OpenBuilds-CONTROL/app/lib/3dview/workers/litegcodeviewer.js

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36 KiB
JavaScript

self.addEventListener('message', function(e) {
// console.log("New message received by worker", e.data.data.length)
importScripts("/lib/threejs/three.min.js");
var data = e.data;
var result = createObjectFromGCode(e.data.data)
result = result;
// console.log(result)
self.postMessage(JSON.stringify(result));
}, false);
// This is a simplified and updated version of http://gcode.joewalnes.com/
// Updated with code from http://chilipeppr.com/tinyg's 3D viewer to support more CNC type Gcode
// Simplified by Andrew Hodel in 2015
// Updated by PvdW in 2016 for S-Value lasers
// Updates by PvdW in 2017 - new arc code from http://chilipeppr.com
// Updates by PvdW in 2017 - AUTODETECT MAX S VALUE
// Updated by PvdW in 2017 - Parse GCODE to find starting temperatures (preheat machine)
// Updated by PvdW in 2018 - Webworker Version
// Updated by PvdW in 2019 - Improve Performance
var lastLine = {
x: 0,
y: 0,
z: 0,
e: 0,
f: 0,
t: false,
feedrate: null,
extruding: false,
tool: false
};
GCodeParser = function(handlers, modecmdhandlers) {
this.handlers = handlers || {};
this.modecmdhandlers = modecmdhandlers || {};
this.lastArgs = {
cmd: null
};
this.lastFeedrate = null;
this.isUnitsMm = true;
this.parseLine = function(text, info) {
// console.log("LINE: " + text)
var origtext = text;
// remove line numbers if exist
if (text.match(/^N/i)) {
// yes, there's a line num
text = text.replace(/^N\d+\s*/ig, "");
}
// collapse leading zero g cmds to no leading zero
text = text.replace(/G00/i, 'G0');
text = text.replace(/G0(\d)/i, 'G$1');
// add spaces before g cmds and xyzabcijkf params
text = text.replace(/([gmtxyzabcijkfst])/ig, " $1");
// remove spaces after xyzabcijkf params because a number should be directly after them
text = text.replace(/([xyzabcijkfst])\s+/ig, "$1");
// remove front and trailing space
text = text.trim();
// see if comment
var isComment = false;
if (text.match(/^(;|\(|<)/)) {
text = origtext;
isComment = true;
} else {
// make sure to remove inline comments
text = text.replace(/\(.*?\)/g, "");
}
//console.log("gcode txt:", text);
if (text && !isComment) {
text = text.replace(/(;|\().*$/, ""); // ; or () trailing // strip off end of line comment
var tokens = [];
// Execute any non-motion commands on the line immediately
// Add other commands to the tokens list for later handling
// Segments are not created for non-motion commands;
// the segment for this line is created later
text.split(/\s+/).forEach(function(token) {
var modehandler = modecmdhandlers[token.toUpperCase()];
if (modehandler) {
modehandler();
} else {
tokens.push(token);
}
});
if (tokens.length) {
var cmd = tokens[0];
cmd = cmd.toUpperCase();
// check if a g or m cmd was included in gcode line
// you are allowed to just specify coords on a line
// and it should be assumed that the last specified gcode
// cmd is what's assumed
isComment = false;
if (!cmd.match(/^(G|M|T|S)/i)) {
cmd = this.lastArgs.cmd;
tokens.unshift(cmd); // put at spot 0 in array
} else {
// we have a normal cmd as opposed to just an xyz pos where
// it assumes you should use the last cmd
// however, need to remove inline comments (TODO. it seems parser works fine for now)
}
var args = {
'cmd': cmd,
'text': text,
'origtext': origtext,
'indx': info,
'isComment': isComment,
'feedrate': null
};
// console.log("args:", args);
if (tokens.length > 1 && !isComment) {
tokens.splice(1).forEach(function(token) {
//console.log("token:", token);
if (token && token.length > 0) {
var key = token[0].toLowerCase();
var value = parseFloat(token.substring(1));
args[key] = value;
} else {
//console.log("couldn't parse token in foreach. weird:", token);
}
});
}
var handler = this.handlers[cmd] || this.handlers['default'];
// don't save if saw a comment
if (!args.isComment) {
this.lastArgs = args;
