grid-apps-cmms/src/kiri/mode/cam/op-area.js

569 lines
23 KiB
JavaScript

/** Copyright Stewart Allen <sa@grid.space> -- All Rights Reserved */
// todo: surface offset pattern
// todo: trace dogbones, merge overlap
import { CamOp } from './op.js';
import { Tool } from './tool.js';
import { newSlice } from '../../core/slice.js';
import { newPoint } from '../../../geo/point.js';
import { newPolygon } from '../../../geo/polygon.js';
import { polygons as POLY } from '../../../geo/polygons.js';
import { util as base_util } from '../../../geo/base.js';
import { tip2tipJoin } from '../../../geo/paths.js';
import { CAM } from './driver-be.js';
const DEG2RAD = Math.PI / 180;
const clib = self.ClipperLib;
const ctyp = clib.ClipType;
const ptyp = clib.PolyType;
const cfil = clib.PolyFillType;
const ts_eps = 0.01;
class OpArea extends CamOp {
constructor(state, op) {
super(state, op);
}
async slice(progress) {
let { op, state } = this;
let { direction, down, expand, flats, flatOff, follow } = op;
let { mode, outline, over, rename, smooth, tool } = op;
let { addSlices, color, cutTabs, settings } = state;
let { shadowAt, setToolDiam, tabs, widget, workarea } = state;
let areaTool = new Tool(settings, tool);
let smoothVal = (smooth ?? 0) / 10;
let toolDiam = areaTool.fluteDiameter();
let toolOver = areaTool.getStepSize(over);
let zTop = workarea.top_z;
let zBottom = workarea.bottom_z;
let shadowBase = state.shadow.base;
let thruHoles = state.shadow.holes;
let roundSharps = settings.process.camRoundCorners;
// get these once and re-use for each area
let vertices = mode === 'surface' ?
widget.getGeoVertices({ unroll: true, translate: true }) :
undefined;
// also updates tab offsets
setToolDiam(toolDiam);
// selected area polygons: surfaces and edges
let { devel, edgeangle } = settings.controller;
let polys = [];
let stack = [];
let surfaces = this.surfaces = [];
let areas = this.areas = [ stack ];
let aminz = Infinity;
function newArea() {
if (stack.length) {
stack = [];
areas.push(stack);
}
}
function newLayer(z) {
stack.push(newSlice(z));
return stack.peek();
}
// gather area selections
for (let arr of (op.areas[widget.id] ?? [])) {
let poly = newPolygon().fromArray(arr);
aminz = Math.min(aminz, poly.minZ());
polys.push(poly);
}
// connect open poly edge segments into closed loops (when possible)
// surface and edge selections produce open polygons by default
polys = POLY.nest(POLY.reconnect(polys, false));
// gather surface selections
let vert = widget.getGeoVertices({ unroll: true, translate: true }).map(v => v.round(4));
let faces = CAM.surface_find(widget, (op.surfaces[widget.id] ?? []), (follow ?? edgeangle ?? 5) * DEG2RAD);
let fpoly = [];
for (let face of faces) {
let i = face * 9;
fpoly.push(newPolygon()
.add(vert[i++], vert[i++], aminz = Math.min(aminz, vert[i++]))
.add(vert[i++], vert[i++], aminz = Math.min(aminz, vert[i++]))
.add(vert[i++], vert[i++], aminz = Math.min(aminz, vert[i++]))
);
}
// remove invalid edges (eg. when vertical walls are the only selection)
fpoly = fpoly.filter(p => p.area() > 0.001);
// add in unioned surface areas
polys.push(...POLY.setZ(POLY.union(fpoly, 0.00001, true), aminz));
// smoothing for jaggies usually caused by vertical walls
if (smoothVal) {
polys = polys.map(poly => POLY.offset(POLY.offset([ poly ], smoothVal), -smoothVal)).flat();
POLY.setZ(polys, aminz);
}
// expand selections (flattens z variable polys)
if (Math.abs(expand) > 0) {
let nupolys = polys.filter(p => p.open); // set aside open
for (let p of polys.filter(p => !p.open)) {
let expanded = POLY.expand([ p ], expand);
if (expanded) {
POLY.setZ(expanded, p.minZ());
nupolys.push(...expanded.flat());
}
}
// polys = nupolys;
// re-merge after expansion in case it produces overlap
polys = POLY.union(nupolys, 0.00001, true);
}
// process each area separately
let proc = 0;
let pinc = 1 / polys.length;
for (let area of polys) {
let bounds = area.getBounds3D();
let ts_off = toolDiam / 2 - ts_eps + (op.leave_xy ?? 0);
let offopt = {
arc: 250,
join: roundSharps ? ClipperLib.JoinType.jtRound : undefined,
clean: true,
simple: false,
cleanDist: 10,
minArea: 0.01,
};
if (outline) {
// remove inner voids when processing outline only
area.inner = undefined;
}
newLayer().output()
.setLayer("area", { line: 0xff8800 }, false)
.addPolys([ area ]);
newArea();
if (mode === 'clear') {
let zMov = flatOff ?? 0;
let zs = flats ?
