fix re-shadow after index rotations, carry angle through synth points

This commit is contained in:
Stewart Allen 2022-11-08 14:46:40 -05:00
commit 3452297dc6
5 changed files with 26 additions and 21 deletions

View file

@ -49,6 +49,10 @@ class OpIndex extends CamOp {
}
prepare(ops, progress) {
const { lastPoint, zmax, camOut, stock } = ops;
// max point of stock corner radius when rotating (safe z when indexing)
const rzmax = (Math.max(stock.y, stock.z) * Math.sqrt(2)) / 2;
camOut(lastPoint().clone().setZ(rzmax), 0);
}
}
@ -352,7 +356,7 @@ class OpRough extends CamOp {
});
slice.camLines = offset;
if (false) slice.output()
if (true) slice.output()
.setLayer("slice", {line: 0xaaaa00}, true)
.addPolys(slice.topPolys())
// .setLayer("top shadow", {line: 0x0000aa})
@ -1571,28 +1575,25 @@ class OpShadow extends CamOp {
// union triangles > z (opt cap < ztop) into polygon(s)
CAM.shadowAt = function(widget, z, ztop) {
const geo = widget.cache.geo || new THREE.BufferGeometry()
.setAttribute('position', new THREE.BufferAttribute(widget.vertices, 3));
widget.cache.geo = geo;
const { position } = geo.attributes;
const { itemSize, count, array } = position;
const geo = widget.cache.geo;
const length = geo.length;
// cache faces with normals up
if (!widget._shadow_faces) {
if (!widget.cache.shadow) {
const faces = [];
for (let i=0, ip=0; i<count; i += itemSize) {
const a = new THREE.Vector3(array[ip++], array[ip++], array[ip++]);
const b = new THREE.Vector3(array[ip++], array[ip++], array[ip++]);
const c = new THREE.Vector3(array[ip++], array[ip++], array[ip++]);
for (let i=0, ip=0; i<length; i += 3) {
const a = new THREE.Vector3(geo[ip++], geo[ip++], geo[ip++]);
const b = new THREE.Vector3(geo[ip++], geo[ip++], geo[ip++]);
const c = new THREE.Vector3(geo[ip++], geo[ip++], geo[ip++]);
const n = THREE.computeFaceNormal(a,b,c);
if (n.z > 0.001) {
faces.push(a,b,c);
// faces.push(newPoint(...a), newPoint(...b), newPoint(...c));
}
}
widget._shadow_faces = faces;
widget.cache.shadow = faces;
}
const found = [];
const faces = widget._shadow_faces;
const faces = widget.cache.shadow;
const { checkOverUnderOn, intersectPoints } = self.kiri.cam_slicer;
for (let i=0; i<faces.length; ) {
const a = faces[i++];

View file

@ -297,6 +297,11 @@ function prepEach(widget, settings, print, firstPoint, update) {
point.y += wmy;
point.z += zadd;
// carry rotation forward when not overridden
if (point.a === undefined && lastPoint) {
point.a = lastPoint.a;
}
// console.log(point.z);
if (nextIsMove) {
cut = 0;
@ -417,6 +422,7 @@ function prepEach(widget, settings, print, firstPoint, update) {
};
let ops = {
stock,
setTool,
setDrill,
setSpindle,

View file

@ -247,9 +247,9 @@ CAM.slice = function(settings, widget, onupdate, ondone) {
let points = base.verticesToPoints(widget.getGeoVertices(true, true));
state.slicer = new kiri.cam_slicer(points, {
zlist: true,
zline: true,
nobucket: true // b/c negative Z when rotated
zline: true
});
shadows = {};
new CAM.OPS.shadow(state, { type: "shadow", silent: true }).slice(progress => {
// console.log('reshadow', progress.round(3));
});

View file

@ -132,17 +132,13 @@ class Slicer {
let bucketCount = Math.max(1, Math.ceil(zMax / (zSum / points.length)) - 1);
let zScale = this.zScale = 1 / (zMax / bucketCount);
let buckets = this.buckets = {};
if (bucketCount > 1) {// && !this.options.nobucket) {
if (bucketCount > 1) {
// create empty buckets
let min = Math.floor(bounds.min.z * zScale);
let max = Math.ceil(bounds.max.z * zScale);
for (let i = min; i <= max; i++) {
buckets[i] = [];
}
// for (let i = 0; i <= bucketCount + 1; i++) {
// buckets.push([]);
// }
// copy triples into all matching z-buckets
for (let i = 0, il = points.length; i < il; ) {
let p1 = points[i++],

View file

@ -667,7 +667,6 @@ class Widget {
// if indexed, return points rotated about X and then offset
let track = this.track;
if (translate && track.indexed) {
let delta = track.delta;
pos = pos.clone()
.applyMatrix4( new THREE.Matrix4().makeRotationX(-track.indexRad) );
}
@ -688,6 +687,9 @@ class Widget {
} else if (translate) {
pos = pos.slice();
}
// used by CAM.shadowAt()
this.cache.geo = pos;
this.cache.shadow = undefined;
return pos;
}