//console.log("just saved lastArgs for next use:", this.lastArgs);
} else {
//console.log("this was a comment, so didn't save lastArgs");
}
//console.log("calling handler: cmd:", cmd, "args:", args, "info:", info);
if (handler) {
// scan for feedrate
if (args.text.match(/F([\d.]+)/i)) {
// we have a new feedrate
var feedrate = parseFloat(RegExp.$1);
args.feedrate = feedrate;
this.lastFeedrate = feedrate;
} else {
// use feedrate from prior lines
args.feedrate = this.lastFeedrate;
}
if (args.text.match(/S([\d.]+)/i)) {
// we have a new S-Value
var svalue = parseFloat(RegExp.$1);
args.svalue = svalue;
this.lastsvalue = svalue;
} else {
// use feedrate from prior lines
args.svalue = this.lastsvalue;
}
if (args.text.match(/T([\d.]+)/i)) {
console.log("New Tool: ", args.text)
// we have a new S-Value
var tool = parseFloat(RegExp.$1);
args.tool = tool;
this.lasttool = tool;
} else {
// use tool from prior lines
args.tool = this.lasttool;
}
//console.log("about to call handler. args:", args, "info:", info, "this:", this);
return handler(args, info, this);
} else {
console.error("No handler for gcode command!!!");
}
}
} else {
// it was a comment or the line was empty
// we still need to create a segment with xyz in p2
// so that when we're being asked to /gotoline we have a position
// for each gcode line, even comments. we just use the last real position
// to give each gcode line (even a blank line) a spot to go to
var args = {
'cmd': 'empty or comment',
'text': text,
'origtext': origtext,
'indx': info,
'isComment': isComment
};
var handler = this.handlers['default'];
return handler(args, info, this);
}
}
this.parse = function(gcode) {
// console.log(gcode)
var lines = gcode.split(/\r{0,1}\n/);
// var lines = gcode
for (var i = 0; i < lines.length; i++) {
if (this.parseLine(lines[i], i) === false) {
break;
}
}
}
},
colorG0 = 0x00cc00, //bootstrap color
colorG1 = 0xcc0000,
colorG2 = 0x0000cc,
createObjectFromGCode = function(gcode) {
// console.log(gcode)
// Reset Starting Point
lastLine = {
x: 0,
y: 0,
z: 0,
e: 0,
f: 0,
s: 0,
t: false,
feedrate: null,
extruding: false
};
setUnits = function(units) {
if (units == "mm")
this.isUnitsMm = true;
else
this.isUnitsMm = false;
this.onUnitsChanged();
}
onUnitsChanged = function() {
//console.log("onUnitsChanged");
// we need to publish back the units
var units = "mm";
if (!this.isUnitsMm) units = "inch";
// $('.com-chilipeppr-widget-3dviewer-units-indicator').text(units);
// console.log("USING UNITS:" + units)
}
// these are extra Object3D elements added during
// the gcode rendering to attach to scene
this.extraObjects = [];
this.extraObjects["G17"] = [];
this.extraObjects["G18"] = [];
this.extraObjects["G19"] = [];
this.offsetG92 = {
x: 0,
y: 0,
z: 0,
e: 0
};
this.setUnits("mm");
// we have been using an approach where we just append
// each gcode move to one monolithic geometry. we
// are moving away from that idea and instead making each
// gcode move be it's own full-fledged line object with
// its own userData info
// G2/G3 moves are their own child of lots of lines so
// that even the simulator can follow along better
var layers = [];
var layer = undefined;
var lines = [];
var totalDist = 0;
this.newLayer = function(line) {
//console.log("layers:", layers, "layers.length", layers.length);
layer = {
type: {},
layer: layers.length,
z: line.z,
};
layers.push(layer);
};
this.drawArc = function(aX, aY, aZ, endaZ, aRadius, aStartAngle, aEndAngle, aClockwise, plane) {
//console.log("drawArc:", aX, aY, aZ, aRadius, aStartAngle, aEndAngle, aClockwise);
var ac = new THREE.ArcCurve(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise);
//console.log("ac:", ac);
var acmat = new THREE.LineBasicMaterial({
color: colorG2,
opacity: 0.5,
transparent: true
});
var acgeo = new THREE.Geometry();
var ctr = 0;
var z = aZ;
var points = []
ac.getPoints(20).forEach(function(v) {
//console.log(v);
z = (((endaZ - aZ) / 20) * ctr) + aZ;
