CAM routing refactor, area operation, and taper ball tool implementation
Major routing improvements: - Refactor depth-first routing algorithm for better path optimization - Reimplemented outline, roughing, pocket, and trace as area operation wrappers - Add pocket shadow travel routing with optimized descent using travel bounds - Improve contour routing with arc detection and polyEmit arc strategy - Add area smoothing and ease-down options - Fix outline handling with thru holes and surface reversal on tip2tip - Move widget shadow methods into widget class for faster hole detection - Better camInnerFirst support and proper feed/plunge defaults Tool system improvements: - Implement taper ball tool type with full support - Add renderTool2() for profile-based visualization - Convert tool menu to init code with bound vars - Fix auto tool and auto spindle for prep operations - Update tool profile generation for taperball geometry - Add calcTaperBallExtent() for proper ball tangency calculations Code cleanup: - Remove duplicated slicer code from specialized slicers - Asyncify shadowAt operations - Deprecate pocket engrave operation - Simplify upNover implementation - Fix animation with new tool+settings requirements
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761568b533
commit
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44 changed files with 1607 additions and 2894 deletions
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@ -1,16 +1,7 @@
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/** Copyright Stewart Allen <sa@grid.space> -- All Rights Reserved */
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import { CamOp } from './op.js';
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import { Tool } from './tool.js';
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import { generate as Topo } from './topo3.js';
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import { newPolygon } from '../../../geo/polygon.js';
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import { newSlice } from '../../core/slice.js';
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import { polygons as POLY } from '../../../geo/polygons.js';
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import { util as base_util } from '../../../geo/base.js';
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import { calc_normal, calc_vertex } from '../../../geo/paths.js';
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import { CAM } from './driver-be.js';
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const DEG2RAG = Math.PI / 180;
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import { OpArea } from './op-area.js';
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class OpPocket extends CamOp {
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constructor(state, op) {
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@ -18,253 +9,37 @@ class OpPocket extends CamOp {
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}
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async slice(progress) {
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const pocket = this;
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let { op, state } = this;
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let { tool, rate, down, plunge, expand, contour, smooth, tolerance } = op;
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let { ov_botz, ov_conv } = op;
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let { settings, widget, addSlices, zBottom, tabs, color } = state;
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let { updateToolDiams, cutTabs, healPolys, shadowAt, workarea } = state;
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zBottom = ov_botz ? workarea.bottom_stock + ov_botz : zBottom;
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// generate tracing offsets from chosen features
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let sliceOut;
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let pockets = this.pockets = [];
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let camTool = new Tool(settings, tool);
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let toolDiam = camTool.fluteDiameter();
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let toolOver = toolDiam * op.step;
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let cutdir = ov_conv;
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let engrave = contour && op.engrave;
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let zTop = workarea.top_z;
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let devel = settings.controller.devel;
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let smoothVal = (smooth ?? 0) / 10;
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if (contour) {
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down = 0;
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this.contour = {
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axis: "-",
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inside: true,
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nogpu: true,
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step: toolOver,
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tolerance,
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tool,
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};
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}
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updateToolDiams(toolDiam);
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if (tabs) {
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tabs.forEach(tab => {
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tab.off = POLY.expand([tab.poly], toolDiam / 2).flat();
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});
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}
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function newPocket() {
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pockets.push(sliceOut = []);
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}
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function newSliceOut(z) {
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let slice = newSlice(z);
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sliceOut.push(slice);
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return slice;
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}
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async function clearZ(polys, z, down) {
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if (down) {
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// adjust step down to a value <= down that
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// ends on the lowest z specified
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let diff = zTop - z;
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down = diff / Math.ceil(diff / down);
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}
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let zs = down ? base_util.lerp(zTop, z, down) : [ z ];
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if (engrave) {
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toolDiam = toolOver;
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}
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if (contour) {
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expand = engrave ? 0 : expand;
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} else if (expand) {
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polys = POLY.offset(polys, expand);
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}
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let zpro = 0, zinc = 1 / (polys.length * zs.length);
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for (let poly of polys) {
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newPocket();
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for (let z of zs) {
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let clip = [], shadow;
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if (contour) {
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if (smooth) {
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clip = POLY.offset(POLY.offset([ poly ], smoothVal), -smoothVal);
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} else {
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clip = [ poly ];
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}
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} else {
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shadow = shadowAt(z);
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if (smooth) {
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shadow = POLY.setZ(POLY.offset(POLY.offset(shadow, smoothVal), -smoothVal), z);
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}
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POLY.subtract([ poly ], shadow, clip, undefined, undefined, 0);
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if (op.outline) {
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POLY.clearInner(clip);
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}
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}
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if (clip.length === 0) {
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continue;
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}
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let slice = newSliceOut(z);
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let count = engrave ? 1 : 999;
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slice.camTrace = { tool, rate, plunge };
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if (toolDiam) {
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const offs = contour ?
