[0, 4, 6, 2], [-1, 0, 0]],
[[1, 3, 7, 5], [+1, 0, 0]],
[[0, 1, 5, 4], [0, -1, 0]],
[[2, 6, 7, 3], [0, +1, 0]],
[[0, 2, 3, 1], [0, 0, -1]],
[[4, 5, 7, 6], [0, 0, +1]]
].map(function(info) {
return new CSG.Polygon(info[0].map(function(i) {
var pos = new CSG.Vector(
c.x + r[0] * (2 * !!(i & 1) - 1),
c.y + r[1] * (2 * !!(i & 2) - 1),
c.z + r[2] * (2 * !!(i & 4) - 1)
);
return new CSG.Vertex(pos, new CSG.Vector(info[1]));
}));
}));
};
// Construct a solid sphere. Optional parameters are `center`, `radius`,
// `slices`, and `stacks`, which default to `[0, 0, 0]`, `1`, `16`, and `8`.
// The `slices` and `stacks` parameters control the tessellation along the
// longitude and latitude directions.
//
// Example usage:
//
// var sphere = CSG.sphere({
// center: [0, 0, 0],
// radius: 1,
// slices: 16,
// stacks: 8
// });
CSG.sphere = function(options) {
options = options || {};
var c = new CSG.Vector(options.center || [0, 0, 0]);
var r = options.radius || 1;
var slices = options.slices || 16;
var stacks = options.stacks || 8;
var polygons = [], vertices;
function vertex(theta, phi) {
theta *= Math.PI * 2;
phi *= Math.PI;
var dir = new CSG.Vector(
Math.cos(theta) * Math.sin(phi),
Math.cos(phi),
Math.sin(theta) * Math.sin(phi)
);
vertices.push(new CSG.Vertex(c.plus(dir.times(r)), dir));
}
for (var i = 0; i < slices; i++) {
for (var j = 0; j < stacks; j++) {
vertices = [];
vertex(i / slices, j / stacks);
if (j > 0) vertex((i + 1) / slices, j / stacks);
if (j < stacks - 1) vertex((i + 1) / slices, (j + 1) / stacks);
vertex(i / slices, (j + 1) / stacks);
polygons.push(new CSG.Polygon(vertices));
}
}
return CSG.fromPolygons(polygons);
};
// Construct a solid cylinder. Optional parameters are `start`, `end`,
// `radius`, and `slices`, which default to `[0, -1, 0]`, `[0, 1, 0]`, `1`, and
// `16`. The `slices` parameter controls the tessellation.
//
// Example usage:
//
// var cylinder = CSG.cylinder({
// start: [0, -1, 0],
// end: [0, 1, 0],
// radius: 1,
// slices: 16
// });
CSG.cylinder = function(options) {
options = options || {};
var s = new CSG.Vector(options.start || [0, -1, 0]);
var e = new CSG.Vector(options.end || [0, 1, 0]);
var ray = e.minus(s);
var r = options.radius || 1;
var slices = options.slices || 16;
var axisZ = ray.unit(), isY = (Math.abs(axisZ.y) > 0.5);
var axisX = new CSG.Vector(isY, !isY, 0).cross(axisZ).unit();
var axisY = axisX.cross(axisZ).unit();
var start = new CSG.Vertex(s, axisZ.negated());
var end = new CSG.Vertex(e, axisZ.unit());
var polygons = [];
function point(stack, slice, normalBlend) {
var angle = slice * Math.PI * 2;
var out = axisX.times(Math.cos(angle)).plus(axisY.times(Math.sin(angle)));
var pos = s.plus(ray.times(stack)).plus(out.times(r));
var normal = out.times(1 - Math.abs(normalBlend)).plus(axisZ.times(normalBlend));
return new CSG.Vertex(pos, normal);
}
for (var i = 0; i < slices; i++) {
var t0 = i / slices, t1 = (i + 1) / slices;
polygons.push(new CSG.Polygon([start, point(0, t0, -1), point(0, t1, -1)]));
polygons.push(new CSG.Polygon([point(0, t1, 0), point(0, t0, 0), point(1, t0, 0), point(1, t1, 0)]));
polygons.push(new CSG.Polygon([end, point(1, t1, 1), point(1, t0, 1)]));
}
return CSG.fromPolygons(polygons);
};
// # class Vector
// Represents a 3D vector.