acgeo.vertices.push(new THREE.Vector3(v.x, v.y, z));
ctr++;
points.push({
'x': v.x,
'y': v.y,
'z': z,
})
});
var aco = new THREE.Line(acgeo, acmat);
aco.userData.points = points;
//aco.position.set(pArc.x, pArc.y, pArc.z);
//console.log("aco:", aco);
this.extraObjects[plane].push(aco);
return aco;
};
this.drawArcFrom2PtsAndCenter = function(vp1, vp2, vpArc, args) {
//console.log("drawArcFrom2PtsAndCenter. vp1:", vp1, "vp2:", vp2, "vpArc:", vpArc, "args:", args);
//var radius = vp1.distanceTo(vpArc);
//console.log("radius:", radius);
// Find angle
var p1deltaX = vpArc.x - vp1.x;
var p1deltaY = vpArc.y - vp1.y;
var p1deltaZ = vpArc.z - vp1.z;
var p2deltaX = vpArc.x - vp2.x;
var p2deltaY = vpArc.y - vp2.y;
var p2deltaZ = vpArc.z - vp2.z;
switch (args.plane) {
case "G18":
var anglepArcp1 = Math.atan(p1deltaZ / p1deltaX);
var anglepArcp2 = Math.atan(p2deltaZ / p2deltaX);
break;
case "G19":
var anglepArcp1 = Math.atan(p1deltaZ / p1deltaY);
var anglepArcp2 = Math.atan(p2deltaZ / p2deltaY);
break;
default:
var anglepArcp1 = Math.atan(p1deltaY / p1deltaX);
var anglepArcp2 = Math.atan(p2deltaY / p2deltaX);
}
// Draw arc from arc center
var radius = vpArc.distanceTo(vp1);
var radius2 = vpArc.distanceTo(vp2);
//console.log("radius:", radius);
if (Number((radius).toFixed(2)) != Number((radius2).toFixed(2))) console.log("Radiuses not equal. r1:", radius, ", r2:", radius2, " with args:", args, " rounded vals r1:", Number((radius).toFixed(2)), ", r2:", Number((radius2).toFixed(2)));
// arccurve
var clwise = true;
if (args.clockwise === false) clwise = false;
//if (anglepArcp1 < 0) clockwise = false;
switch (args.plane) {
case "G19":
if (p1deltaY >= 0) anglepArcp1 += Math.PI;
if (p2deltaY >= 0) anglepArcp2 += Math.PI;
break;
default:
if (p1deltaX >= 0) anglepArcp1 += Math.PI;
if (p2deltaX >= 0) anglepArcp2 += Math.PI;
}
if (anglepArcp1 === anglepArcp2 && clwise === false)
// Draw full circle if angles are both zero,
// start & end points are same point... I think
switch (args.plane) {
case "G18":
var threeObj = this.drawArc(vpArc.x, vpArc.z, (-1 * vp1.y), (-1 * vp2.y), radius, anglepArcp1, (anglepArcp2 + (2 * Math.PI)), clwise, "G18");
break;
case "G19":
var threeObj = this.drawArc(vpArc.y, vpArc.z, vp1.x, vp2.x, radius, anglepArcp1, (anglepArcp2 + (2 * Math.PI)), clwise, "G19");
break;
default:
var threeObj = this.drawArc(vpArc.x, vpArc.y, vp1.z, vp2.z, radius, anglepArcp1, (anglepArcp2 + (2 * Math.PI)), clwise, "G17");
}
else
switch (args.plane) {
case "G18":
var threeObj = this.drawArc(vpArc.x, vpArc.z, (-1 * vp1.y), (-1 * vp2.y), radius, anglepArcp1, anglepArcp2, clwise, "G18");
break;
case "G19":
var threeObj = this.drawArc(vpArc.y, vpArc.z, vp1.x, vp2.x, radius, anglepArcp1, anglepArcp2, clwise, "G19");
break;
default:
var threeObj = this.drawArc(vpArc.x, vpArc.y, vp1.z, vp2.z, radius, anglepArcp1, anglepArcp2, clwise, "G17");
}
return threeObj;
};
this.addSegment = function(p1, p2, args) {
if (p2.arc) {
//console.log("");
//console.log("drawing arc. p1:", p1, ", p2:", p2);
//var segmentCount = 12;
// figure out the 3 pts we are dealing with
// the start, the end, and the center of the arc circle
// radius is dist from p1 x/y/z to pArc x/y/z
//if(args.clockwise === false || args.cmd === "G3"){
// var vp2 = new THREE.Vector3(p1.x, p1.y, p1.z);
// var vp1 = new THREE.Vector3(p2.x, p2.y, p2.z);
//}
//else {
var vp1 = new THREE.Vector3(p1.x, p1.y, p1.z);
var vp2 = new THREE.Vector3(p2.x, p2.y, p2.z);
//}
var vpArc;
// if this is an R arc gcode command, we're given the radius, so we
// don't have to calculate it. however we need to determine center
// of arc
if (args.r != null) {
//console.log("looks like we have an arc with R specified. args:", args);
//console.log("anglepArcp1:", anglepArcp1, "anglepArcp2:", anglepArcp2);
radius = parseFloat(args.r);
// First, find the distance between points 1 and 2. We'll call that q,
// and it's given by sqrt((x2-x1)^2 + (y2-y1)^2).