flats.filter(z => z <= zTop && z >= zBottom).map(v => v + zMov) :
down ? base_util.lerp(zTop, zBottom, down) : [ bounds.min.z ];
let zroc = 0;
let zinc = 1 / zs.length;
let lzo;
outer: for (;;)
for (let z of zs) {
let slice = newLayer(z);
let layers = slice.output();
let shadow = await shadowAt(z);
let tool_shadow = [
...POLY.offset(shadow, [ ts_off ], { count: 1, z, ...offopt }),
...POLY.offset(shadow, [ -ts_off ], { count: 1, z, ...offopt }),
];
// for roughing/outline backward compatability
if (op.omitthru) {
shadow = omitMatching(shadow, thruHoles);
}
// progressive offset of polygons inside area clipped to the shadow
let outs = [];
let clip = [];
let firstOff = -(toolDiam / 2 + (op.leave_xy ?? 0));
POLY.subtract([ area ], shadow, clip, undefined, undefined, 0);
POLY.offset(clip, [ firstOff, -toolOver ], {
count: op.steps ?? 999, outs, flat: true, z: z - zMov, ...offopt
});
// if we see no offsets, re-check the mesh bottom Z then exit
if (outs.length === 0) {
if (bounds && lzo > bounds.min.z) {
// try a bottom layer matching bottom of selection
zs = [ bounds.min.z ];
bounds = undefined;
continue outer;
}
// terminate z descent when no further output possible
break outer;
}
// support legacy outline features
if (op.omitouter) {
outs = omitOuter(outs);
} else if (op.omitinner) {
outs = omitInner(outs);
}
// cut tabs when present
if (tabs.length) outs = cutTabs(tabs, outs);
// for roughing backward compatability
if (op.leave_z) {
for (let out of outs)
for (let p of out.points)
p.z += op.leave_z;
}
// add tabs to travel boundaries
if (tabs.length) {
let tab_shadows = tabs.filter(t => t.top >= z).map(t => t.poly);
if (tab_shadows) tool_shadow.push(...tab_shadows);
}
POLY.setWinding(outs, direction === 'climb');
// store travel boundary that triggers up and over moves
slice.tool_shadow = [ area, ...shadow, ...tool_shadow ];
slice.camLines = outs;
zroc += zinc;
lzo = z;
progress(proc + (pinc * zroc), 'clear');
if (devel) layers
.setLayer("base", { line: 0xff0000 }, false)
.addPolys(shadowBase)
.setLayer("shadow", { line: 0x00ff00 }, false)
.addPolys(shadow)
.setLayer("tool shadow", { line: 0x44ff88 }, false)
.addPolys(tool_shadow);
layers
.setLayer(rename ?? "clear", { line: color }, false)
.addPolys(outs);
// of the last output still cuts, we need an escape
if (z === zs.peek()) {
break outer;
}
}
proc += pinc;
progress(proc, 'clear');
} else
if (mode === 'trace') {
let { tr_over, tr_type } = op;
let zs = down ? base_util.lerp(zTop, op.thru ? zBottom : Math.max(zBottom, area.minZ()), down) : [ bounds.min.z ];
let zroc = 0;
let zinc = 1 / zs.length;
for (let z of zs) {
let slice = newLayer(z);
let layers = slice.output();
let shadow = await shadowAt(z);
let outs = [];
if (tr_type === 'none') {
// todo: move this out of the zs loop and only setZ when needed
area = area.clone(true);
outs = [ zs.length > 1 || op.thru ? area.setZ(z) : clampZ(area, zTop, zBottom) ];
} else {
// drape is legacy outline
let offit = op.drape ? shadow : [ area ];
if (op.omitthru && op.drape) {
offit = omitMatching(offit, thruHoles);
}
// todo: move this out of the zs loop
let stepping = tr_type === 'inside' ?