//
// Example usage:
//
// new CSG.Vector(1, 2, 3);
// new CSG.Vector([1, 2, 3]);
// new CSG.Vector({ x: 1, y: 2, z: 3 });
CSG.Vector = function(x, y, z) {
if (arguments.length == 3) {
this.x = x;
this.y = y;
this.z = z;
} else if ('x' in x) {
this.x = x.x;
this.y = x.y;
this.z = x.z;
} else {
this.x = x[0];
this.y = x[1];
this.z = x[2];
}
};
CSG.Vector.prototype = {
clone: function() {
return new CSG.Vector(this.x, this.y, this.z);
},
negated: function() {
return new CSG.Vector(-this.x, -this.y, -this.z);
},
plus: function(a) {
return new CSG.Vector(this.x + a.x, this.y + a.y, this.z + a.z);
},
minus: function(a) {
return new CSG.Vector(this.x - a.x, this.y - a.y, this.z - a.z);
},
times: function(a) {
return new CSG.Vector(this.x * a, this.y * a, this.z * a);
},
dividedBy: function(a) {
return new CSG.Vector(this.x / a, this.y / a, this.z / a);
},
dot: function(a) {
return this.x * a.x + this.y * a.y + this.z * a.z;
},
lerp: function(a, t) {
return this.plus(a.minus(this).times(t));
},
length: function() {
return Math.sqrt(this.dot(this));
},
unit: function() {
return this.dividedBy(this.length());
},
cross: function(a) {
return new CSG.Vector(
this.y * a.z - this.z * a.y,
this.z * a.x - this.x * a.z,
this.x * a.y - this.y * a.x
);
}
};
// # class Vertex
// Represents a vertex of a polygon. Use your own vertex class instead of this
// one to provide additional features like texture coordinates and vertex
// colors. Custom vertex classes need to provide a `pos` property and `clone()`,
// `flip()`, and `interpolate()` methods that behave analogous to the ones
// defined by `CSG.Vertex`. This class provides `normal` so convenience
// functions like `CSG.sphere()` can return a smooth vertex normal, but `normal`
// is not used anywhere else.
CSG.Vertex = function(pos, normal) {
this.pos = new CSG.Vector(pos);
this.normal = new CSG.Vector(normal);
};
CSG.Vertex.prototype = {
clone: function() {
return new CSG.Vertex(this.pos.clone(), this.normal.clone());
},
// Invert all orientation-specific data (e.g. vertex normal). Called when the
// orientation of a polygon is flipped.
flip: function() {
this.normal = this.normal.negated();
},
// Create a new vertex between this vertex and `other` by linearly
// interpolating all properties using a parameter of `t`. Subclasses should
// override this to interpolate additional properties.
interpolate: function(other, t) {
return new CSG.Vertex(
this.pos.lerp(other.pos, t),
this.normal.lerp(other.normal, t)
);
}
};
// # class Plane
// Represents a plane in 3D space.
CSG.Plane = function(normal, w) {
this.normal = normal;
this.w = w;
};
// `CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
// point is on the plane.
CSG.Plane.EPSILON = 1e-5;
CSG.Plane.fromPoints = function(a, b, c) {
var n = b.minus(a).cross(c.minus(a)).unit();
return new CSG.Plane(n, n.dot(a));
};
CSG.Plane.prototype = {
clone: function() {
return new CSG.Plane(this.normal.clone(), this.w);
},
flip: function() {
this.normal = this.normal.negated();
this.w = -this.w;
},
// Split `polygon` by this plane if needed, then put the polygon or polygon
// fragments in the appropriate lists. Coplanar polygons go into either
// `coplanarFront` or `coplanarBack` depending on their orientation with
// respect to this plane. Polygons in front or in back of this plane go into
// either `front` or `back`.
splitPolygon: function(polygon, coplanarFront, coplanarBack, front, back) {
var COPLANAR = 0;
var FRONT = 1;
var BACK = 2;
var SPANNING = 3;
// Classify each point as well as the entire polygon into one of the above
// four classes.
var polygonType = 0;
var types = [];
for (var i = 0; i < polygon.vertices.length; i++) {
var t = this.normal.dot(polygon.vertices[i].pos) - this.w;
var type = (t < -CSG.Plane.EPSILON) ? BACK : (t > CSG.Plane.EPSILON) ? FRONT : COPLANAR;
polygonType |= type;
types.push(type);
}
// Put the polygon in the correct list, splitting it when necessary.