var q = Math.sqrt(Math.pow(p2.x - p1.x, 2) + Math.pow(p2.y - p1.y, 2) + Math.pow(p2.z - p1.z, 2));
// Second, find the point halfway between your two points. We'll call it
// (x3, y3). x3 = (x1+x2)/2 and y3 = (y1+y2)/2.
var x3 = (p1.x + p2.x) / 2;
var y3 = (p1.y + p2.y) / 2;
var z3 = (p1.z + p2.z) / 2;
// There will be two circle centers as a result of this, so
// we will have to pick the correct one. In gcode we can get
// a + or - val on the R to indicate which circle to pick
// One answer will be:
// x = x3 + sqrt(r^2-(q/2)^2)*(y1-y2)/q
// y = y3 + sqrt(r^2-(q/2)^2)*(x2-x1)/q
// The other will be:
// x = x3 - sqrt(r^2-(q/2)^2)*(y1-y2)/q
// y = y3 - sqrt(r^2-(q/2)^2)*(x2-x1)/q
var pArc_1 = undefined;
var pArc_2 = undefined;
var calc = Math.sqrt((radius * radius) - Math.pow(q / 2, 2));
// calc can be NaN if q/2 is epsilon larger than radius due to finite precision
// When that happens, the calculated center is incorrect
if (isNaN(calc)) {
calc = 0.0;
}
var angle_point = undefined;
switch (args.plane) {
case "G18":
pArc_1 = {
x: x3 + calc * (p1.z - p2.z) / q,
y: y3 + calc * (p2.y - p1.y) / q,
z: z3 + calc * (p2.x - p1.x) / q
};
pArc_2 = {
x: x3 - calc * (p1.z - p2.z) / q,
y: y3 - calc * (p2.y - p1.y) / q,
z: z3 - calc * (p2.x - p1.x) / q
};
angle_point = Math.atan2(p1.z, p1.x) - Math.atan2(p2.z, p2.x);
if (((p1.x - pArc_1.x) * (p1.z + pArc_1.z)) + ((pArc_1.x - p2.x) * (pArc_1.z + p2.z)) >=
((p1.x - pArc_2.x) * (p1.z + pArc_2.z)) + ((pArc_2.x - p2.x) * (pArc_2.z + p2.z))) {
var cw = pArc_1;
var ccw = pArc_2;
} else {
var cw = pArc_2;
var ccw = pArc_1;
}
break;
case "G19":
pArc_1 = {
x: x3 + calc * (p1.x - p2.x) / q,
y: y3 + calc * (p1.z - p2.z) / q,
z: z3 + calc * (p2.y - p1.y) / q
};
pArc_2 = {
x: x3 - calc * (p1.x - p2.x) / q,
y: y3 - calc * (p1.z - p2.z) / q,
z: z3 - calc * (p2.y - p1.y) / q
};
if (((p1.y - pArc_1.y) * (p1.z + pArc_1.z)) + ((pArc_1.y - p2.y) * (pArc_1.z + p2.z)) >=
((p1.y - pArc_2.y) * (p1.z + pArc_2.z)) + ((pArc_2.y - p2.y) * (pArc_2.z + p2.z))) {
var cw = pArc_1;
var ccw = pArc_2;
} else {
var cw = pArc_2;
var ccw = pArc_1;
}
break;
default:
pArc_1 = {
x: x3 + calc * (p1.y - p2.y) / q,
y: y3 + calc * (p2.x - p1.x) / q,
z: z3 + calc * (p2.z - p1.z) / q
};
pArc_2 = {
x: x3 - calc * (p1.y - p2.y) / q,
y: y3 - calc * (p2.x - p1.x) / q,
z: z3 - calc * (p2.z - p1.z) / q
};
if (((p1.x - pArc_1.x) * (p1.y + pArc_1.y)) + ((pArc_1.x - p2.x) * (pArc_1.y + p2.y)) >=
((p1.x - pArc_2.x) * (p1.y + pArc_2.y)) + ((pArc_2.x - p2.x) * (pArc_2.y + p2.y))) {
var cw = pArc_1;
var ccw = pArc_2;
} else {
var cw = pArc_2;
var ccw = pArc_1;
}
}
if ((p2.clockwise === true && radius >= 0) || (p2.clockwise === false && radius < 0)) vpArc = new THREE.Vector3(cw.x, cw.y, cw.z);
else vpArc = new THREE.Vector3(ccw.x, ccw.y, ccw.z);
} else {
// this code deals with IJK gcode commands
/*if(args.clockwise === false || args.cmd === "G3")
var pArc = {
x: p2.arci ? p1.x + p2.arci : p1.x,
y: p2.arcj ? p1.y + p2.arcj : p1.y,
z: p2.arck ? p1.z + p2.arck : p1.z,
};
else*/
