/****************************************************** * * 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 * helft van lijnen toevoegen omdat 4face altijd recht is, en 3face dus te veel data bevat * * omliggende lagen -> difference && sum omliggende lijnen * voor laag 5 = 5 diff (3 && 4 && 6 && 7)) * ******************************************************/ D3D.Slicer = function () { "use strict"; }; D3D.Slicer.prototype.setMesh = function (mesh) { "use strict"; //convert buffergeometry to geometry; var geometry = mesh.geometry.clone(); if (geometry instanceof THREE.BufferGeometry) { geometry = new THREE.Geometry().fromBufferGeometry(geometry); } //remove duplicate vertices; for (var i = 0; i < geometry.vertices.length; i ++) { var vertexA = geometry.vertices[i]; for (var j = i + 1; j < geometry.vertices.length; j ++) { var vertexB = geometry.vertices[j]; if (vertexA.equals(vertexB)) { geometry.vertices[j] = vertexA; } } } geometry.mergeVertices(); //apply mesh matrix on geometry; mesh.updateMatrix(); geometry.applyMatrix(mesh.matrix); geometry.computeFaceNormals(); geometry.computeBoundingBox(); this.geometry = geometry; //get unique lines from geometry; this.createLines(); return this; }; D3D.Slicer.prototype.createLines = function () { "use strict"; this.lines = []; var lineLookup = {}; var self = this; function addLine (a, b) { //think lookup can only be b_a, a_b is only possible when face is flipped var index = lineLookup[b + "_" + a] || lineLookup[a + "_" + b]; if (index === undefined) { index = self.lines.length; lineLookup[a + "_" + b] = index; self.lines.push({ line: new THREE.Line3(self.geometry.vertices[a], self.geometry.vertices[b]), connects: [], normals: [], ignore: 0 }); } return index; } for (var i = 0; i < this.geometry.faces.length; i ++) { var face = this.geometry.faces[i]; if (face.normal.y !== 1 && face.normal.y !== -1) { var normal = new THREE.Vector2().set(face.normal.z, face.normal.x).normalize(); //check for only adding unique lines //returns index of said line var a = addLine(face.a, face.b); var b = addLine(face.b, face.c); var c = addLine(face.c, face.a); //set connecting lines (based on face) this.lines[a].connects.push(b, c); this.lines[b].connects.push(c, a); this.lines[c].connects.push(a, b); this.lines[a].normals.push(normal); this.lines[b].normals.push(normal); this.lines[c].normals.push(normal); } } }; D3D.Slicer.prototype.slice = function (height, step) { "use strict"; var layersIntersections = []; for (var i = 0; i < this.lines.length; i ++) { var line = this.lines[i]; var min = Math.ceil(Math.min(line.line.start.y, line.line.end.y) / step); var max = Math.floor(Math.max(line.line.start.y, line.line.end.y) / step); for (var layerIndex = min; layerIndex <= max; layerIndex ++) { if (layerIndex >= 0) { if (layersIntersections[layerIndex] === undefined) { layersIntersections[layerIndex] = []; } layersIntersections[layerIndex].push(i); } } } var slices = []; //still error in first layer, so remove first layer & last layer //see https://github.com/Doodle3D/Doodle3D-Slicer/issues/1 for (var layer = 1; layer < layersIntersections.length-1; layer ++) { //for (var layer = 0; layer < layersIntersections.length; layer ++) { var layerIntersections = layersIntersections[layer]; var y = layer*step; var intersections = []; for (var i = 0; i < layerIntersections.length; i ++) { var index = layerIntersections[i]; var line = this.lines[index].line; var alpha = (y - line.start.y) / (line.end.y - line.start.y); var x = line.end.x * alpha + line.start.x * (1 - alpha); var z = line.end.z * alpha + line.start.z * (1 - alpha); intersections[index] = new THREE.Vector2(z, x); } var done = []; var slice = []; for (var i = 0; i < layerIntersections.length; i ++) { var index = layerIntersections[i]; if (done.indexOf(index) === -1) { var shape = []; while (index !