switch (polygonType) {
case COPLANAR:
(this.normal.dot(polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
break;
case FRONT:
front.push(polygon);
break;
case BACK:
back.push(polygon);
break;
case SPANNING:
var f = [], b = [];
for (var i = 0; i < polygon.vertices.length; i++) {
var j = (i + 1) % polygon.vertices.length;
var ti = types[i], tj = types[j];
var vi = polygon.vertices[i], vj = polygon.vertices[j];
if (ti != BACK) f.push(vi);
if (ti != FRONT) b.push(ti != BACK ? vi.clone() : vi);
if ((ti | tj) == SPANNING) {
var t = (this.w - this.normal.dot(vi.pos)) / this.normal.dot(vj.pos.minus(vi.pos));
var v = vi.interpolate(vj, t);
f.push(v);
b.push(v.clone());
}
}
if (f.length >= 3) front.push(new CSG.Polygon(f, polygon.shared));
if (b.length >= 3) back.push(new CSG.Polygon(b, polygon.shared));
break;
}
}
};
// # class Polygon
// Represents a convex polygon. The vertices used to initialize a polygon must
// be coplanar and form a convex loop. They do not have to be `CSG.Vertex`
// instances but they must behave similarly (duck typing can be used for
// customization).
//
// Each convex polygon has a `shared` property, which is shared between all
// polygons that are clones of each other or were split from the same polygon.
// This can be used to define per-polygon properties (such as surface color).
CSG.Polygon = function(vertices, shared) {
this.vertices = vertices;
this.shared = shared;
this.plane = CSG.Plane.fromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
};
CSG.Polygon.prototype = {
clone: function() {
var vertices = this.vertices.map(function(v) { return v.clone(); });
return new CSG.Polygon(vertices, this.shared);
},
flip: function() {
this.vertices.reverse().map(function(v) { v.flip(); });
this.plane.flip();
}
};
// # class Node
// Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
// by picking a polygon to split along. That polygon (and all other coplanar
// polygons) are added directly to that node and the other polygons are added to
// the front and/or back subtrees. This is not a leafy BSP tree since there is
// no distinction between internal and leaf nodes.
CSG.Node = function(polygons) {
this.plane = null;
this.front = null;
this.back = null;
this.polygons = [];
if (polygons) this.build(polygons);
};
CSG.Node.prototype = {
clone: function() {
var node = new CSG.Node();
node.plane = this.plane && this.plane.clone();
node.front = this.front && this.front.clone();
node.back = this.back && this.back.clone();
node.polygons = this.polygons.map(function(p) { return p.clone(); });
return node;
},
// Convert solid space to empty space and empty space to solid space.
invert: function() {
for (var i = 0; i < this.polygons.length; i++) {
this.polygons[i].flip();
}
this.plane.flip();
if (this.front) this.front.invert();
if (this.back) this.back.invert();
var temp = this.front;
this.front = this.back;
this.back = temp;
},
// Recursively remove all polygons in `polygons` that are inside this BSP
// tree.
clipPolygons: function(polygons) {
if (!this.plane) return polygons.slice();
var front = [], back = [];
for (var i = 0; i < polygons.length; i++) {
this.plane.splitPolygon(polygons[i], front, back, front, back);
}
if (this.front) front = this.front.clipPolygons(front);
if (this.back) back = this.back.clipPolygons(back);
else back = [];
return front.concat(back);
},
// Remove all polygons in this BSP tree that are inside the other BSP tree
// `bsp`.
clipTo: function(bsp) {
this.polygons = bsp.clipPolygons(this.polygons);
if (this.front) this.front.clipTo(bsp);
if (this.back) this.back.clipTo(bsp);
},
// Return a list of all polygons in this BSP tree.
allPolygons: function() {
var polygons = this.polygons.slice();
if (this.front) polygons = polygons.concat(this.front.allPolygons());
if (this.back) polygons = polygons.concat(this.back.allPolygons());
return polygons;
},
// Build a BSP tree out of `polygons`. When called on an existing tree, the
// new polygons are filtered down to the bottom of the tree and become new
// nodes there. Each set of polygons is partitioned using the first polygon
// (no heuristic is used to pick a good split).