var pArc = {
x: p2.arci,
y: p2.arcj,
z: p2.arck,
};
//console.log("new pArc:", pArc);
vpArc = new THREE.Vector3(pArc.x, pArc.y, pArc.z);
//console.log("vpArc:", vpArc);
}
var threeObjArc = this.drawArcFrom2PtsAndCenter(vp1, vp2, vpArc, args);
// still push the normal p1/p2 point for debug
p2.g2 = true;
p2.threeObjArc = threeObjArc;
// these golden lines showing start/end of a g2 or g3 arc were confusing people
// so hiding them for now. jlauer 8/15/15
/*
geometry = group.geometry;
geometry.vertices.push(
new THREE.Vector3(p1.x, p1.y, p1.z));
geometry.vertices.push(
new THREE.Vector3(p2.x, p2.y, p2.z));
geometry.colors.push(group.color);
geometry.colors.push(group.color);
*/
// end of if p2.arc
// console.log( p2.threeObjArc.userData.points)
// console.log(JSON.stringify(threeObjArc.userData))
var a = new THREE.Vector3(p1.x, p1.y, p1.z);
var b = new THREE.Vector3(p2.x, p2.y, p2.z);
if (dist > 0) {
this.totalDist += dist;
}
// calc distance of one segment of the arc
dist = a.distanceTo(b) / threeObjArc.userData.points.length;
// time to execute this move
// if this move is 10mm and we are moving at 100mm/min then
// this move will take 10/100 = 0.1 minutes or 6 seconds
for (i = 0; i < threeObjArc.userData.points.length; i++) {
var timeMinutes = 0;
if (dist > 0) {
var fr;
if (args.feedrate > 0) {
fr = args.feedrate
} else {
fr = 1000;
}
timeMinutes = dist / fr;
// adjust for acceleration, meaning estimate
// this will run longer than estimated from the math
// above because we don't start moving at full feedrate
// obviously, we have to slowly accelerate in and out
timeMinutes = timeMinutes * 1.32;
}
this.totalTime += timeMinutes;
var p2sub = {
x: threeObjArc.userData.points[i].x,
y: threeObjArc.userData.points[i].y,
z: threeObjArc.userData.points[i].z,
e: p2.e,
f: p2.f,
g2: true,
g2segment: true,
feedrate: fr,
dist: dist,
distSum: this.totalDist,
timeMins: timeMinutes,
timeMinsSum: this.totalTime,
}
lines.push({
p2: p2sub,
'args': args
});
}
} else { // not an arc
lines.push({
p2: p2,
'args': args
});
}
// DISTANCE CALC
// add distance so we can calc estimated time to run
// see if arc
var dist = 0;
if (p2.arc) {
// calc dist of all lines
//console.log("this is an arc to calc dist for. p2.threeObjArc:", p2.threeObjArc, "p2:", p2);
var arcGeo = p2.threeObjArc.geometry;
//console.log("arcGeo:", arcGeo);
var tad2 = 0;
for (var arcLineCtr = 0; arcLineCtr < arcGeo.vertices.length - 1; arcLineCtr++) {
tad2 += arcGeo.vertices[arcLineCtr].distanceTo(arcGeo.vertices[arcLineCtr + 1]);
}
//console.log("tad2:", tad2);
// just do straight line calc
var a = new THREE.Vector3(p1.x, p1.y, p1.z);
var b = new THREE.Vector3(p2.x, p2.y, p2.z);
var straightDist = a.distanceTo(b);
//console.log("diff of straight line calc vs arc sum. straightDist:", straightDist);
dist = tad2;
} else {
// just do straight line calc
var a = new THREE.Vector3(p1.x, p1.y, p1.z);
var b = new THREE.Vector3(p2.x, p2.y, p2.z);
dist = a.distanceTo(b);
}
if (dist > 0) {
this.totalDist += dist;
}
