@duet3d/gcodeviewer 3.7.0-alpha.7 → 3.7.0-alpha.8

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@@ -1,24 +1,29 @@
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  import { ShaderMaterial } from '@babylonjs/core/Materials/shaderMaterial';
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  import { Scene } from '@babylonjs/core/scene';
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  import { UniformBuffer } from '@babylonjs/core/Materials/uniformBuffer';
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+ export declare function trailTime(): number;
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  export default class LineShaderMaterial {
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  scene: Scene;
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  material: ShaderMaterial;
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  toolBuffer: UniformBuffer;
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  renderMode: number;
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- static readonly vertexShader = "\n #define THIN_INSTANCES\n precision highp float;\n \n\n attribute vec3 position;\n attribute vec3 normal;\n\n attribute float filePosition;\n attribute vec3 pickColor;\n attribute float tool;\n attribute float feedRate;\n attribute float filePositionEnd;\n attribute float isPerimeter;\n attribute vec3 baseColor;\n\n uniform mat4 viewProjection;\n uniform mat4 worldView;\n uniform mat4 view;\n\n uniform float animationLength;\n uniform float currentPosition;\n uniform vec4 toolColors[20];\n uniform vec3 focusedPickColor;\n uniform float maxFeedRate;\n uniform float minFeedRate;\n uniform bool progressMode;\n uniform vec4 progressColor;\n uniform bool showSupports;\n uniform bool showTravels;\n uniform bool persistTravels;\n uniform vec3 minFeedColor;\n uniform vec3 maxFeedColor;\n uniform float utime;\n uniform int renderMode;\n\n uniform bool alphaMode;\n uniform bool lineMesh;\n uniform bool perimeterOnly;\n\n varying vec3 eye_normal;\n varying vec3 eye_pos;\n\n#include<clipPlaneVertexDeclaration>\n\n flat out vec3 vDiffColor;\n flat out float fIsPerimeter;\n flat out float bDiscard;\n flat out float fShow;\n flat out float focused;\n\n #include<instancesDeclaration>\n\n void main()\n {\n #include<instancesVertex>\n\n fIsPerimeter = isPerimeter;\n bDiscard = 0.;\n\n // Non-perimeter geometry (infill, travels) is dropped entirely in perimeter-only mode\n if(perimeterOnly && isPerimeter < 1.0)\n {\n bDiscard = 1.;\n }\n\n switch(renderMode){\n case 0: \n vDiffColor = baseColor.rgb; \n break; // use default diffuse color;\n case 1:\n if(tool < 255.0)\n {\n vDiffColor = toolColors[int(tool)].rgb;\n }\n else\n {\n vDiffColor = vec3(1,0,0); //Travel Color Make Configurable at some point\n }\n break;\n case 2:\n float m = (feedRate - minFeedRate) / max(maxFeedRate - minFeedRate, 0.0001);\n vDiffColor = mix(minFeedColor, maxFeedColor, clamp(m, 0.0, 1.0));\n break;\n case 5:\n vDiffColor = pickColor.rgb;\n break;\n }\n\n fShow = currentPosition - filePosition;\n focused = 0.;\n\n if(focusedPickColor == pickColor && !(currentPosition >= filePosition && currentPosition <= filePositionEnd)) \n {\n vDiffColor = vec3(1, 1, 1) - vDiffColor.rgb;\n focused = 1.;\n }\n else if (tool >= 254.0) //Travel\n {\n if(!showTravels)\n {\n bDiscard = 1.;\n }\n else if(fShow >= 0.0 && fShow < animationLength / 8.0)\n {\n vDiffColor = mix(vec3(1.0, 0.0, 0.0), vec3(0.5,0.0,0.0), fShow / animationLength / 2.0);\n }\n else if (fShow >= 0.0)\n {\n vDiffColor = vec3(0.3, 0.5, 0.8);\n bDiscard = persistTravels ? 0. : 1.;\n }\n else if (alphaMode || progressMode)\n {\n vDiffColor = vec3(0.3, 0.5, 0.8);\n }\n else\n {\n bDiscard = 1.;\n }\n }\n else //Extrusion\n {\n if (fShow >= 0.0 && fShow < animationLength) \n { \n if(currentPosition < filePositionEnd){\n // float animation = smoothstep(0.0, 1.0, fract(utime / 50.0));\n float animation = sin(2.0 * 3.1415 * utime / 1000.0) * 0.5 + 0.5;\n vDiffColor = mix(vec3(0, 0, 1), vec3(0,1,0), animation);\n }\n else \n {\n vDiffColor = mix(vec3(1, 1, 1) - vDiffColor.rgb, vDiffColor.rgb, fShow / animationLength);\n }\n }\n else if (fShow < 0.0 && progressMode)\n {\n vDiffColor = progressColor.rgb;\n }\n else if(fShow < 0.0 && !alphaMode && !progressMode)\n {\n bDiscard = 1.;\n }\n }\n\n //Final Results\n vec4 worldPos = finalWorld * vec4(position, 1.0);\n #include<clipPlaneVertex>\n gl_Position = viewProjection * worldPos;\n mat4 n =transpose(inverse(worldView * finalWorld));\n eye_normal = (n * vec4(normal, 0.0)).xyz;\n eye_pos = (worldView * finalWorld * vec4(position, 1.0)).xyz;\n }";
