require 'svgcode/gcode/command' require 'svgcode/gcode/invalid_command_error' module Svgcode module GCode class Program DEFAULT_FEEDRATE = 120 DEFAULT_CLEARANCE = 5 DEFAULT_DEPTH = -0.5 attr_accessor :opts, :commands # 3 states # ======== # at Z home height: @is_poised = false, @is_plunged = false # at Z clearance height: @is_poised = true, @is_plunged = false # at Z cutting depth height: @is_poised = true, @is_plunged = true attr_reader :is_plunged, :is_poised, :is_absolute, :x, :y def initialize(opts = {}) @is_plunged = false @is_poised = false @commands = opts.delete(:commands) || [] @is_absolute = opts.delete(:absolute) @is_absolute = true if @is_absolute.nil? @opts = { feedrate: DEFAULT_FEEDRATE, clearance: DEFAULT_CLEARANCE, depth: DEFAULT_DEPTH }.merge(opts) end def feedrate @opts[:feedrate] end def clearance @opts[:clearance] end def depth @opts[:depth] end def plunged? @is_plunged end def poised? @is_poised end def absolute? @is_absolute end def relative? @is_absolute.nil? ? nil : !@is_absolute end def <<(command) if !command.is_a?(String) && (@x.nil? || @y.nil?) && command.letter == 'G' && command.number < 6 && command != Command.relative && command != Command.absolute then if relative? raise InvalidCommandError.new( 'Cannot add a command when relative and @x or @y are nil' ) else @commands << Command.absolute end end @commands << command end def comment!(str) self << Command.comment(str) end def metric! self << Command.metric end def imperial! self << Command.imperial end def absolute! unless absolute? self << Command.absolute @is_absolute = true end end def relative! unless relative? self << Command.relative @is_absolute = false end end def feedrate!(rate = nil) if rate.nil? rate = feedrate else @opts[:feedrate] = rate end self << Command.feedrate(rate) end def stop! self << Command.stop end def home! clear! if plunged? @commands.pop if @commands.last == Command.relative self << Command.home if poised? @x = nil @y = nil @is_poised = false end def clear! temp_absolute { self << Command.clear(clearance) } @is_plunged = false @is_poised = true end def plunge! clear! unless poised? temp_absolute { self << Command.plunge(depth) } @is_plunged = true end def go!(x, y) clear! if plunged? self << Command.go(x, y) set_coords(x, y) end def cut!(x, y) perform_cut(x, y) { self << Command.cut(x, y) } end def cubic_spline!(i, j, _p, q, x, y) perform_cut(x, y) do self << Command.cubic_spline(i, j, _p, q, x, y) end end def pos Svgcode::SVG::Point.new(@x, @y) end def to_s @commands.join("\n") end private def perform_cut(x, y) plunge! unless plunged? yield set_coords(x, y) end def temp_absolute was_relative = relative? if @commands.last == Command.relative @commands.pop @is_absolute = true end absolute! if relative? yield relative! if was_relative end def set_coords(x, y) if absolute? @x = x @y = y else @x += x @y += y end end end end end