== -1) { var intersection = intersections[index]; shape.push({X: intersection.x, Y: intersection.y}); 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]; if (intersections[index] && done.indexOf(index) === -1) { var a = new THREE.Vector2(intersection.x, intersection.y); var b = intersections[index]; var normal = a.sub(b).normal().normalize(); var faceNormal = faceNormals[Math.floor(j/2)]; if (normal.dot(faceNormal) > 0) { break; } else { index = -1; } } else { index = -1; } } } /* for (var i = 0; i < shape.length; i ++) { var point = shape[i]; var previousPoint = shape[(i + shape.length - 1) % shape.length]; var nextPoint = shape[(i + 1) % shape.length]; var point = new THREE.Vector2(point.X, point.Y); var previousPoint = new THREE.Vector2(previousPoint.X, previousPoint.Y); var nextPoint = new THREE.Vector2(nextPoint.X, nextPoint.Y); //var lineLength = nextPoint.sub(previousPoint).length(); var normal = nextPoint.sub(previousPoint).normal().normalize(); var distance = Math.abs(normal.dot(point.sub(previousPoint))); //something better for offset check if (distance <= 0.01) { shape.splice(i, 1); i --; } } */ //think this check is not nescesary, always higher as 0 if (shape.length > 0) { slice.push(new D3D.Paths([shape])); } } } var layerParts = []; for (var i = 0; i < slice.length; i ++) { var layerPart1 = slice[i]; var merge = false; for (var j = 0; j < layerParts.length; j ++) { var layerPart2 = layerParts[j]; if (layerPart2.intersect(layerPart1).length > 0) { layerPart2.join(layerPart1); merge = true; break; } } if (!merge) { layerParts.push(layerPart1); } } //stop when ther are no intersects if (layerParts.length > 0) { slices.push(layerParts); } else { break; } } return slices; }; D3D.Slicer.prototype.slicesToData = function (slices, printer) { "use strict"; var scale = 100; var layerHeight = printer.config["printer.layerHeight"] * scale; var dimensionsZ = printer.config["printer.dimensions.z"] * scale; var wallThickness = printer.config["printer.wallThickness"] * scale / 2; var shellThickness = printer.config["printer.shellThickness"] * scale; var fillSize = printer.config["printer.fillSize"] * scale; var brimOffset = printer.config["printer.brimOffset"] * scale; var bottomThickness = printer.config["printer.bottomThickness"] * scale; var topThickness = printer.config["printer.topThickness"] * scale; var bottomSkinCount = Math.ceil(bottomThickness/layerHeight); var topSkinCount = Math.ceil(topThickness/layerHeight); var start = new THREE.Vector2(0, 0); var data = []; var lowFillTemplate = this.getFillTemplate({ left: this.geometry.boundingBox.min.z * scale, top: this.geometry.boundingBox.min.x * scale, right: this.geometry.boundingBox.max.z * scale, bottom: this.geometry.boundingBox.max.x * scale }, fillSize, true, true); for (var layer = 0; layer < slices.length; layer ++) { var slice = slices[layer]; var layerData = []; data.push(layerData); var downSkin = new D3D.Paths([], true); if (layer - bottomSkinCount >= 0) { var downLayer = slices[layer - bottomSkinCount]; for (var i = 0; i < downLayer.length; i ++) { downSkin.join(downLayer[i]); } } var upSkin = new D3D.Paths([], true); if (layer + topSkinCount < slices.length) { var downLayer = slices[layer + topSkinCount]; for (var i = 0; i < downLayer.length; i ++) { upSkin.join(downLayer[i]); } } var surroundingLayer = upSkin.intersect(downSkin).scaleUp(scale); var sliceData = []; for (var i = 0; i < slice.length; i ++) { var part = slice[i]; //var outerLayer = part.clone(); var outerLayer = part.clone().scaleUp(scale).offset(-wallThickness/2); if (outerLayer.length > 0) { var insets = new D3D.Paths([], true); for (var offset = wallThickness; offset <= shellThickness; offset += wallThickness) { var inset = outerLayer.offset(-offset); insets.join(inset); } var fillArea = (inset || outerLayer).offset(-wallThickness/2); //var fillArea = (inset || outerLayer).clone(); var highFillArea = fillArea.difference(surroundingLayer); var lowFillArea = fillArea.difference(highFillArea); var fill = new D3D.Paths([], false); if (lowFillTemplate.length > 0) { fill.join(lowFillTemplate.intersect(lowFillArea)); } if (highFillArea.length > 0) { var bounds = highFillArea.bounds(); var even = (layer % 2 === 0); var highFillTemplate = this.getFillTemplate(bounds, wallThickness, even, !even); fill.join(highFillTemplate.intersect(highFillArea)); } outerLayer = outerLayer.optimizePath(start); if (insets.length > 0) { insets = insets.optimizePath(outerLayer.lastPoint()); fill = fill.optimizePath(insets.lastPoint()); } else { fill = fill.optimizePath(outerLayer.lastPoint()); } if (fill.length > 0) { start = fill.lastPoint(); } else if (insets.length > 0) { start = insets.lastPoint(); } else { start = outerLayer.lastPoint(); } layerData.push({ outerLayer: outerLayer.scaleDown(scale), fill: fill.scaleDown(scale), insets: insets.scaleDown(scale) }); } } } return