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- static readonly fragmentShader = "\n precision highp float;\n #include<helperFunctions>\n\n const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);\n const vec3 LIGHT_FRONT_DIR = vec3(0.0, 0.0, 1.0);\n \n // x = ambient, y = top diffuse, z = front diffuse, w = global\n const vec4 light_intensity = vec4(0.45, 0.7, 0.75, 0.75);\n const float SPECULAR_POWER = 32.0;\n const float SPECULAR_INTENSITY = 0.35;\n varying vec3 eye_normal;\n varying vec3 eye_pos;\n\n#include<clipPlaneFragmentDeclaration>\n\n uniform bool lineMesh;\n uniform bool alphaMode;\n uniform bool progressMode;\n uniform float alphaValue;\n uniform bool useSpecular;\n\n flat in vec3 vDiffColor;\n flat in float fIsPerimeter;\n flat in float bDiscard;\n flat in float fShow;\n flat in float focused;\n const vec3 lowerBound = vec3(0.3,0.3,0.3);\n\n void main(){\n #include<clipPlaneFragment>\n\n if( bDiscard > 0.0) {\n discard;\n }\n\n vec4 diffuseColor = vec4(vDiffColor, 1);\n\n if(focused > 0.) \n {\n diffuseColor.a = 1.0;\n }\n else if(progressMode && fShow < 0.0)\n {\n diffuseColor.a = alphaValue;\n }\n else\n {\n diffuseColor.a = fShow >= 0.0 || !alphaMode ? 0.99 : alphaValue;\n }\n \n if(lineMesh) {\n if(fIsPerimeter < 1.0)\n {\n if(all(lessThan(diffuseColor.rgb,lowerBound.rgb))) {\n diffuseColor = vec4(diffuseColor.rgb + lowerBound, diffuseColor.a);\n }\n else {\n diffuseColor = vec4(diffuseColor.rgb - lowerBound, diffuseColor.a);\n }\n }\n else\n {\n diffuseColor = vec4(diffuseColor.rgb, diffuseColor.a);\n }\n gl_FragColor = diffuseColor;\n }\n else\n {\n vec3 normal = normalize(eye_normal);\n float NdotL = abs(dot(normal, LIGHT_TOP_DIR));\n float intensity = light_intensity.x + NdotL * light_intensity.y;\n NdotL = abs(dot(normal, LIGHT_FRONT_DIR));\n intensity += NdotL * light_intensity.z;\n vec3 shaded = diffuseColor.rgb * light_intensity.w * intensity;\n if(useSpecular)\n {\n vec3 halfDir = normalize(LIGHT_TOP_DIR + normalize(-eye_pos));\n shaded += vec3(pow(max(dot(normal, halfDir), 0.0), SPECULAR_POWER) * SPECULAR_INTENSITY);\n }\n gl_FragColor = vec4(shaded, diffuseColor.a);\n }\n }";
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+ static readonly trailHistorySize = 64;
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+ static readonly vertexShader: string;
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+ static readonly fragmentShader = "\n precision highp float;\n #include<helperFunctions>\n\n const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);\n const vec3 LIGHT_FRONT_DIR = vec3(0.0, 0.0, 1.0);\n \n // x = ambient, y = top diffuse, z = front diffuse, w = global\n const vec4 light_intensity = vec4(0.45, 0.7, 0.75, 0.75);\n const float SPECULAR_POWER = 32.0;\n const float SPECULAR_INTENSITY = 0.35;\n varying vec3 eye_normal;\n varying vec3 eye_pos;\n\n#include<clipPlaneFragmentDeclaration>\n\n uniform bool lineMesh;\n uniform bool alphaMode;\n uniform bool progressMode;\n uniform float unprintedOpacity;\n uniform bool useSpecular;\n\n flat in vec3 vDiffColor;\n flat in float fIsPerimeter;\n flat in float bDiscard;\n flat in float fShow;\n flat in float focused;\n const vec3 lowerBound = vec3(0.3,0.3,0.3);\n\n void main(){\n #include<clipPlaneFragment>\n\n if( bDiscard > 0.0) {\n discard;\n }\n\n vec4 diffuseColor = vec4(vDiffColor, 1);\n\n if(focused > 0.) \n {\n diffuseColor.a = 1.0;\n }\n else if(progressMode && fShow < 0.0)\n {\n diffuseColor.a = unprintedOpacity;\n }\n else\n {\n diffuseColor.a = fShow >= 0.0 || !alphaMode ? 0.99 : unprintedOpacity;\n }\n \n if(lineMesh) {\n if(fIsPerimeter < 1.0)\n {\n if(all(lessThan(diffuseColor.rgb,lowerBound.rgb))) {\n diffuseColor = vec4(diffuseColor.rgb + lowerBound, diffuseColor.a);\n }\n else {\n diffuseColor = vec4(diffuseColor.rgb - lowerBound, diffuseColor.a);\n }\n }\n else\n {\n diffuseColor = vec4(diffuseColor.rgb, diffuseColor.a);\n }\n gl_FragColor = diffuseColor;\n }\n else\n {\n vec3 normal = normalize(eye_normal);\n float NdotL = abs(dot(normal, LIGHT_TOP_DIR));\n float intensity = light_intensity.x + NdotL * light_intensity.y;\n NdotL = abs(dot(normal, LIGHT_FRONT_DIR));\n intensity += NdotL * light_intensity.z;\n vec3 shaded = diffuseColor.rgb * light_intensity.w * intensity;\n if(useSpecular)\n {\n vec3 halfDir = normalize(LIGHT_TOP_DIR + normalize(-eye_pos));\n shaded += vec3(pow(max(dot(normal, halfDir), 0.0), SPECULAR_POWER) * SPECULAR_INTENSITY);\n }\n gl_FragColor = vec4(shaded, diffuseColor.a);\n }\n }";
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  constructor(scene: Scene);
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  buildMaterial(): void;
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  updateRenderMode(mode: number): void;
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  updateCurrentFilePosition(position: number): void;
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+ updateTrailHistory(history: number[], startPosition: number): void;
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+ setTrailDuration(seconds: number): void;
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+ setTrailColor(color: number[]): void;
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  getMaterial(): ShaderMaterial;
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  updateToolColors(toolColors: number[]): void;
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  setPickColor(color: number[]): void;
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  setMaxFeedRate(feedRate: number): void;
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  setMinFeedRate(feedRate: number): void;
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  setAlphaMode(mode: boolean): void;
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- setAlphaValue(value: number): void;
