313 lines
10 KiB
HTML
313 lines
10 KiB
HTML
<!DOCTYPE html>
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<html><head>
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<script src="lightgl.js"></script>
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<script src="csg.js"></script>
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<script src="openjscad.js"></script>
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<style>
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body {
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font: 14px/20px 'Helvetica Neue Light', HelveticaNeue-Light, 'Helvetica Neue', Helvetica, Arial, sans-serif;
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max-width: 800px;
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margin: 0 auto;
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padding: 10px;
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}
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pre, code, textarea {
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font: 12px/20px Monaco, monospace;
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border: 1px solid #CCC;
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border-radius: 3px;
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background: #F9F9F9;
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padding: 0 3px;
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color: #555;
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}
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pre, textarea {
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padding: 10px;
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width: 100%;
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}
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textarea {
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height: 200px;
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}
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textarea:focus {
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outline: none;
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}
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//h1, h2 { font: bold 50px/50px 'Helvetica Neue', Helvetica, Arial; }
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//h2 { font-size: 30px; margin: 10px 0 0 0; }
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a { color: inherit; }
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.viewer { width: 200px; height: 200px; background: #EEE url(images.png); }
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#combined .viewer { width: 150px; height: 150px; }
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table { border-collapse: collapse; margin: 0 auto; }
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td { padding: 5px; text-align: center; }
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td code { background: none; border: none; color: inherit; }
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canvas { cursor: move; }
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#needchrome {
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display: none;
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}
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</style>
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<script>
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var gViewer=null;
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var gSolid=new CSG();
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var gSolidSource="";
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function isChrome()
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{
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return (navigator.userAgent.search("Chrome") >= 0);
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}
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function onload()
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{
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var needchromediv = document.getElementById("needchrome");
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if(needchromediv)
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{
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if(!isChrome())
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{
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needchromediv.style.display="block";
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}
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}
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var containerelement = document.getElementById("viewer");
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gViewer = new OpenJsCad.Viewer(containerelement, 600, 600, 50);
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updateSolid();
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}
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function updateSolid()
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{
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if(gViewer.supported())
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{
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var code=document.getElementById('code').value;
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if(code != gSolidSource)
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{
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gSolidSource=code;
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var errtxt = "";
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var csg = new CSG();
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try {
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csg = OpenJsCad.javaScriptToSolid(code);
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} catch (e) {
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errtxt = 'Error: <code>' + e.toString().replace(/&/g, '&').replace(/</g, '<').replace(/>/g, '>') + '</code>';
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}
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gSolid = csg;
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var errdiv=document.getElementById('error');
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errdiv.innerHTML = errtxt;
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errdiv.style.display = (errtxt == "")? "none":"block";
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gViewer.setCsg(gSolid);
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var stlarea = document.getElementById('stloutput');
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stlarea.style.display = "none";
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}
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}
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}
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function getStl()
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{
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updateSolid();
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var stl=gSolid.toStlString();
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var stlarea = document.getElementById('stloutput');
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stlarea.value=stl;
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stlarea.style.display = "inline";
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}
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</script>
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<title>OpenJsCad</title>
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</head>
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<body onload="onload()">
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<h1>OpenJsCad</h1>
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<div id="needchrome">Please note: OpenJsCad currently only runs reliably on Google Chrome!</div>
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Create an STL file for 3D printing using constructive solid modeling in Javascript.
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<table>
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<tr>
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<td><div id="viewer" class="viewer" style="background-image:none;width:600px;height:600px;"></div></td>
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</tr>
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</table>
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<h2>Playground</h2>
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Try it by entering some code below. Anything you enter will be lost as soon as this page is reloaded;
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to build your own models you should instead store them in a .jscad file on your computer
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and use the <a href="processfile.html"><b>OpenJsCad parser</b></a>.
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<br><br>
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<textarea id="code">var resolution = 16; // increase to get smoother corners (will get slow!)