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[ expand || (-0.02), -toolOver ] :
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[ -toolDiam / 2, -toolOver ];
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POLY.offset(clip, offs, {
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count, outs: slice.camLines = [], flat:true, z, minArea: 0
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});
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} else {
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// when engraving with a 0 width tip
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slice.camLines = clip;
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}
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if (tabs) {
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slice.camLines = cutTabs(tabs, POLY.flatten(slice.camLines, null, true), z);
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} else {
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slice.camLines = POLY.flatten(slice.camLines, null, true);
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}
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POLY.setWinding(slice.camLines, cutdir, false);
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if (contour) {
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slice.camLines = await pocket.conform(slice.camLines, op.refine, engrave, pct => {
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progress(0.9 + (zpro + zinc * pct) * 0.1, "conform");
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});
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}
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slice.output()
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.setLayer(state.layername, {line: color}, false)
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.addPolys(slice.camLines)
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if (devel && shadow) slice.output()
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.setLayer("pocket shadow", {line: 0xff8811}, false)
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.addPolys(shadow);
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if (!contour) {
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progress(zpro, "pocket");
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}
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zpro += zinc;
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addSlices(slice);
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}
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}
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}
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let surfaces = op.surfaces[widget.id] || [];
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let vert = widget.getGeoVertices({ unroll: true, translate: true }).map(v => v.round(4));
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// let vert = widget.getVertices().array.map(v => v.round(4));
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let outline = [];
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let faces = CAM.surface_find(widget, surfaces, (op.follow || 5) * DEG2RAG);
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let zmin = Infinity;
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let j=0, k=faces.length;
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for (let face of faces) {
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let i = face * 9;
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outline.push(newPolygon()
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.add(vert[i++], vert[i++], zmin = Math.min(zmin, vert[i++]))
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.add(vert[i++], vert[i++], zmin = Math.min(zmin, vert[i++]))
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.add(vert[i++], vert[i++], zmin = Math.min(zmin, vert[i++]))
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);
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}
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zmin = Math.max(zBottom, zmin);
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outline = POLY.union(outline, 0.0001, true);
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outline = POLY.setWinding(outline, cutdir, false);
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outline = healPolys(outline);
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if (smooth) {
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outline = POLY.offset(POLY.offset(outline, smoothVal), -smoothVal);
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}
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if (outline.length) {
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// option to skip interior features (holes, pillars)
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if (op.outline) {
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POLY.clearInner(outline);
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}
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await clearZ(outline, zmin + 0.0001, down);
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if (devel && sliceOut?.length) sliceOut[0].output()
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.setLayer("pocket area", {line: 0x1188ff}, false)
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.addPolys(outline)
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progress(1, "pocket");
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}
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}
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// mold cam output lines to the surface of the topo offset by tool geometry
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async conform(camLines, refine, engrave, progress) {
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if (!this.topo) {
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console.log('deferred topo');
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this.topo = await Topo({
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// onupdate: (update, msg) => {
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onupdate: (index, total, msg) => {
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progress((index / total) * 0.9, msg);
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},
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ondone: (slices) => {
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// console.log({ contour: slices });
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},
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contour: this.contour,
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state: this.state
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});
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}
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const topo = this.topo;
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// re-segment polygon to a higher resolution
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const hirez = camLines.map(p => p.segment(topo.tolerance * 2));
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// walk points and offset from surface taking into account tool geometry
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let steps = hirez.length;
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let iter = 0;
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for (let poly of hirez) {
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for (let point of poly.points) {
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point.z = engrave ? topo.zAtXY(point.x, point.y) : topo.toolAtXY(point.x, point.y);
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}
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progress((iter++ / steps) * 0.8);
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}
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steps = steps * refine;
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iter = 0;
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// walk points noting z deltas and smoothing z sawtooth patterns
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for (let j=0; j<refine; j++) {
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for (let poly of hirez) {
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const points = poly.points, length = points.length;
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let sn = []; // segment normals
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for (let i=0; i<length; i++) {
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let p1 = points[i];
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let p2 = points[(i + 1) % length];
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sn.push(calc_normal(p1, p2));
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}
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let vn = []; // vertex normals
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for (let i=0; i<length; i++) {
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let n1 = sn[(i + length - 1) % length];
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let n2 = sn[i];
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let vi = calc_vertex(n1, n2, 1);
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vn.push(vi);
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let vl = Math.abs(1 - vi.vl).round(2);
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// vl should be close to zero on smooth / continuous curves
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// factoring out hard turns, we smooth the z using the weighted
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// z values of the points before and after the current point
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if (vl === 0) {
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let p0 = points[(i + length - 1) % length];
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let p1 = points[i];
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let p2 = points[(i + 1) % length];
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p1.z = (p0.z + p2.z + p1.z) / 3;
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}
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}
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progress((iter++ / steps) * 0.2 + 0.8);
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}
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}
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// return hirez.map(p => p.midpoints(topo.tolerance * 8));
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return hirez;
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let { contour, down, expand, follow, outline, ov_botz, ov_topz } = op;
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let { plunge, rate, refine, smooth, spindle, surfaces, tolerance, tool } = op;
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let pocket = {
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areas: {},
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down,
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expand,
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follow,
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mode: contour ? 'surface' : 'clear',
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outline,
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ov_botz,
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ov_topz,
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over: op.step,
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plunge,
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rate,
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refine,
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rename: op.rename ?? "pocket",
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smooth,
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spindle,
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sr_type: 'offset',
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surfaces,
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tolerance,
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tool,
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tr_type: 'none',
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};
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this.op_pocket = new OpArea(state, pocket);
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return this.op_pocket.slice(progress);
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}
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prepare(ops, progress) {
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let { op, state, pockets } = this;
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let { pocket, setTool, setSpindle, setTolerance } = ops;
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let { process } = state.settings;
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setTool(op.tool, op.rate);
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setSpindle(op.spindle);
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if (this.topo) {
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setTolerance(this.topo.tolerance);
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}
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// eliminate empty pockets
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pockets = pockets.filter(p => p.length);
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// naive output order
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for (let slices of pockets) {
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pocket({
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cutdir: op.ov_conv,
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depthFirst: process.camDepthFirst && !state.isIndexed,
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easeDown: op.down && process.easeDown ? op.down : 0,
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progress: (n,m) => progress(n/m, "pocket"),
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slices
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});
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}
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return this.op_pocket.prepare(ops, progress);
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}
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}
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