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+ setUnprintedOpacity(value: number): void;
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  setProgressMode(mode: boolean): void;
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  setShowTravels(show: boolean): void;
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  setPersistTravels(persist: boolean): void;
@@ -18,6 +18,10 @@ export default class Processor {
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  filePosition: number;
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  renderedFilePosition: number;
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  focusedColorId: number;
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+ trailDuration: number;
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+ liveTracking: boolean;
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+ trailColor: number[];
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+ private trailHistory;
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  allowSeek: boolean;
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  lastMeshMode: number;
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  perimeterOnly: boolean;
@@ -86,6 +90,12 @@ export default class Processor {
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  setMeshMode(mode: any): void;
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  testBuildMesh(renderlines: any, segCount: any, alphaIndex: any): Mesh[];
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  getGCodeInRange(filePos: any, count?: number): void;
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+ setTrailDuration(seconds: number): void;
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+ private effectiveTrailDuration;
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+ setLiveTracking(enabled: boolean): void;
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+ setTrailColor(color: number[]): void;
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+ resetTrail(): void;
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+ private recordTrailSample;
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  updateFilePosition(position: number, animate?: boolean): void;
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  private closestPositionData;
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  private updateNozzlePositionInstant;
@@ -63,7 +63,10 @@ export default class ViewerProxy {
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  setBedRenderMode(mode: number): void;
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  setBedColor(color: string): void;
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  setProgressColor(color: string): void;
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- setTransparencyValue(value: number): void;
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+ setLiveTracking(enabled: boolean): void;
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+ setTrailDuration(seconds: number): void;
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+ setTrailColor(color: string): void;
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+ setUnprintedOpacity(value: number): void;
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  setShowTravels(show: boolean): void;
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  setPersistTravels(persist: boolean): void;
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  setFeedRateRange(min: number, max: number): void;
package/dist/viewer.d.ts CHANGED
@@ -86,7 +86,10 @@ export default class Viewer {
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  setAlphaMode(mode: boolean): void;
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  setProgressMode(mode: boolean): void;
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  setProgressColor(color: string): void;
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- setTransparencyValue(value: number): void;
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+ setLiveTracking(enabled: boolean): void;
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+ setTrailDuration(seconds: number): void;
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+ setTrailColor(color: string): void;
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+ setUnprintedOpacity(value: number): void;
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  setShowTravels(show: boolean): void;
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  setPersistTravels(persist: boolean): void;
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  setFeedRateRange(min: number | null, max: number | null): void;
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@duet3d/gcodeviewer",
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- "version": "3.7.0-alpha.7",
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+ "version": "3.7.0-alpha.8",
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  "description": "G-code viewer and processor library with Babylon.js rendering and a Rust/WASM parsing fast path",
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  "main": "./dist/index.cjs.js",
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  "module": "./dist/index.es.js",