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https://github.com/Doodle3D/Doodle3D-Slicer.git
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remove var for const or let in calculateLayerIntersections.js
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@ -5,36 +5,37 @@ export default function calculateLayersIntersections(lines, settings) {
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const { layerHeight, dimensionsZ: height } = settings.config;
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const { layerHeight, dimensionsZ: height } = settings.config;
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var numLayers = Math.floor(height / layerHeight);
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const numLayers = Math.floor(height / layerHeight);
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var layerIntersectionIndexes = [];
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const layerIntersectionIndexes = [];
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var layerIntersectionPoints = [];
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const layerIntersectionPoints = [];
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for (var layer = 0; layer < numLayers; layer ++) {
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for (let layer = 0; layer < numLayers; layer ++) {
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layerIntersectionIndexes[layer] = [];
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layerIntersectionIndexes[layer] = [];
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layerIntersectionPoints[layer] = [];
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layerIntersectionPoints[layer] = [];
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}
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}
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for (var lineIndex = 0; lineIndex < lines.length; lineIndex ++) {
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for (let lineIndex = 0; lineIndex < lines.length; lineIndex ++) {
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var line = lines[lineIndex].line;
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const line = lines[lineIndex].line;
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var min = Math.ceil(Math.min(line.start.y, line.end.y) / layerHeight);
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const min = Math.ceil(Math.min(line.start.y, line.end.y) / layerHeight);
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var max = Math.floor(Math.max(line.start.y, line.end.y) / layerHeight);
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const max = Math.floor(Math.max(line.start.y, line.end.y) / layerHeight);
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for (var layerIndex = min; layerIndex <= max; layerIndex ++) {
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for (let layerIndex = min; layerIndex <= max; layerIndex ++) {
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if (layerIndex >= 0 && layerIndex < numLayers) {
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if (layerIndex >= 0 && layerIndex < numLayers) {
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layerIntersectionIndexes[layerIndex].push(lineIndex);
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layerIntersectionIndexes[layerIndex].push(lineIndex);
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var y = layerIndex * layerHeight;
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const y = layerIndex * layerHeight;
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let x, z;
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if (line.start.y === line.end.y) {
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if (line.start.y === line.end.y) {
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var x = line.start.x;
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x = line.start.x;
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var z = line.start.z;
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z = line.start.z;
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}
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}
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else {
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else {
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var alpha = (y - line.start.y) / (line.end.y - line.start.y);
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const alpha = (y - line.start.y) / (line.end.y - line.start.y);
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var x = line.end.x * alpha + line.start.x * (1 - alpha);
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x = line.end.x * alpha + line.start.x * (1 - alpha);
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var z = line.end.z * alpha + line.start.z * (1 - alpha);
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z = line.end.z * alpha + line.start.z * (1 - alpha);
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}
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}
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layerIntersectionPoints[layerIndex][lineIndex] = new THREE.Vector2(z, x);
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layerIntersectionPoints[layerIndex][lineIndex] = new THREE.Vector2(z, x);
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