// time to execute this move
// if this move is 10mm and we are moving at 100mm/min then
// this move will take 10/100 = 0.1 minutes or 6 seconds
var timeMinutes = 0;
if (dist > 0) {
var fr;
if (args.feedrate > 0) {
fr = args.feedrate
} else {
fr = 100;
}
timeMinutes = dist / fr;
// adjust for acceleration, meaning estimate
// this will run longer than estimated from the math
// above because we don't start moving at full feedrate
// obviously, we have to slowly accelerate in and out
timeMinutes = timeMinutes * 1.32;
}
this.totalTime += timeMinutes;
p2.feedrate = args.feedrate;
p2.dist = dist;
p2.distSum = this.totalDist;
p2.timeMins = timeMinutes;
p2.timeMinsSum = this.totalTime;
// console.log("calculating distance. dist:", dist, "totalDist:", this.totalDist, "feedrate:", args.feedrate, "timeMinsToExecute:", timeMinutes, "totalTime:", this.totalTime, "p1:", p1, "p2:", p2, "args:", args);
}
this.totalDist = 0;
this.totalTime = 0;
var relative = false;
this.delta = function(v1, v2) {
return relative ? v2 : v2 - v1;
}
this.absolute = function(v1, v2) {
return relative ? v1 + v2 : v2;
}
var ijkrelative = true; // For Mach3 Arc IJK Absolute mode
this.ijkabsolute = function(v1, v2) {
return ijkrelative ? v1 + v2 : v2;
}
this.addFakeSegment = function(args) {
//line.args = args;
var arg2 = {
isFake: true,
text: args.text,
indx: args.indx
};
if (arg2.text.match(/^(;|\(|<)/)) arg2.isComment = true;
lines.push({
p2: lastLine, // since this is fake, just use lastLine as xyz
'args': arg2
});
}
var cofg = this;
var parser = new this.GCodeParser({
//set the g92 offsets for the parser - defaults to no offset
/* When doing CNC, generally G0 just moves to a new location
as fast as possible which means no milling or extruding is happening in G0.
So, let's color it uniquely to indicate it's just a toolhead move. */
G0: function(args, indx) {
//G1.apply(this, args, line, 0x00ff00);
//console.log("G0", args);
var newLine = {
x: args.x !== undefined ? cofg.absolute(lastLine.x, args.x) + cofg.offsetG92.x : lastLine.x,
y: args.y !== undefined ? cofg.absolute(lastLine.y, args.y) + cofg.offsetG92.y : lastLine.y,
z: args.z !== undefined ? cofg.absolute(lastLine.z, args.z) + cofg.offsetG92.z : lastLine.z,
e: args.e !== undefined ? cofg.absolute(lastLine.e, args.e) + cofg.offsetG92.e : lastLine.e,
f: args.f !== undefined ? cofg.absolute(lastLine.f, args.f) : lastLine.f,
s: args.s !== undefined ? cofg.absolute(lastLine.s, args.s) : lastLine.s,
t: args.t !== undefined ? cofg.absolute(lastLine.t, args.t) : lastLine.t,
};
newLine.g0 = true;
//cofg.newLayer(newLine);
cofg.addSegment(lastLine, newLine, args);
//console.log("G0", lastLine, newLine, args, cofg.offsetG92);
lastLine = newLine;
},
G1: function(args, indx) {
// Example: G1 Z1.0 F3000
// G1 X99.9948 Y80.0611 Z15.0 F1500.0 E981.64869
// G1 E104.25841 F1800.0
// Go in a straight line from the current (X, Y) point
// to the point (90.6, 13.8), extruding material as the move
// happens from the current extruded length to a length of
// 22.4 mm.