( tr_over ? -tr_over : [ -toolDiam / 2, -toolOver ] ) :
( tr_over ? tr_over : [ toolDiam / 2, toolOver ] );
POLY.offset(offit, stepping, {
count: op.steps ?? 1, outs, flat: true, z, minArea: 0, open: true
});
}
if (outs.length === 0 && !op.drape) {
// terminate z descent when no further output possible
break;
}
// add dogbones when specified
if (op.dogbones) outs.forEach(out => out.addDogbones(toolDiam / 5, op.revbones));
// support legacy outline features
if (op.omitouter) {
outs = omitOuter(outs);
} else if (op.omitinner) {
outs = omitInner(outs);
}
// cut tabs when present
if (tabs.length) outs = cutTabs(tabs, outs);
slice.camLines = outs;
POLY.setWinding(outs, direction === 'climb');
// store travel boundary that triggers up and over moves
let tool_shadow = slice.tool_shadow = shadow.clone(true);
if (area.isOpen()) {
tool_shadow.push(...outs[0].clone().setZ(z).offset_open(toolDiam / 2, 'round'));
} else {
tool_shadow.push(
area,
...POLY.offset(shadow, [ ts_off ], { count: 1, z, ...offopt }),
...POLY.offset(shadow, [ -ts_off ], { count: 1, z, ...offopt }),
);
}
// add tabs to travel boundaries
if (tabs) {
let tab_shadows = tabs.filter(t => t.top >= z).map(t => t.poly);
if (tab_shadows) slice.tool_shadow.push(...tab_shadows);
}
zroc += zinc;
progress(proc + (pinc * zroc), 'trace');
if (devel) layers
.setLayer("base", { line: 0xff0000 }, false)
.addPolys(shadowBase)
.setLayer("shadow", { line: 0x00ff00 }, false)
.addPolys(shadow)
.setLayer("tool shadow", { line: 0x44ff88 }, false)
.addPolys(tool_shadow);
layers
.setLayer(rename ?? "trace", { line: color }, false)
.addPolys(outs);
}
proc += pinc;
progress(proc, 'trace');
} else
if (mode === 'surface') {
let { sr_type, sr_angle, sr_alter, tolerance } = op;
let resolution = tolerance || 0.05;
let raster = await self.get_raster_gpu({ mode: "tracing", resolution });
let surface = [];
let paths = [];
// prepare paths
if (sr_type === 'linear') {
// scan the area bounding box with rays at defined angle
let scan = scanBoxAtAngle(bounds, sr_angle * DEG2RAD, toolOver);
let lines = scan.map(line => {
let { a, b } = line;
return [ newPoint(a.x, a.y, 0).toClipper(), newPoint(b.x, b.y, 0).toClipper() ]
});
// use clipper to clip lines to the area polygon
let clip = new clib.Clipper();
let ctre = new clib.PolyTree();
clip.AddPaths(lines, ptyp.ptSubject, false);
clip.AddPaths(POLY.toClipper([ area ]), ptyp.ptClip, true);
if (clip.Execute(ctyp.ctIntersection, ctre, cfil.pftNonZero, cfil.pftEvenOdd)) {
for (let node of ctre.m_AllPolys) {
paths.push(POLY.fromClipperNode(node, 0));
}
}
// in surfacing mode, direction is simply reversal
if (direction === 'climb') {
paths.forEach(path => path.reverse());
}
// optional alternating paths
if (sr_alter) {
paths = tip2tipJoin(paths, paths[0].first(), toolDiam * 4);
}
} else
if (sr_type === 'offset') {
// progressive inset from perimeter
POLY.offset([ area ], [ -toolDiam / 2, -toolOver ], {
count: 999, outs: paths, flat: true, z: 0, minArea: 0
});
paths.forEach(poly => poly.isClosed() && poly.push(poly.first()));
POLY.setWinding(paths.filter(p => p.isClosed()), direction === 'climb');
}
// convert resulting poly lines to raster float32 array groups
paths = paths.map(poly => poly.points.map(p => [ p.x, p.y ]).flat().toFloat32());
// prepare tool mesh points
let toolBounds = new THREE.Box3()
.expandByPoint({ x: -toolDiam/2, y: -toolDiam/2, z: 0 })
.expandByPoint({ x: toolDiam/2, y: toolDiam/2, z: 0 });
let toolPos = areaTool.generateProfile(resolution).profile.slice();
for (let i=0; i<toolPos.length; i+= 3) {
toolBounds.expandByPoint({ x: toolPos[i], y: toolPos[i+1], z: toolPos[i+2] });
}
let toolData = { positions: toolPos, bounds: toolBounds };
// prepare terrain and raster paths over terrain
let wbounds = bounds.clone().expandByVector({ x: toolDiam/2, y: toolDiam/2, z: 0 });
wbounds.min.z = zBottom;
wbounds.max.z = zTop;
await raster.loadTool({
sparseData: toolData
});
await raster.loadTerrain({
triangles: vertices,
boundsOverride: wbounds
});
if (paths.length === 0) {
// skip raster if no output generated
continue;
}
let output = await raster.generateToolpaths({
paths,
step: toolOver / 2,
