Merge branch 'shape-direction-bug' into develop

This commit is contained in:
casperlamboo 2015-04-28 17:55:54 +02:00
commit b6884b6266
5 changed files with 66 additions and 44 deletions

View File

@ -5,6 +5,7 @@
<!--<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="library/cal.js"></script>
<script src="src/utils.js"></script>
<script src="src/box.js"></script>
@ -14,10 +15,13 @@
<script src="gcode/testgcode.js"></script>
<script src="gcode/easterbunny.js"></script>
<style>
canvas {border: 1px solid black;}
</style>
</head>
<body>
<canvas id="3d-preview" height="480" width="720"></canvas>
<canvas id="canvas" width="200" height="200"></canvas>
<canvas id="3d-preview" height="400" width="400"></canvas>
<canvas id="canvas" width="400" height="400"></canvas>
<script>
var localIp = location.hash.substring(1);
@ -26,7 +30,7 @@ var doodleBox = new D3D.Box(localIp);
doodleBox.onload = function () {
"use strict";
var gcode = slicer.getGcode(doodleBox.printer);
/*var gcode = slicer.getGcode(doodleBox.printer);
var print = $(document.createElement("a")).html("Print").on("click", function () {
doodleBox.print(gcode);
@ -38,7 +42,7 @@ doodleBox.onload = function () {
download: "test.gcode",
href: "data:text/plain," + encodeURIComponent(gcode.join("\n"))
});
$("body").append(print, stop, download);
$("body").append(print, stop, download);*/
};
var scene = new THREE.Scene();
@ -51,7 +55,7 @@ var camera = new THREE.PerspectiveCamera(75, renderer.domElement.width/renderer.
applyMouseControls(renderer, camera, 1000);
var material = new THREE.MeshLambertMaterial({color: 0x000000, wireframe: true});
var geometry = new THREE.TorusGeometry(20, 10, 4, 6);
var geometry = new THREE.TorusGeometry(20, 10, 10, 10);
//var geometry = new THREE.BoxGeometry(10, 10, 10, 1, 1, 1);
//var geometry = new THREE.SphereGeometry(40, 10, 10);
var mesh = new THREE.Mesh(geometry, material);
@ -61,24 +65,38 @@ var slicer = new D3D.Slicer().setGeometry(geometry);
//var slices = slicer.slice(200, 0.2);
var slices = slicer.slice(1, 1);
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
CAL.Scene.setCanvas(document.getElementById("canvas"));
var shapes = [];
for (var layer = 0; layer < slices.length; layer ++) {
var slice = slices[layer];
for (var i = 0; i < slice.length; i ++) {
var shape = slice[i];
var shape = new CAL.Shape({shapeColor: false});
CAL.Scene.add(shape);
shapes.push(shape);
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);
for (var j = 0; j < slice[i].length; j ++) {
var point = slice[i][j];
shape.addPoint(new CAL.Vector((point.x-100) * 5 + 200, (point.y-100) * 5 + 200));
}
//context.closePath();
context.strokeStyle = "rgb(" + Math.round(Math.random()*255) + ", " + Math.round(Math.random()*255) + ", " + Math.round(Math.random()*255) + ")";
context.stroke();
}
}
CAL.Scene.draw();
CAL.Scene.context.strokeStyle = "#FF0000";
for (var i = 0; i < shapes.length; i ++) {
var shape = shapes[i];
for (var j = 0; j < shape.points.length; j ++) {
var normal = shape.getNormal(j).scale(20);
var point = shape.points[j];
normal.draw(CAL.Scene.context, point.x, point.y);
}
}

View File

@ -64,25 +64,10 @@ D3D.Box.prototype.updateState = function () {
var self = this;
//que api calls so they don't overload the d3d box
getAPI(this.api + "printer/state", function (data) {
self.printer.state = data.state;
getAPI(this.api + "info/status", function (data) {
self.printer.data = data;
if (data.state !== "connecting" && data.state !== "disconnected") {
getAPI(self.api + "printer/temperature", function (data) {
self.printer.temperature = data;
getAPI(self.api + "printer/progress", function (data) {
self.printer.progress = data;
//finish updating state
self.update();
});
});
}
else {
self.update();
}
self.update();
});
};
D3D.Box.prototype.print = function (gcode) {

View File

@ -8,10 +8,8 @@
D3D.Printer = function (config) {
"use strict";
this.state = "connecting";
this.temperature = {};
this.progress = {};
this.data = {};
for (var i in config) {
if (i.indexOf("printer") === 0) {
this[i] = config[i];

View File

@ -39,7 +39,8 @@ D3D.Slicer.prototype.addLine = function (a, b) {
this.lines.push({
line: new THREE.Line3(this.geometry.vertices[a], this.geometry.vertices[b]),
connects: []
connects: [],
normals: []
});
}
@ -53,6 +54,7 @@ D3D.Slicer.prototype.createLines = function () {
for (var i = 0; i < this.geometry.faces.length; i ++) {
var face = this.geometry.faces[i];
var normal = new THREE.Vector2().set(face.normal.x, face.normal.z).normalize();
//check for only adding unique lines
//returns index of said line
@ -62,10 +64,14 @@ D3D.Slicer.prototype.createLines = function () {
//set connecting lines (based on face)
//something wrong here, 3 face can go in different direction
this.lines[a].connects.push(b, c);
this.lines[b].connects.push(a, c);
this.lines[b].connects.push(c, a);
this.lines[c].connects.push(a, b);
this.lines[a].normals.push(normal, normal);
this.lines[b].normals.push(normal, normal);
this.lines[c].normals.push(normal, normal);
}
//sort lines on min height
@ -81,6 +87,7 @@ D3D.Slicer.prototype.slice = function (height, step) {
var plane = new THREE.Plane();
for (var z = 0; z < height; z += step) {
z += 1;
plane.set(new THREE.Vector3(0, -1, 0), z);
var slice = [];
@ -118,13 +125,20 @@ D3D.Slicer.prototype.slice = function (height, step) {
done.push(index);
var connects = this.lines[index].connects;
var faceNormals = this.lines[index].normals;
for (var j = 0; j < connects.length; j ++) {
index = connects[j];
console.log(j, intersections[index]);
if (intersections[index] && done.indexOf(index) === -1) {
break;
var normal = new THREE.Vector2().copy(intersection).sub(intersections[index]).normal().normalize();
var faceNormal = faceNormals[j];
if (normal.dot(faceNormal) < 0) {
break;
}
else {
index = -1;
}
}
else {
index = -1;

View File

@ -11,6 +11,13 @@ var D3D = {
"contact": "develop@doodle3d.com"
};
THREE.Vector2.prototype.normal = function () {
var x = this.y;
var y = -this.x;
return this.set(x, y);
};
function sendAPI (url, data, callback) {
"use strict";