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var cube1 = CSG.roundedCube({center: [0,0,0], radius: [10,10,10], roundradius: 2, resolution: resolution});
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var sphere1 = CSG.sphere({center: [5, 5, 5], radius: 10, resolution: resolution });
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var sphere2 = sphere1.translate([12, 5, 0]);
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var sphere3 = CSG.sphere({center: [20, 0, 0], radius: 30, resolution: resolution });
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var result = cube1;
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result = result.union(sphere1);
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result = result.subtract(sphere2);
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result = result.intersect(sphere3);
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return result;
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</textarea>
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<p id="error"></p>
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<br>
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<input type="submit" value="Update Preview" onclick="updateSolid(); return false;">
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<input type="submit" value="Get STL" onclick="getStl(); return false;"><br>
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<textarea id="stloutput" readonly style="width: 80%; height: 100px; display: none;"></textarea>
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<br>
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<h1>About</h1>
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This is intended to become a Javascript based alternative to <a href="http://www.openscad.org/">OpenSCAD</a>,
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for 3D solid modeling.
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CSG model is contructed using Javascript. For example:<br>
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<code>var cube = CSG.cube(); return cube;</code> creates a cube with a radius of 1 and centered at the origin.
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The code should always end in a return statement, returning a CSG solid.
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<br><br>
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To build your own modes, create a .jscad file with your javascript code and parse the file using the
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<a href="processfile.html">OpenJsCad parser</a>. When finished you can generate an .stl file,
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ready to be printed on your 3d printer.
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<h2>License</h2>
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Copyright (c) 2012 Joost Nieuwenhuijse.
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Uses CSG.js, <a href="https://github.com/evanw/csg.js">original</a> copyright (c) 2011 Evan Wallace,
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<a href="https://github.com/joostn/csg.js">extensively modified</a>, copyright (c) 2012 Joost Nieuwenhuijse.
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Uses <a href="https://github.com/evanw/lightgl.js">lightgl.js</a> by Evan Wallace for WebGL rendering.
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All code released under MIT license.
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<br><br>
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Contributions are welcome! It's all written in Javascript, so if you know how to use it you
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know how to modify it as well.<br><br>
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To contribute go to <a href="https://github.com/joostn/csg.js">CSG.js at GitHub</a>,
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<a href="http://help.github.com/fork-a-repo/">create your own fork</a> and
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<a href="http://help.github.com/send-pull-requests/">send me a pull request</a>.
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<h2>Viewer navigation</h2>
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Click and drag to rotate the model around the origin.<br>
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Shift+Drag moves the model around.<br>
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Alt+drag zooms (by changing the distance between camera and model).
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<h2>Primitive solids</h2>
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Currently the following solids are supported. The parameters are passed in an object; most
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parameters are optional. 3D vectors can be passed in an array. If a scalar is passed
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for a parameter which expects a 3D vector, it is used for the x, y and z value.
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In other words: <code>radius: 1</code> will give <code>radius: [1,1,1]</code>.
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<br><br>
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All rounded solids have a 'resolution' parameter which controls tesselation. If resolution
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is set to 8, then 8 polygons per 360 degree of revolution are used. Beware that rendering
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time will increase dramatically when increasing the resolution. For a sphere the number of polygons
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increases quadratically with the resolution used.
