add roughing option to clear all stock to aid lathe mode
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c71786e56a
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8580307661
6 changed files with 17 additions and 2 deletions
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@ -1212,6 +1212,10 @@ CAM.init = function(kiri, api) {
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SPACE.update();
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}
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function hasIndexing() {
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return isIndexed;
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}
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function hasSpindle() {
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return current.device.spindleMax > 0;
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}
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@ -1245,6 +1249,7 @@ CAM.init = function(kiri, api) {
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rate: 'camRoughSpeed',
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plunge: 'camRoughPlunge',
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leave: 'camRoughStock',
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all: 'camRoughAll',
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voids: 'camRoughVoid',
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flats: 'camRoughFlat',
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inside: 'camRoughIn',
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@ -1260,6 +1265,7 @@ CAM.init = function(kiri, api) {
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step: UC.newInput(LANG.cc_sovr_s, {title:LANG.cc_sovr_l, convert:UC.toFloat, bound:UC.bound(0.01,1.0)}),
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leave: UC.newInput(LANG.cr_lsto_s, {title:LANG.cr_lsto_l, convert:UC.toFloat, units:true}),
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sep: UC.newBlank({class:"pop-sep"}),
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all: UC.newBoolean(LANG.cr_clst_s, undefined, {title:LANG.cr_clst_l, show:hasIndexing}),
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voids: UC.newBoolean(LANG.cr_clrp_s, undefined, {title:LANG.cr_clrp_l}),
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flats: UC.newBoolean(LANG.cr_clrf_s, undefined, {title:LANG.cr_clrf_l}),
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top: UC.newBoolean(LANG.cr_clrt_s, undefined, {title:LANG.cr_clrt_l}),
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@ -180,6 +180,7 @@ class OpRough extends CamOp {
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let roughTop = op.top;
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let roughDown = op.down;
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let roughLeave = op.leave;
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let roughStock = op.all && state.isIndexed;
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let toolDiam = new CAM.Tool(settings, op.tool).fluteDiameter();
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let trueShadow = process.camTrueShadow === true;
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@ -306,7 +307,9 @@ class OpRough extends CamOp {
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// shell = shadow expanded by half tool diameter + leave stock
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const sadd = roughIn ? toolDiam / 2 : toolDiam / 2;
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const shell = POLY.offset(shadow, sadd + roughLeave);
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const shell = roughStock ?
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[ newPolygon().centerRectangle(stock.center, stock.x, stock.y) ] :
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POLY.offset(shadow, sadd + roughLeave);
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slices.forEach((slice, index) => {
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let offset = [shell.clone(true),slice.shadow.clone(true)].flat();
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@ -107,13 +107,15 @@ class Topo4 {
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range.min -= this.diam / 2;
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range.max += this.diam / 2;
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// merge in tab vertices (so they don't affect slice range / dimensions)
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// merge in tab vertices here so they don't affect slice range / dimensions
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for (let i=0, l=tabverts.length; i<l; i += 3) {
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const x = tabverts[i];
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const z = tabverts[i + 2];
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tabverts[i] = z;
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tabverts[i + 2] = x;
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}
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// re-create shared vertex array for workers
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this.vertices = [].appendAll(vertices).appendAll(tabverts).toFloat32().toShared();
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const shards = Math.ceil(Math.min(25, vertices.length / 27000));
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