zFloor: zBottom - 1,
onProgress(pct) { console.log({ pct }); onupdate(pct/100, 100) }
});
raster.terminate();
// convert terrain raster output back to open polylines
for (let path of output.paths) {
path = newPolygon().fromArray([1, ...path]);
if (op.refine) path.refine(op.refine);
surface.push(path);
let slice = newLayer();
slice.camLines = [ path ];
slice.output()
.setLayer(rename ?? "linear", { line: color }, false)
.addPolys([ path ]);
}
// output this surface
surfaces.push(surface);
}
}
// filter out empty slices
this.areas = areas = areas.map(area => {
return area.filter(slice => slice.camLines && slice.camLines.length);
}).filter(a => a.length);
// only render slices containing ares to mill
addSlices(areas.flat().filter(s => s.camLines && s.camLines.length));
}
prepare(ops, progress) {
let { op, state, areas, surfaces } = this;
let { newLayer, pocket, polyEmit, printPoint, tip2tipEmit } = ops;
let { setContouring, setNextIsMove } = ops;
let { process } = state.settings;
// process surface paths
if (surfaces.length) {
setContouring(true);
for (let surface of surfaces) {
for (let poly of surface) {
setNextIsMove();
printPoint = polyEmit(poly);
newLayer();
}
}
setContouring(false);
// skip areas when processing surfaces
return;
}
// process areas as pockets
while (areas?.length) {
let min = {
dist: Infinity,
area: undefined
};
for (let area of areas.filter(p => !p.used)) {
// skip devel / debug only areas
let topPolys = area[0].camLines;
if (!topPolys) continue;
// select poly with largest area
let poly = topPolys.slice().sort((a,b) => b.area() - a.area())[0];
if (!poly) continue;
// compute move distance to top poly for efficient routing
let find = poly.findClosestPointTo(printPoint);
if (find.distance < min.dist) {
min.area = area;
min.dist = find.distance;
}
}
// if we have a next-closest top poly, pocket that
if (min.area) {
min.area.used = true;
pocket({
cutdir: op.ov_conv,
depthFirst: process.camDepthFirst && !op.drape,
easeDown: op.down && process.easeDown ? op.down : 0,
progress: (n,m) => progress(n/m, "area"),
slices: min.area.filter(slice => slice.camLines)
});
} else {
break;
}
}
}
}
function omitOuter(polys) {
let inner = [];
for (let poly of polys) {
if (poly.inner) inner.push(...poly.inner);
}
return inner;
}
function omitInner(polys) {
for (let poly of polys) {
poly.inner = undefined;
}
return polys;
}
function omitMatching(target, matches) {
target = target.clone(true);
for (let poly of target.filter(p => p.inner)) {
poly.inner = poly.inner.filter(inner => {
for (let ho of matches) {
if (inner.isEquivalent(ho)) {
return false;
}
}
return true;
});
}
return target;
}
function clampZ(poly, max, min) {
for (let p of poly.points) {
if (p.z < min) p.z = min;
else if (p.z > max) p.z = max;
}
if (poly.inner) {
for (let p of poly.inner) {
clampZ(p, max, min);
}
}
return poly;
}
// box2: THREE.Box2
// angle: radians (direction of each scan ray)
// step: spacing between parallel rays (world units)
function scanBoxAtAngle(box2, angle, step) {
const cx = (box2.min.x + box2.max.x) * 0.5;
const cy = (box2.min.y + box2.max.y) * 0.5;
const w = box2.max.x - box2.min.x;
const h = box2.max.y - box2.min.y;
// ray direction
const dx = Math.cos(angle);
const dy = Math.sin(angle);
// normal between rays (perpendicular to ray dir)
const nx = -dy;
const ny = dx;
// extent of the box along the normal
const extentN = Math.abs(nx) * w + Math.abs(ny) * h;
// length of each ray across the box (along ray dir)
const extentD = Math.abs(dx) * w + Math.abs(dy) * h;
// how many rays to cover the box; +1 so edges are covered
const count = Math.max(1, Math.ceil(extentN / step) + 1);
const halfSpan = step * (count - 1) * 0.5;
const halfD = extentD * 0.5;
const rays = [];
for (let i = 0; i < count; i++) {
// offset along normal
const o = -halfSpan + i * step;
const ox = cx + nx * o;
const oy = cy + ny * o;
// segment endpoints for this ray inside (or slightly outside) the box
const ax = ox - dx * halfD;
const ay = oy - dy * halfD;
const bx = ox + dx * halfD;
const by = oy + dy * halfD;
rays.push({
a: new THREE.Vector2(ax, ay),
b: new THREE.Vector2(bx, by),
});
}
return rays;
}
export { OpArea };