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<br><br>
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<pre>
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// a cube:
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var cube = CSG.cube({
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center: [0, 0, 0],
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radius: [1, 1, 1]
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});
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// a sphere:
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var sphere = CSG.sphere({
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center: [0, 0, 0],
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radius: 2, // must be scalar
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resolution: 32
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});
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// a cylinder:
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var cylinder = CSG.cylinder({
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start: [0, -1, 0],
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end: [0, 1, 0],
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radius: 1,
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resolution: 16
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});
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// like a cylinder, but with spherical endpoints:
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var roundedCylinder = CSG.roundedCylinder({
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start: [0, -1, 0],
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end: [0, 1, 0],
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radius: 1,
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resolution: 16
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});
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// a rounded cube:
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var cube = CSG.roundedCube({
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center: [0, 0, 0],
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radius: 1,
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roundradius: 0.2,
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resolution: 8,
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});
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</pre>
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<h2>CSG operations</h2>
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The 3 standard CSG operations are supported. All CSG operations return a new solid; the source solids
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are not modified:
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<br><br>
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<pre>
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var csg1 = cube.union(sphere);
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var csg2 = cube.intersect(sphere);
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var csg3 = cube.subtract(sphere);
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</pre>
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<h2>Transformations</h2>
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Solids can be translated, scaled and rotated. Multiple transforms can be combined into a single matrix transform:
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<br><br>
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<pre>
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var cube = CSG.cube();
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// translation:
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var cube2 = cube.translate([1, 2, 3]);
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// scaling:
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var largecube = cube.scale(2.0);
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var stretchedcube = cube.scale([1.5, 1, 0.5]);
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// rotation:
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var rotated1 = cube.rotateX(-45); // rotate around the X axis
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var rotated2 = cube.rotateY(90); // rotate around the Y axis
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var rotated3 = cube.rotateZ(20); // rotate around the Z axis
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// combine multiple transforms into a single matrix transform:
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var m = new CSG.Matrix4x4();
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m = m.multiply(CSG.Matrix4x4.rotationX(40));
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m = m.multiply(CSG.Matrix4x4.rotationZ(40));
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m = m.multiply(CSG.Matrix4x4.translation([-.5, 0, 0]));
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m = m.multiply(CSG.Matrix4x4.scaling([1.1, 1.2, 1.3]));
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// and apply the transform:
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var cube3 = cube.transform(m);
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</pre>
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<h2>Expansion and contraction</h2>
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Expansion can be seen
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as the 3D convolution of an object with a sphere. Contraction is the reverse: the area outside the solid
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is expanded, and this is then subtracted from the solid.
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<br><br>
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Expansion and contraction are very powerful ways to get an object with nice smooth corners. For example
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a rounded cube can be created by expanding a normal cube.
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<br><br>
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Note that these are expensive operations: spheroids are created around every corner and edge in the original
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object, so the number of polygons quickly increases. Expansion and contraction therefore are only practical for simple
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non-curved objects.
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<br><br>
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expand() and contract() take two parameters: the first is the radius of expansion or contraction; the second
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parameter is optional and specififies the resolution (number of polygons on spherical surfaces, per 360 degree revolution).
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<pre>
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var cube1 = CSG.cube({radius: 1.0});
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var cube2 = CSG.cube({radius: 1.0}).translate([-0.3, -0.3, -0.3]);
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var csg = cube1.subtract(cube2);
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var rounded = csg.expand(0.2, 8);
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</pre>
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<h2>2d shapes</h2>
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Two dimensional shapes can be defined through the Polygon2D class. Currently this requires the polygon to be convex
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(i.e. all corners less than 180 degrees). Shapes can be transformed (rotation, translation, scaling).
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To actually use the shape it needs to be extruded into a 3D CSG object through the extrude() function. extrude()
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places the 2D solid onto the z=0 plane, and extrudes in the specified direction. Extrusion can be done with an optional
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twist. This rotates the solid around the z axis (and not necessariy around the extrusion axis) during extrusion.
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The total degrees of rotation is specified in the twistangle parameter, and twiststeps determine the number of steps
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between the bottom and top surface.
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<pre>
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// Create a shape; argument is an array of 2D coordinates
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// The shape must be convex, can be specified in clockwise or in counterclockwise direction
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var shape2d=new CSG.Polygon2D([[0,0], [5,0], [3,5], [0,5]]);
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// Do some transformations:
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shape2d=shape2d.translate([-2, -2]);
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shape2d=shape2d.rotate(20);
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shape2d=shape2d.scale([0.2, 0.2]);
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// And extrude. This creates a CSG solid:
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var extruded=shape2d.extrude({
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offset: [0.5, 0, 2], // direction for extrusion
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twistangle: 180, // top surface is rotated 180 degrees
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twiststeps: 100 // create 100 slices
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});
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</pre>
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</body>
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</html> |