2025-07-10 12:57:56 -06:00
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2025-07-11 15:45:57 -06:00
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import { arcToPath } from "../../../geo/paths.js";
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import { newPolygon } from "../../../geo/polygon.js";
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import { CAM } from "./driver-be.js"
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import { CamOp } from "./op.js";
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2025-07-10 12:57:56 -06:00
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export class OpHelical extends CamOp {
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constructor(state, op) {
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super(state, op);
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}
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async slice(progress) {
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let { op, state } = this;
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let { settings, addSlices, widget, updateToolDiams, slicer } = state;
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let { zBottom, zThru, thruHoles, color } = state;
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let {
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cylinders,
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forceStartAng,
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startAng,
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fromTop,
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offOver,
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offset,
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down,
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thru,
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} = op;
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let tool = new CAM.Tool(settings, op.tool),
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toolDiam = tool.fluteDiameter(),
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sliceOut = (this.sliceOut = []),
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startAngle = forceStartAng ? startAng : 0;
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updateToolDiams(toolDiam);
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console.log(cylinders, cylinders[widget.id]);
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let faces = cylinders[widget.id];
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if (faces.faces) faces = faces.faces;
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console.log(faces);
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let polys = [];
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//iterate over selected faces
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for (let face of faces) {
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//get poly info for the cylinder
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let { zmin, zmax, diam, center, interior, faces } =
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CAM.cylinder_poly_find(widget, face);
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console.log({ zmin, zmax, diam, center, interior });
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let radius = diam >> 1;
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let radAdd,
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zBottom = zmin - thru,
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clockwise = true,
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numSegs = faces.length / 2,
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poly = newPolygon().setOpen();
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if (offOver) {
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//apply offset override
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if (offset == "auto") {
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radAdd = (interior ? -offOver : offOver) * 2;
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} else if (offset == "inside") {
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radAdd = -offOver * 2;
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} else if (offset == "outside") {
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radAdd = offOver * 2;
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}
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} else {
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//otherwise, calculate based on offset type
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if (offset == "auto") {
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radAdd = (interior ? -toolDiam : toolDiam) * 2;
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} else if (offset == "inside") {
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radAdd = -toolDiam * 2;
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} else if (offset == "outside") {
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radAdd = toolDiam * 2;
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}
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}
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console.log({ radius, radAdd });
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radius += radAdd;
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let startPoint = center
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.clone()
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.setZ(zmax)
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.add(
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newPoint(
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Math.cos(startAngle) * radius,
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Math.sin(startAngle) * radius,
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0
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)
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);
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let currentZ = zmax;
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for (;;) {
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let bottom = currentZ - down;
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if (bottom > zBottom) {
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//if not at the bottom, do a whole helix
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let start = startPoint.setZ(currentZ),
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end = startPoint.clone().setZ(bottom);
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console.log(currentZ, bottom, [start.z, end.z]);
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let path = arcToPath(start, end, numSegs, {
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clockwise,
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radius,
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center,
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});
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console.log({ path, start, end, radius, center });
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poly.addPoints(path);
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} else {
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//if at the bottom, do a partial helix
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let toBottom = currentZ - zBottom,
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ofFull = toBottom / down,
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ofCircle = ofFull * (2 * Math.PI),
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finalAngle = startAngle + ofCircle,
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finalEnd = center
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.clone()
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.setZ(zBottom)
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.add(
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newPoint(
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Math.cos(finalAngle) * radius,
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Math.sin(finalAngle) * radius,
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0
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)
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);
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//circle down to final point
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poly.addPoints(
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arcToPath(startPoint.setZ(currentZ), finalEnd, numSegs * ofFull, {
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clockwise: !clockwise,
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radius,
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center,
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})
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);
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//do a full circle at the bottom
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poly.addPoints(
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arcToPath(finalEnd, finalEnd, numSegs, {
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clockwise,
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radius,
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center,
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})
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);
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break;
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}
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currentZ = bottom;
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}
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polys.push(poly);
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}
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let slice = newSlice(0);
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slice.camTrace = { tool: op.tool, rate: op.feed, plunge: op.rate };
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slice.camLines = polys;
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slice
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.output()
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.setLayer("Helical", { face: color, line: color })
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.addPolys(slice.camLines);
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addSlices(slice);
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sliceOut.push(slice);
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}
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async prepare(ops, progress) {}
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}
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