for area offsets, disable wasm (lacks features) and use round joins for offsets (better tool paths for cnc)
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c9a4c31578
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d5b6d4c080
7 changed files with 66 additions and 46 deletions
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@ -3,6 +3,7 @@
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import { base } from '../../geo/base.js';
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import { avgc } from './utils.js';
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import { util as mesh_util } from '../../mesh/util.js';
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import { tool as mesh_tool } from '../../mesh/tool.js';
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import { verticesToPoints } from '../../geo/points.js';
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import { newPoint } from '../../geo/point.js';
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import { newPolygon } from '../../geo/polygon.js';
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@ -158,7 +159,12 @@ class Widget {
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* @param {Float32Array} vertices
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* @returns {Widget}
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*/
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loadVertices(data, options = { index: false }) {
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loadVertices(data, options = { normalize: false }) {
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if (options.normalize) {
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console.time('mesh normalize')
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data = new mesh_tool({ precision: 0.001 }).normalizeVertices(data).toFloat32();
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console.timeEnd('mesh normalize');
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}
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// console.trace({ loadVertices: this.id, worker: this.inWorker, data });
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let vertices,
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autoscale = false;
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@ -859,9 +865,9 @@ class Widget {
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// find closest shadow above and use to speed up delta shadow gen
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let zover = Object.keys(shadows).map(v => parseFloat(v)).filter(v => v > z);
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let minZabove = Math.min(Infinity, ...zover);
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let shadow = this.#computeShadowAt(z, minZabove);
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let shadow = this.#computeShadowAt(z - 0.01, minZabove);
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if (minZabove < Infinity) {
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shadow = POLY.union([...shadow, ...shadows[minZabove]], 0.001, true);
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shadow = POLY.union([...shadow, ...shadows[minZabove]], 0.001, true, { wasm: false });
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}
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return shadows[z] = POLY.setZ(shadow, z);
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}
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@ -953,7 +959,7 @@ class Widget {
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.add(a[1].x, a[1].y, a[1].z)
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.add(a[2].x, a[2].y, a[2].z);
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});
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polys = POLY.union(polys, 0, true);
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polys = POLY.union(polys, 0, true, { wasm: false });
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// for a more perfect union, pump shadows to merge very close lines
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// todo: create clipper only version that avoids round trip thru geo classes
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@ -246,8 +246,8 @@ export function createPopOps() {
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leavez: UC.newInput(LANG.cr_lstz_s, { title: LANG.cr_lstz_l, convert: toFloat, bound: UC.bound(0, 10), units }),
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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: () => !env.poppedRec.inside || env.poppedRec.all }),
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inside: UC.newBoolean(LANG.cr_olin_s, undefined, { title: LANG.cr_olin_l, show: () => !env.poppedRec.all || env.poppedRec.inside }),
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flats: UC.newBoolean(LANG.cr_clrf_s, undefined, { title: LANG.cr_clrf_l }),
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inside: UC.newBoolean(LANG.cr_olin_s, undefined, { title: LANG.cr_olin_l, show: () => !env.poppedRec.all || env.poppedRec.inside }),
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omitthru: UC.newBoolean(LANG.co_omit_s, undefined, { title: LANG.co_omit_l }),
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sep: UC.newBlank({ class: "pop-sep" }),
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exp: UC.newExpand("overrides"),
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@ -117,6 +117,13 @@ class OpArea extends CamOp {
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for (let area of polys) {
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let bounds = area.getBounds3D();
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let ts_off = toolDiam / 2 - ts_eps;
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let offopt = {
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join: ClipperLib.JoinType.jtRound,
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clean: true,
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simple: false,
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cleanDist: 10,
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minArea: 0.01,
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};
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if (outline) {
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// remove inner voids when processing outline only
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@ -143,8 +150,8 @@ class OpArea extends CamOp {
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let layers = slice.output();
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let shadow = await shadowAt(z);
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let tool_shadow = [
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...POLY.offset(shadow, [ ts_off ], { count: 1, z }),
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...POLY.offset(shadow, [ -ts_off ], { count: 1, z }),
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...POLY.offset(shadow, [ ts_off ], { count: 1, z, ...offopt }),
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...POLY.offset(shadow, [ -ts_off ], { count: 1, z, ...offopt }),
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];
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// for roughing/outline backward compatability
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if (op.omitthru) {
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@ -156,7 +163,7 @@ class OpArea extends CamOp {
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let firstOff = -(toolDiam / 2 + (op.leave_xy ?? 0));
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POLY.subtract([ area ], shadow, clip, undefined, undefined, 0);
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POLY.offset(clip, [ firstOff, -toolOver ], {
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count: op.steps ?? 999, outs, flat: true, z: z - zMov, minArea: 0
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count: op.steps ?? 999, outs, flat: true, z: z - zMov, ...offopt
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});
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// if we see no offsets, re-check the mesh bottom Z then exit
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if (outs.length === 0) {
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@ -261,8 +268,8 @@ class OpArea extends CamOp {
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slice.tool_shadow = [
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area,
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...shadow,
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...POLY.offset(shadow, [ ts_off ], { count: 1, z }),
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...POLY.offset(shadow, [ -ts_off ], { count: 1, z }),
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...POLY.offset(shadow, [ ts_off ], { count: 1, z, ...offopt }),
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...POLY.offset(shadow, [ -ts_off ], { count: 1, z, ...offopt }),
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];
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// add tabs to travel boundaries
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if (tabs) {
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