build: function(polygons) {
if (!polygons.length) return;
if (!this.plane) this.plane = polygons[0].plane.clone();
var front = [], back = [];
for (var i = 0; i < polygons.length; i++) {
this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
}
if (front.length) {
if (!this.front) this.front = new CSG.Node();
this.front.build(front);
}
if (back.length) {
if (!this.back) this.back = new CSG.Node();
this.back.build(back);
}
}
};

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/******************************************************
*
* Box
* Representation of de Doodle3DBox
* Handles all communication with the doodle box
*
******************************************************/
//TODO
//Als meerdere clients met box zouden verbinden zal de api te veel requests krijgen waardoor hij crasht
//implimentatie van het veranderen van onder andere naam, netwerkverbinding etc
D3D.Box = function (localIp) {
"use strict";
var self = this;
this.batchSize = 512;
this.maxBufferedLines = 4096;
this.localIp = localIp;
this.api = "http://" + localIp + "/d3dapi/";
this.printBatches = [];
this.currentBatch = 0;
this.loaded = false;
this.onload;
getAPI(self.api + "config/all", function (data) {
//self.config = data;
self.printer = new D3D.Printer(data);
self.update();
self.loaded = true;
if (self.onload !== undefined) {
self.onload();
}
});
};
D3D.Box.prototype.update = function () {
"use strict";
//TODO
//Code is zo op gezet dat maar api call te gelijk is
//Bij error wordt gelijk zelfde data opnieuw gestuurd
//Als DoodleBox ontkoppeld wordt komt er een error in de loop waardoor pagina breekt en ververst moet worden
//if (this.printBatches.length > 0 && (this.progress["buffered_lines"] + this.batchSize) <= this.maxBufferedLines) {
if (this.printBatches.length > 0 ) {
this.printBatch();
}
else {
this.updateState();
}
};
D3D.Box.prototype.updateState = function () {
"use strict";
var self = this;
//que api calls so they don't overload the d3d box
getAPI(this.api + "printer/state", function (data) {
self.state = data.state;
if (data.state !== "connecting" && data.state !== "disconnected") {
getAPI(self.api + "printer/temperature", function (data) {
self.temperature = data;
getAPI(self.api + "printer/progress", function (data) {
self.progress = data;
//finish updating state
self.update();
});
});
}
else {
self.update();
}
});
};
D3D.Box.prototype.print = function (gcode) {
"use strict";
this.currentBatch = 0;
//clone gcode to remove array links
gcode = gcode.clone();
//gcode split in batches
while (gcode.length > 0) {
var gcodeBatch = gcode.splice(0, Math.min(this.batchSize, gcode.length));
this.printBatches.push(gcodeBatch);
}
};
D3D.Box.prototype.printBatch = function () {
"use strict";
var self = this;
var gcode = this.printBatches.shift();
sendAPI(this.api + "printer/print", {
"start": ((this.currentBatch === 0) ? "true" : "false"),
"first": ((this.currentBatch === 0) ? "true" : "false"),
"gcode": gcode.join("\n")
}, function (data) {
console.log("batch sent: " + self.currentBatch, data);
if (self.printBatches.length > 0) {
//sent new batch
self.currentBatch ++;
}
else {
//finish printing
}
self.updateState();
});
};
D3D.Box.prototype.stop = function () {
"use strict";
this.printBatches = [];
this.currentBatch = 0;
var finishMove = [
"M107 ;fan off",
"G91 ;relative positioning",
"G1 E-1 F300 ;retract the filament a bit before lifting the nozzle, to release some of the pressure",
"G1 Z+0.5 E-5 X-20 Y-20 F9000 ;move Z up a bit and retract filament even more",
"G28 X0 Y0 ;move X/Y to min endstops, so the head is out of the way",
"M84 ;disable axes / steppers",
"G90 ;absolute positioning",
"M104 S180",
";M140 S70",
"M117 Done ;display message (20 characters to clear whole screen)"
];
sendAPI(this.api + "printer/stop", {
"gcode": finishMove.join("\n")
//"gcode": {}
}, function (data) {
console.log(data);
});
};

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/******************************************************
*
* Printer
* Representation of the connected printer
*