var newLine = {
x: args.x !== undefined ? cofg.absolute(lastLine.x, args.x) + cofg.offsetG92.x : lastLine.x,
y: args.y !== undefined ? cofg.absolute(lastLine.y, args.y) + cofg.offsetG92.y : lastLine.y,
z: args.z !== undefined ? cofg.absolute(lastLine.z, args.z) + cofg.offsetG92.z : lastLine.z,
e: args.e !== undefined ? cofg.absolute(lastLine.e, args.e) + cofg.offsetG92.e : lastLine.e,
f: args.f !== undefined ? cofg.absolute(lastLine.f, args.f) : lastLine.f,
s: args.s !== undefined ? cofg.absolute(lastLine.s, args.s) : lastLine.s,
t: args.t !== undefined ? cofg.absolute(lastLine.t, args.t) : lastLine.t,
};
/* layer change detection is or made by watching Z, it's made by
watching when we extrude at a new Z position */
if (cofg.delta(lastLine.e, newLine.e) > 0) {
newLine.extruding = cofg.delta(lastLine.e, newLine.e) > 0;
if (layer == undefined || newLine.z != layer.z) cofg.newLayer(newLine);
}
newLine.g1 = true;
cofg.addSegment(lastLine, newLine, args);
//console.log("G1", lastLine, newLine, args, cofg.offsetG92);
lastLine = newLine;
},
G2: function(args, indx, gcp) {
/* this is an arc move from lastLine's xy to the new xy. we'll
show it as a light gray line, but we'll also sub-render the
arc itself by figuring out the sub-segments . */
var newLine = {
x: args.x !== undefined ? cofg.absolute(lastLine.x, args.x) + cofg.offsetG92.x : lastLine.x,
y: args.y !== undefined ? cofg.absolute(lastLine.y, args.y) + cofg.offsetG92.y : lastLine.y,
z: args.z !== undefined ? cofg.absolute(lastLine.z, args.z) + cofg.offsetG92.z : lastLine.z,
e: args.e !== undefined ? cofg.absolute(lastLine.e, args.e) + cofg.offsetG92.e : lastLine.e,
f: args.f !== undefined ? cofg.absolute(lastLine.f, args.f) : lastLine.f,
s: args.s !== undefined ? cofg.absolute(lastLine.s, args.s) : lastLine.s,
t: args.t !== undefined ? cofg.absolute(lastLine.t, args.t) : lastLine.t,
arci: args.i !== undefined ? cofg.ijkabsolute(lastLine.x, args.i) : lastLine.x,
arcj: args.j !== undefined ? cofg.ijkabsolute(lastLine.y, args.j) : lastLine.y,
arck: args.k !== undefined ? cofg.ijkabsolute(lastLine.z, args.k) : lastLine.z,
arcr: args.r ? args.r : null,
};
//console.log("G2 newLine:", newLine);
//newLine.g2 = true;
newLine.arc = true;
newLine.clockwise = true;
if (args.clockwise === false) newLine.clockwise = args.clockwise;
cofg.addSegment(lastLine, newLine, args);
//console.log("G2", lastLine, newLine, args, cofg.offsetG92);
lastLine = newLine;
//console.log("G2. args:", args);
},
G3: function(args, indx, gcp) {
/* this is an arc move from lastLine's xy to the new xy. same
as G2 but reverse*/
args.arc = true;
args.clockwise = false;
gcp.handlers.G2(args, indx, gcp);
},
G73: function(args, indx, gcp) {
// peck drilling. just treat as g1
newLine.g73 = true;
console.log("G73 gcp:", gcp);
gcp.handlers.G1(args);
},
G92: function(args) { // E0
// G92: Set Position
// Example: G92 E0
// Allows programming of absolute zero point, by reseting the
// current position to the values specified. This would set the
// machine's X coordinate to 10, and the extrude coordinate to 90.
// No physical motion will occur.
// TODO: Only support E0
var newLine = lastLine;
cofg.offsetG92.x = (args.x !== undefined ? (args.x === 0 ? newLine.x : newLine.x - args.x) : 0);
cofg.offsetG92.y = (args.y !== undefined ? (args.y === 0 ? newLine.y : newLine.y - args.y) : 0);
cofg.offsetG92.z = (args.z !== undefined ? (args.z === 0 ? newLine.z : newLine.z - args.z) : 0);
cofg.offsetG92.e = (args.e !== undefined ? (args.e === 0 ? newLine.e : newLine.e - args.e) : 0);
//newLine.x = args.x !== undefined ? args.x + newLine.x : newLine.x;
//newLine.y = args.y !== undefined ? args.y + newLine.y : newLine.y;
//newLine.z = args.z !== undefined ? args.z + newLine.z : newLine.z;
//newLine.e = args.e !== undefined ? args.e + newLine.e : newLine.e;
//console.log("G92", lastLine, newLine, args, cofg.offsetG92);
//lastLine = newLine;
cofg.addFakeSegment(args);
},
M30: function(args) {
cofg.addFakeSegment(args);
},
'default': function(args, info) {
//if (!args.isComment)
//console.log('Unknown command:', args.cmd, args, info);
cofg.addFakeSegment(args);
},
},
// Mode-setting non-motion commands, of which many may appear on one line
// These take no arguments
{
G17: function() {
console.log("SETTING XY PLANE");
},
G18: function() {
console.log("SETTING XZ PLANE");
},
G19: function() {
console.log("SETTING YZ PLANE");
},
G20: function() {
// G21: Set Units to Inches
// We don't really have to do anything since 3d viewer is unit agnostic
// However, we need to set a global property so the trinket decorations
// like toolhead, axes, grid, and extent labels are scaled correctly
// later on when they are drawn after the gcode is rendered
cofg.setUnits("inch");
},
G21: function() {
// G21: Set Units to Millimeters
// Example: G21
// Units from now on are in millimeters. (This is the RepRap default.)