data; }; D3D.Slicer.prototype.getFillTemplate = function (bounds, size, even, uneven) { "use strict"; var paths = new D3D.Paths([], false); if (even) { for (var length = Math.floor(bounds.left/size)*size; length <= Math.ceil(bounds.right/size)*size; length += size) { paths.push([{X: length, Y: bounds.top}, {X: length, Y: bounds.bottom}]); } } if (uneven) { for (var length = Math.floor(bounds.top/size)*size; length <= Math.floor(bounds.bottom/size)*size; length += size) { paths.push([{X: bounds.left, Y: length}, {X: bounds.right, Y: length}]); } } //return paths; return paths; }; D3D.Slicer.prototype.dataToGcode = function (data, printer) { "use strict"; var layerHeight = printer.config["printer.layerHeight"]; var normalSpeed = printer.config["printer.speed"]; var bottomSpeed = printer.config["printer.bottomLayerSpeed"]; var firstLayerSlow = printer.config["printer.firstLayerSlow"]; var bottomFlowRate = printer.config["printer.bottomFlowRate"]; var travelSpeed = printer.config["printer.travelSpeed"]; var filamentThickness = printer.config["printer.filamentThickness"]; var wallThickness = printer.config["printer.wallThickness"]; var enableTraveling = printer.config["printer.enableTraveling"]; var retractionEnabled = printer.config["printer.retraction.enabled"]; var retractionSpeed = printer.config["printer.retraction.speed"]; var retractionMinDistance = printer.config["printer.retraction.minDistance"]; var retractionAmount = printer.config["printer.retraction.amount"]; function sliceToGcode (slice) { var gcode = []; for (var i = 0; i < slice.length; i ++) { var shape = slice[i]; var previousPoint; var length = slice.closed ? (shape.length + 1) : shape.length; for (var j = 0; j < length; j ++) { var point = shape[j % shape.length]; if (j === 0) { //TODO //add retraction if (extruder > retractionMinDistance && 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 > retractionMinDistance && retractionEnabled) { gcode.push([ "G0", "E" + extruder.toFixed(3), "F" + (retractionSpeed * 60).toFixed(3) ].join(" ")); } } else { var a = new THREE.Vector2().set(point.X, point.Y); var b = new THREE.Vector2().set(previousPoint.X, previousPoint.Y); var lineLength = a.distanceTo(b); 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; } } return gcode; } var gcode = printer.getStartCode().split("\n"); var extruder = 0.0; var speed = firstLayerSlow ? (bottomSpeed*60).toFixed(3) : (normalSpeed*60).toFixed(3); var filamentSurfaceArea = Math.pow((filamentThickness/2), 2) * Math.PI; var flowRate = bottomFlowRate; for (var layer = 0; layer < data.length; layer ++) { var slice = data[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 layerPart = slice[i]; gcode = gcode.concat(sliceToGcode(layerPart.outerLayer)); gcode = gcode.concat(sliceToGcode(layerPart.insets)); gcode = gcode.concat(sliceToGcode(layerPart.fill)); } } return gcode.join("\n") + "\n" + printer.getEndCode(); }; //only for debug purposes D3D.Slicer.prototype.drawPaths = function (printer, min, max) { "use strict"; var layerHeight = printer.config["printer.layerHeight"]; var dimensionsZ = printer.config["printer.dimensions.z"]; var slices = this.slice(dimensionsZ, layerHeight); var data = this.slicesToData(slices, printer); var canvas = document.createElement("canvas"); canvas.width = 400; canvas.height = 400; var context = canvas.getContext("2d"); for (var layer = min; layer < max; layer ++) { var slice = data[layer % data.length]; for (var i = 0; i < slice.length; i ++) { var layerPart = slice[i]; layerPart.insets.draw(context, "blue"); layerPart.outerLayer.draw(context, "green"); layerPart.fill.draw(context, "red"); } } return canvas; }; D3D.Slicer.prototype.getGcode = function (printer) { "use strict"; var layerHeight = printer.config["printer.layerHeight"]; var dimensionsZ = printer.config["printer.dimensions.z"]; var start = new Date().getTime(); var slices = this.slice(dimensionsZ, layerHeight); var end = new Date().getTime(); console.log("Slicing: " + (end - start) + "ms"); var start = new Date().getTime(); var data = this.slicesToData(slices, printer); var end = new Date().getTime(); console.log("Data: " + (end - start) + "ms"); var start = new Date().getTime(); var gcode = this.dataToGcode(data, printer); var end = new Date().getTime(); console.log("Gcode: " + (end - start) + "ms"); return gcode; };