******************************************************/
D3D.Printer = function (config) {
"use strict";
for (var i in config) {
this[i] = config[i];
}
};
D3D.Printer.prototype.getStartCode = function () {
"use strict";
var gcode = this["printer.startcode"];
gcode = this.subsituteVariables(gcode);
return gcode.split("\n");
};
D3D.Printer.prototype.getEndCode = function () {
"use strict";
var gcode = this["printer.endcode"];
gcode = this.subsituteVariables(gcode);
return gcode.split("\n");
};
D3D.Printer.prototype.subsituteVariables = function (gcode) {
"use strict";
var temperature = this["printer.temperature"];
var bedTemperature = this["printer.bed.temperature"];
var preheatTemperature = this["printer.heatup.temperature"];
var preheatBedTemperature = this["printer.heatup.bed.temperature"];
var printerType = this["printer.type"];
var heatedbed = this["printer.heatedbed"];
switch (printerType) {
case "makerbot_replicator2": printerType = "r2"; break;
case "makerbot_replicator2x": printerType = "r2x"; break;
case "makerbot_thingomatic": printerType = "t6"; break;
case "makerbot_generic": printerType = "r2"; break;
case "_3Dison_plus": printerType = "r2"; break;
}
var heatedBedReplacement = heatedbed ? "" : ";";
gcode = gcode.replace(/{printingTemp}/gi, temperature);
gcode = gcode.replace(/{printingBedTemp}/gi, bedTemperature);
gcode = gcode.replace(/{preheatTemp}/gi, preheatTemperature);
gcode = gcode.replace(/{preheatBedTemp}/gi, preheatBedTemperature);
gcode = gcode.replace(/{printerType}/gi, printerType);
gcode = gcode.replace(/{if heatedBed}/gi, heatedBedReplacement);
return gcode;
};

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/******************************************************
*
* Slicer
*
* TODO (optimalisatie)
* sorteer lijnen op laagste hoogte -> stop loop wanneer hij een lijn zonder intersectie heeft gevonden
* verwijder lijnen die ooit interactie gehad hebben, maar nu niet meer
*
******************************************************/
D3D.Slicer = function (geometry) {
"use strict";
this.geometry = geometry;
this.geometry.mergeVertices();
this.lines = [];
this.lineLookup = {};
};
D3D.Slicer.prototype.addLine = function (a, b) {
"use stict";
//think lookup can only be b_a, a_b is only possible when face is flipped
var index = this.lineLookup[a + "_" + b] || this.lineLookup[b + "_" + a];
//if (!index) {
if (index === undefined) {
index = this.lines.length;
this.lineLookup[a + "_" + b] = index;
this.lines.push({
line: new THREE.Line3(this.geometry.vertices[a], this.geometry.vertices[b]),
connects: []
});
}
return index;
};
D3D.Slicer.prototype.createLines = function () {
"use strict";
this.lines = [];
this.lineLookup = {};
for (var i = 0; i < this.geometry.faces.length; i ++) {
var face = this.geometry.faces[i];
//check for only adding unique lines
//returns index of said line
var a = this.addLine(face.a, face.b);
var b = this.addLine(face.b, face.c);
var c = this.addLine(face.c, face.a);
//set connecting lines (based on face)
this.lines[a].connects.push(b, c);
this.lines[b].connects.push(a, c);
this.lines[c].connects.push(a, b);
}
//sort lines on min height
//this.lines.sort(function (a, b) {
// return Math.min() - Math.min();
//});
};
D3D.Slicer.prototype.slice = function (height, step) {
"use strict";
this.createLines();
var slices = [];
var plane = new THREE.Plane();
for (var z = 0; z < height; z += step) {
plane.set(new THREE.Vector3(0, -1, 0), z);
var slice = [];
slices.push(slice);
var intersections = [];
for (var i = 0; i < this.lines.length; i ++) {
var line = this.lines[i].line;
var intersection = plane.intersectLine(line);
if (intersection !== undefined) {
//remove +100 when implimenting good structure for geometry is complete
var point = new THREE.Vector2(intersection.x + 100, intersection.z + 100);
intersections.push(point);
}
else {
intersections.push(false);
}
}
var done = [];
for (var i = 0; i < intersections.length; i ++) {
if (done.indexOf(i) === -1 && intersections[i]) {
var index = i;
var shape = [];
while (index !== -1) {
var intersection = intersections[index];