cofg.setUnits("mm");
},
// A bunch of no-op modes that do not affect the viewer
G40: function() {}, // Tool radius compensation off
G41: function() {}, // Tool radius compensation left
G42: function() {}, // Tool radius compensation right
G45: function() {}, // Axis offset single increase
G46: function() {}, // Axis offset single decrease
G47: function() {}, // Axis offset double increase
G48: function() {}, // Axis offset double decrease
G49: function() {}, // Tool length offset compensation cancle
G54: function() {}, // Select work coordinate system 1
G55: function() {}, // Select work coordinate system 2
G56: function() {}, // Select work coordinate system 3
G57: function() {}, // Select work coordinate system 4
G58: function() {}, // Select work coordinate system 5
G59: function() {}, // Select work coordinate system 6
G61: function() {}, // Exact stop check mode
G64: function() {}, // Cancel G61
G69: function() {}, // Cancel G68
G90: function() {
// G90: Set to Absolute Positioning
// Example: G90
// All coordinates from now on are absolute relative to the
// origin of the machine. (This is the RepRap default.)
relative = false;
},
'G90.1': function() {
// G90.1: Set to Arc Absolute IJK Positioning
// Example: G90.1
// From now on, arc centers are specified directly by
// the IJK parameters, e.g. center_x = I_value
// This is Mach3-specific
ijkrelative = false;
},
G91: function() {
// G91: Set to Relative Positioning
// Example: G91
// All coordinates from now on are relative to the last position.
relative = true;
},
'G91.1': function() {
// G91.1: Set to Arc Relative IJK Positioning
// Example: G91.1
// From now on, arc centers are relative to the starting
// coordinate, e.g. center_x = this_x + I_value
// This is the default, and the only possibility for most
// controllers other than Mach3
ijkrelative = true;
},
// No-op modal macros that do not affect the viewer
M3: function() {}, // Spindle on
M5: function() {}, // Spindle off
M6: function(args) {}, // Pause for Toolchange
M07: function() {}, // Coolant on (mist)
M08: function() {}, // Coolant on (flood)
M09: function() {}, // Coolant off
M10: function() {}, // Pallet clamp on
M11: function() {}, // Pallet clamp off
M21: function() {}, // Mirror X axis
M22: function() {}, // Mirror Y axis
M23: function() {}, // Mirror off
M24: function() {}, // Thread pullout gradual off
M41: function() {}, // Select gear 1
M42: function() {}, // Select gear 2
M43: function() {}, // Select gear 3
M44: function() {}, // Select gear 4
M48: function() {}, // Allow feedrate override
M49: function() {}, // Disallow feedrate override
M52: function() {}, // Empty spindle
M60: function() {}, // Automatic pallet change
M82: function() {
// M82: Set E codes absolute (default)
// Descriped in Sprintrun source code.
// No-op, so long as M83 is not supported.
},
M84: function() {
// M84: Stop idle hold
// Example: M84
// Stop the idle hold on all axis and extruder. In some cases the
// idle hold causes annoying noises, which can be stopped by
// disabling the hold. Be aware that by disabling idle hold during
// printing, you will get quality issues. This is recommended only
// in between or after printjobs.
// No-op
},
});
// console.log("GCODE LENGTH " + gcode.length)
parser.parse(gcode);
var data = {
lines: lines,
inch: false,
totalDist: this.totalDist,
totalTime: this.totalTime,
}
if (!isUnitsMm) {
data.inch = true;
} else {
data.inch = false;
}
return data;
} // end of createObjectFromGCode()