shape.push(intersection);
done.push(index);
var connects = this.lines[index].connects;
for (var j = 0; j < connects.length; j ++) {
index = connects[j];
if (done.indexOf(index) === -1 && intersections[index]) {
break;
}
else {
index = -1;
}
}
}
//think this check is not nescesary, always higher as 0
if (shape.length > 0) {
slice.push(shape);
}
}
}
}
return slices;
};
D3D.Slicer.prototype.getGcode = function (printer) {
"use strict";
var normalSpeed = doodleBox.printer["printer.speed"];
var bottomSpeed = doodleBox.printer["printer.bottomLayerSpeed"];
var firstLayerSlow = doodleBox.printer["printer.firstLayerSlow"];
var bottomFlowRate = doodleBox.printer["printer.bottomFlowRate"];
var travelSpeed = doodleBox.printer["printer.travelSpeed"];
var filamentThickness = doodleBox.printer["printer.filamentThickness"];
var wallThickness = doodleBox.printer["printer.wallThickness"];
var screenToMillimeterScale = doodleBox.printer["printer.screenToMillimeterScale"];
var layerHeight = doodleBox.printer["printer.layerHeight"];
var useSubLayers = doodleBox.printer["printer.useSubLayers"];
var enableTraveling = doodleBox.printer["printer.enableTraveling"];
var retractionEnabled = doodleBox.printer["printer.retraction.enabled"];
var retractionspeed = doodleBox.printer["printer.retraction.speed"];
var retractionminDistance = doodleBox.printer["printer.retraction.minDistance"];
var retractionamount = doodleBox.printer["printer.retraction.amount"];
var gcode = doodleBox.printer.getStartCode();
var extruder = 0.0;
var speed = (bottomSpeed*60).toFixed(3);
var flowRate = bottomFlowRate;
var filamentSurfaceArea = Math.pow((filamentThickness/2), 2) * Math.PI;
var slices = this.slice(200, layerHeight);
for (var layer = 0; layer < slices.length; layer ++) {
var slice = slices[layer];
//turn on fan on layer 2
if (layer === 2) {
gcode.push("M106");
speed = (normalSpeed*60).toFixed(3);
flowRate = 1;
}
var z = ((layer + 1) * layerHeight).toFixed(3);
for (var i = 0; i < slice.length; i ++) {
var shape = slice[i];
var previousPoint;
for (var j = 0; j <= shape.length; j ++) {
//Finish shape by going to first point
var point = shape[(j % shape.length)];
if (j === 0) {
//TODO
//add retraction
if (extruder > retractionamount && retractionEnabled) {
gcode.push([
"G0",
"E" + (extruder - retractionamount).toFixed(3),
"F" + (retractionspeed * 60).toFixed(3)
].join(" "));
}
gcode.push([
"G0",
"X" + point.x.toFixed(3) + " Y" + point.y.toFixed(3) + " Z" + z,
"F" + (travelSpeed*60)
].join(" "));
if (extruder > retractionamount && retractionEnabled) {
gcode.push([
"G0",
"E" + extruder.toFixed(3),
"F" + (retractionspeed * 60).toFixed(3)
].join(" "));
}
}
else {
var lineLength = new THREE.Vector2().copy(point).sub(previousPoint).length();
extruder += lineLength * wallThickness * layerHeight / filamentSurfaceArea * flowRate;
gcode.push([
"G1",
"X" + point.x.toFixed(3) + " Y" + point.y.toFixed(3) + " Z" + z,
"F" + speed,
"E" + extruder.toFixed(3)
].join(" "));
}
previousPoint = point;
}
}
}
gcode = gcode.concat(doodleBox.printer.getEndCode());
return gcode;
};

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/******************************************************
*
* Utils
* requires jQuery, Three.js
*
******************************************************/
var D3D = {
"version": "0.1",
"website": "http://www.doodle3d.com/",
"contact": "develop@doodle3d.com"
};
function sendAPI (url, data, callback) {
"use strict";
$.ajax({
url: url,
type: "POST",
data: data,
dataType: "json",
timeout: 10000,
success: function (response) {
if (response.status === "success") {
if (callback !== undefined) {
callback(response.data);
}
}
else {
console.warn(response.msg);
}
}
}).fail(function () {
console.warn("failed connecting to " + url);
sendAPI(url, data, callback);
});
}
function getAPI (url, callback) {
"use strict";
$.ajax({
url: url,
dataType: "json",
timeout: 5000,
success: function (response) {
if (response.status === "success") {
if (callback !== undefined) {
callback(response.data);
}
}
else {
console.warn(response.msg);
}
}
}).fail(function () {
console.warn("failed connecting to " + url);
getAPI(url, callback);
});
}
Array.prototype.clone = function () {
"use strict";
var array = [];
for (var i = 0; i < this.length; i ++) {
array[i] = this[i];
}
return array;
};
function applyMouseControls (renderer, camera, maxDistance) {
"use strict";
//TODO
//impliment touch controls
//windows mouse wheel fix
var distance = 20;
var rotX = 0;
var rotY = 0;
var moveCamera = false;
function updateCamera () {
"use strict";
camera.position.x = Math.cos(rotY)*Math.sin(rotX)*distance;
camera.position.y = Math.sin(rotY)*distance;
camera.position.z = Math.cos(rotY)*Math.cos(rotX)*distance;
camera.lookAt(new THREE.Vector3(0, 0, 0));
}
$(renderer.domElement).on("mousedown", function (e) {
"use strict";
moveCamera = true;
}).on("wheel", function (e) {
"use strict";
var event = e.originalEvent;
event.preventDefault();
distance = THREE.Math.clamp(distance - event.wheelDelta, 1, maxDistance);
updateCamera();
});
$(window).on("mouseup", function (e) {
"use strict";
moveCamera = false;
}).on("mousemove", function (e) {
"use strict";
if (moveCamera === true) {
rotX = (rotX - event.webkitMovementX/100) % (2*Math.PI);
rotY = THREE.Math.clamp(rotY + event.webkitMovementY/100, -Math.PI/2, Math.PI/2);
updateCamera();
}
});
updateCamera();
}
var requestAnimFrame = (function () {
"use strict";
return requestAnimationFrame || webkitRequestAnimationFrame || mozRequestAnimationFrame || function (callback) {
"use strict";
setTimeout(callback, 1000/60);
};
})();

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<!DOCTYPE HTML>
<html lang="en">
<head>
<title>Doedel Drie Dee || Slice Test</title>
<!--<script src="http://code.jquery.com/jquery-1.11.0.min.js"></script>-->
<script src="library/jquery.js"></script>
<script src="library/three.js"></script>
<script src="script/utils.js"></script>
<script src="script/box.js"></script>
<script src="script/printer.js"></script>
<script src="script/slicer.js"></script>
<script src="gcode/testgcode.js"></script>
<script src="gcode/easterbunny.js"></script>
</head>
<body>
<canvas id="3d-preview" height="480" width="720"></canvas>
<canvas id="canvas" width="200" height="200"></canvas>
<script>
var localIp = location.hash.substring(1);
var doodleBox = new D3D.Box(localIp);
doodleBox.onload = function () {
"use strict";
var gcode = slicer.getGcode(doodleBox.printer);
var print = $(document.createElement("button")).text("Print").on("click", function () {
doodleBox.print(gcode);
});
var stop = $(document.createElement("button")).text("Stop").on("click", function () {
doodleBox.stop();
});
$("body").append(print, stop);
};
var scene = new THREE.Scene();
var renderer = new THREE.WebGLRenderer({canvas: document.getElementById("3d-preview")});
renderer.setClearColor(0xffffff, 1);
var camera = new THREE.PerspectiveCamera(75, renderer.domElement.width/renderer.domElement.height, 1, 10000);
applyMouseControls(renderer, camera, 1000);
var material = new THREE.MeshBasicMaterial({color: 0x000000, wireframe: true});
var geometry = new THREE.TorusGeometry(20, 10, 20, 20);
//var geometry = new THREE.BoxGeometry(10, 10, 10, 1, 1, 1);
//var geometry = new THREE.SphereGeometry(5, 32, 32);
var mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
var slicer = new D3D.Slicer(geometry);
/*var slices = slicer.slice(20, 0.2);
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
for (var layer = 0; layer < slices.length; layer ++) {
var slice = slices[layer];
for (var i = 0; i < slice.length; i ++) {
var shape = slice[i];
context.beginPath();
for (var j = 0; j < shape.length; j ++) {
var point = shape[(j % shape.length)];
context.lineTo((point.x-100) * 3 + 100, (point.y-100) * 3 + 100);
}
context.closePath();
context.strokeStyle = "rgb(" + Math.round(Math.random()*255) + ", " + Math.round(Math.random()*255) + ", " + Math.round(Math.random()*255) + ")";
context.stroke();
}
}*/
(function animate () {
requestAnimationFrame(animate);
renderer.render(scene, camera);
})();
</script>
</body>
</html>